Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--build_files/cmake/platform/platform_win32_msvc.cmake6
-rw-r--r--intern/cycles/blender/addon/properties.py14
-rw-r--r--intern/cycles/blender/addon/ui.py2
-rw-r--r--intern/cycles/blender/blender_session.cpp10
-rw-r--r--make.bat16
-rw-r--r--release/scripts/modules/bpy/utils/__init__.py5
-rw-r--r--release/scripts/modules/bpy_extras/object_utils.py8
-rw-r--r--release/scripts/startup/bl_operators/add_mesh_torus.py27
-rw-r--r--release/scripts/startup/bl_ui/properties_paint_common.py9
-rw-r--r--source/blender/blenkernel/BKE_blender_version.h2
-rw-r--r--source/blender/blenkernel/intern/blender_undo.c2
-rw-r--r--source/blender/blenkernel/intern/image.c1
-rw-r--r--source/blender/blenkernel/intern/library_remap.c14
-rw-r--r--source/blender/blenkernel/intern/node.c3
-rw-r--r--source/blender/blenloader/intern/versioning_270.c7
-rw-r--r--source/blender/blenloader/intern/writefile.c30
-rw-r--r--source/blender/bmesh/intern/bmesh_core.c4
-rw-r--r--source/blender/bmesh/intern/bmesh_mesh_validate.c15
-rw-r--r--source/blender/bmesh/intern/bmesh_mods.c21
-rw-r--r--source/blender/bmesh/intern/bmesh_polygon.c18
-rw-r--r--source/blender/bmesh/intern/bmesh_queries.h2
-rw-r--r--source/blender/bmesh/operators/bmo_primitive.c23
-rw-r--r--source/blender/depsgraph/CMakeLists.txt4
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder.cc2
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_nodes.cc371
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_nodes.h4
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_nodes_rig.cc273
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc159
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_relations.cc520
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_relations.h6
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_relations_keys.cc2
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_relations_rig.cc455
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_relations_scene.cc162
-rw-r--r--source/blender/depsgraph/util/deg_util_foreach.h5
-rw-r--r--source/blender/editors/interface/interface_anim.c8
-rw-r--r--source/blender/editors/interface/interface_handlers.c2
-rw-r--r--source/blender/editors/render/render_opengl.c7
-rw-r--r--source/blender/editors/sculpt_paint/paint_image_2d.c3
-rw-r--r--source/blender/editors/space_node/space_node.c36
-rw-r--r--source/blender/editors/space_view3d/drawobject.c19
-rw-r--r--source/blender/modifiers/intern/MOD_meshsequencecache.c4
-rw-r--r--source/blender/nodes/intern/node_common.c11
-rw-r--r--source/blender/windowmanager/intern/wm_files.c5
-rw-r--r--source/creator/CMakeLists.txt2
44 files changed, 1378 insertions, 921 deletions
diff --git a/build_files/cmake/platform/platform_win32_msvc.cmake b/build_files/cmake/platform/platform_win32_msvc.cmake
index 5efda52b2c5..6ca0568b5fd 100644
--- a/build_files/cmake/platform/platform_win32_msvc.cmake
+++ b/build_files/cmake/platform/platform_win32_msvc.cmake
@@ -129,8 +129,10 @@ if(NOT DEFINED LIBDIR)
message(STATUS "32 bit compiler detected.")
set(LIBDIR_BASE "windows")
endif()
-
- if(MSVC_VERSION EQUAL 1900)
+ if(MSVC_VERSION EQUAL 1910)
+ message(STATUS "Visual Studio 2017 detected.")
+ set(LIBDIR ${CMAKE_SOURCE_DIR}/../lib/${LIBDIR_BASE}_vc14)
+ elseif(MSVC_VERSION EQUAL 1900)
message(STATUS "Visual Studio 2015 detected.")
set(LIBDIR ${CMAKE_SOURCE_DIR}/../lib/${LIBDIR_BASE}_vc14)
else()
diff --git a/intern/cycles/blender/addon/properties.py b/intern/cycles/blender/addon/properties.py
index 3888cdef70e..fc08a913f58 100644
--- a/intern/cycles/blender/addon/properties.py
+++ b/intern/cycles/blender/addon/properties.py
@@ -1156,15 +1156,21 @@ class CyclesPreferences(bpy.types.AddonPreferences):
return cuda_devices, opencl_devices
- def has_active_device(self):
+ def get_num_gpu_devices(self):
import _cycles
device_list = _cycles.available_devices()
+ num = 0
for device in device_list:
if device[1] != self.compute_device_type:
continue
- if any(dev.use and dev.id == device[2] for dev in self.devices):
- return True
- return False
+ for dev in self.devices:
+ if dev.use and dev.id == device[2]:
+ num += 1
+ return num
+
+
+ def has_active_device(self):
+ return self.get_num_gpu_devices() > 0
def draw_impl(self, layout, context):
diff --git a/intern/cycles/blender/addon/ui.py b/intern/cycles/blender/addon/ui.py
index 2d9785b94d0..7ed8c5f0a13 100644
--- a/intern/cycles/blender/addon/ui.py
+++ b/intern/cycles/blender/addon/ui.py
@@ -1556,7 +1556,7 @@ def draw_device(self, context):
sub = row.split(align=True)
sub.active = show_device_selection(context)
sub.prop(cscene, "device", text="")
- row.operator("wm.addon_userpref_show", text="Preferences", icon='PREFERENCES').module = __package__
+ row.operator("wm.addon_userpref_show", text="", icon='PREFERENCES').module = __package__
if engine.with_osl() and use_cpu(context):
layout.prop(cscene, "shading_system")
diff --git a/intern/cycles/blender/blender_session.cpp b/intern/cycles/blender/blender_session.cpp
index c250a54f259..171153dd440 100644
--- a/intern/cycles/blender/blender_session.cpp
+++ b/intern/cycles/blender/blender_session.cpp
@@ -32,6 +32,7 @@
#include "util_color.h"
#include "util_foreach.h"
#include "util_function.h"
+#include "util_hash.h"
#include "util_logging.h"
#include "util_progress.h"
#include "util_time.h"
@@ -498,7 +499,8 @@ void BlenderSession::render()
scene->film->tag_update(scene);
scene->integrator->tag_update(scene);
- for(b_rr.views.begin(b_view_iter); b_view_iter != b_rr.views.end(); ++b_view_iter) {
+ int view_index = 0;
+ for(b_rr.views.begin(b_view_iter); b_view_iter != b_rr.views.end(); ++b_view_iter, ++view_index) {
b_rview_name = b_view_iter->name();
/* set the current view */
@@ -514,6 +516,12 @@ void BlenderSession::render()
&python_thread_state,
b_rlay_name.c_str());
+ /* Make sure all views have different noise patterns. - hardcoded value just to make it random */
+ if(view_index != 0) {
+ scene->integrator->seed += hash_int_2d(scene->integrator->seed, hash_int(view_index * 0xdeadbeef));
+ scene->integrator->tag_update(scene);
+ }
+
/* Update number of samples per layer. */
int samples = sync->get_layer_samples();
bool bound_samples = sync->get_layer_bound_samples();
diff --git a/make.bat b/make.bat
index 74148e5599d..f3ec646dc8f 100644
--- a/make.bat
+++ b/make.bat
@@ -61,6 +61,9 @@ if NOT "%1" == "" (
set BUILD_ARCH=x86
) else if "%1" == "x64" (
set BUILD_ARCH=x64
+ ) else if "%1" == "2017" (
+ set BUILD_VS_VER=15
+ set BUILD_VS_YEAR=2017
) else if "%1" == "2015" (
set BUILD_VS_VER=14
set BUILD_VS_YEAR=2015
@@ -140,7 +143,7 @@ if "%target%"=="Release" (
)
:DetectMSVC
-REM Detect MSVC Installation
+REM Detect MSVC Installation for 2013-2015
if DEFINED VisualStudioVersion goto msvc_detect_finally
set VALUE_NAME=ProductDir
REM Check 64 bits
@@ -153,7 +156,18 @@ for /F "usebackq skip=2 tokens=1-2*" %%A IN (`REG QUERY %KEY_NAME% /v %VALUE_NAM
if DEFINED MSVC_VC_DIR goto msvc_detect_finally
:msvc_detect_finally
if DEFINED MSVC_VC_DIR call "%MSVC_VC_DIR%\vcvarsall.bat"
+if DEFINED MSVC_VC_DIR goto sanity_checks
+rem MSVC Build environment 2017 and up.
+for /F "usebackq skip=2 tokens=1-2*" %%A IN (`REG QUERY "HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\VisualStudio\SXS\VS7" /v %BUILD_VS_VER%.0 2^>nul`) DO set MSVC_VS_DIR=%%C
+if DEFINED MSVC_VS_DIR goto msvc_detect_finally_2017
+REM Check 32 bits
+for /F "usebackq skip=2 tokens=1-2*" %%A IN (`REG QUERY "HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\VisualStudio\sxs\vs7" /v %BUILD_VS_VER%.0 2^>nul`) DO set MSVC_VS_DIR=%%C
+if DEFINED MSVC_VS_DIR goto msvc_detect_finally_2017
+:msvc_detect_finally_2017
+if DEFINED MSVC_VS_DIR call "%MSVC_VS_DIR%\Common7\Tools\VsDevCmd.bat"
+
+:sanity_checks
REM Sanity Checks
where /Q msbuild
if %ERRORLEVEL% NEQ 0 (
diff --git a/release/scripts/modules/bpy/utils/__init__.py b/release/scripts/modules/bpy/utils/__init__.py
index 66974dedc24..31dd836e034 100644
--- a/release/scripts/modules/bpy/utils/__init__.py
+++ b/release/scripts/modules/bpy/utils/__init__.py
@@ -154,8 +154,6 @@ def load_scripts(reload_scripts=False, refresh_scripts=False):
original_modules = _sys.modules.values()
if reload_scripts:
- _bpy_types.TypeMap.clear()
-
# just unload, don't change user defaults, this means we can sync
# to reload. note that they will only actually reload of the
# modification time changes. This `won't` work for packages so...
@@ -163,6 +161,9 @@ def load_scripts(reload_scripts=False, refresh_scripts=False):
for module_name in [ext.module for ext in _user_preferences.addons]:
_addon_utils.disable(module_name)
+ # *AFTER* unregistering all add-ons, otherwise all calls to unregister_module() will silently fail (do nothing).
+ _bpy_types.TypeMap.clear()
+
def register_module_call(mod):
register = getattr(mod, "register", None)
if register:
diff --git a/release/scripts/modules/bpy_extras/object_utils.py b/release/scripts/modules/bpy_extras/object_utils.py
index 88cd7398fe0..c48f03c133d 100644
--- a/release/scripts/modules/bpy_extras/object_utils.py
+++ b/release/scripts/modules/bpy_extras/object_utils.py
@@ -189,6 +189,14 @@ def object_data_add(context, obdata, operator=None, use_active_layer=True, name=
scene.update() # apply location
# scene.objects.active = obj_new
+ # Match up UV layers, this is needed so adding an object with UV's
+ # doesn't create new layers when there happens to be a naming mis-match.
+ uv_new = obdata.uv_layers.active
+ if uv_new is not None:
+ uv_act = obj_act.data.uv_layers.active
+ if uv_act is not None:
+ uv_new.name = uv_act.name
+
bpy.ops.object.join() # join into the active.
if obdata:
bpy.data.meshes.remove(obdata)
diff --git a/release/scripts/startup/bl_operators/add_mesh_torus.py b/release/scripts/startup/bl_operators/add_mesh_torus.py
index 303a8b01192..f12e7484e64 100644
--- a/release/scripts/startup/bl_operators/add_mesh_torus.py
+++ b/release/scripts/startup/bl_operators/add_mesh_torus.py
@@ -84,26 +84,27 @@ def add_torus(major_rad, minor_rad, major_seg, minor_seg):
def add_uvs(mesh, minor_seg, major_seg):
mesh.uv_textures.new()
- uv_layer = mesh.uv_layers.active
- u_step = 1.0/major_seg
- v_step = 1.0/minor_seg
+ uv_data = mesh.uv_layers.active.data
+ polygons = mesh.polygons
+ u_step = 1.0 / major_seg
+ v_step = 1.0 / minor_seg
vertex_index = 0
u = 0.5
for major_index in range(major_seg):
v = 0.5
for minor_index in range(minor_seg):
- loops = mesh.polygons[vertex_index].loop_indices
- if minor_index == minor_seg-1 and major_index == 0:
- uv_layer.data[loops[1]].uv = (u, v)
- uv_layer.data[loops[2]].uv = (u + u_step, v)
- uv_layer.data[loops[0]].uv = (u, v + v_step)
- uv_layer.data[loops[3]].uv = (u + u_step, v + v_step)
+ loops = polygons[vertex_index].loop_indices
+ if minor_index == minor_seg - 1 and major_index == 0:
+ uv_data[loops[1]].uv = (u, v)
+ uv_data[loops[2]].uv = (u + u_step, v)
+ uv_data[loops[0]].uv = (u, v + v_step)
+ uv_data[loops[3]].uv = (u + u_step, v + v_step)
else:
- uv_layer.data[loops[0]].uv = (u, v)
- uv_layer.data[loops[1]].uv = (u + u_step, v)
- uv_layer.data[loops[3]].uv = (u, v + v_step)
- uv_layer.data[loops[2]].uv = (u + u_step, v + v_step)
+ uv_data[loops[0]].uv = (u, v)
+ uv_data[loops[1]].uv = (u + u_step, v)
+ uv_data[loops[3]].uv = (u, v + v_step)
+ uv_data[loops[2]].uv = (u + u_step, v + v_step)
v = (v + v_step) % 1.0
vertex_index += 1
u = (u + u_step) % 1.0
diff --git a/release/scripts/startup/bl_ui/properties_paint_common.py b/release/scripts/startup/bl_ui/properties_paint_common.py
index c18aa10e229..c7bae0d87d6 100644
--- a/release/scripts/startup/bl_ui/properties_paint_common.py
+++ b/release/scripts/startup/bl_ui/properties_paint_common.py
@@ -117,16 +117,14 @@ def brush_texpaint_common(panel, context, layout, brush, settings, projpaint=Fal
col.label("Gradient Colors")
col.template_color_ramp(brush, "gradient", expand=True)
- if brush.image_tool != 'FILL':
+ if brush.image_tool == 'DRAW':
col.label("Background Color")
row = col.row(align=True)
panel.prop_unified_color(row, context, brush, "secondary_color", text="")
-
- if brush.image_tool == 'DRAW':
col.prop(brush, "gradient_stroke_mode", text="Mode")
if brush.gradient_stroke_mode in {'SPACING_REPEAT', 'SPACING_CLAMP'}:
col.prop(brush, "grad_spacing")
- elif brush.image_tool == 'FILL':
+ else: # if brush.image_tool == 'FILL':
col.prop(brush, "gradient_fill_mode")
else:
row = col.row(align=True)
@@ -137,6 +135,9 @@ def brush_texpaint_common(panel, context, layout, brush, settings, projpaint=Fal
panel.prop_unified_color(row, context, brush, "secondary_color", text="")
row.separator()
row.operator("paint.brush_colors_flip", icon='FILE_REFRESH', text="")
+ else:
+ if brush.image_tool == 'FILL' and not projpaint:
+ col.prop(brush, "fill_threshold")
elif brush.image_tool == 'SOFTEN':
col = layout.column(align=True)
diff --git a/source/blender/blenkernel/BKE_blender_version.h b/source/blender/blenkernel/BKE_blender_version.h
index baf8510dd0d..4f4787f9da5 100644
--- a/source/blender/blenkernel/BKE_blender_version.h
+++ b/source/blender/blenkernel/BKE_blender_version.h
@@ -28,7 +28,7 @@
* and keep comment above the defines.
* Use STRINGIFY() rather than defining with quotes */
#define BLENDER_VERSION 278
-#define BLENDER_SUBVERSION 3
+#define BLENDER_SUBVERSION 4
/* Several breakages with 270, e.g. constraint deg vs rad */
#define BLENDER_MINVERSION 270
#define BLENDER_MINSUBVERSION 6
diff --git a/source/blender/blenkernel/intern/blender_undo.c b/source/blender/blenkernel/intern/blender_undo.c
index ce6d29bbfee..bc98d6f6805 100644
--- a/source/blender/blenkernel/intern/blender_undo.c
+++ b/source/blender/blenkernel/intern/blender_undo.c
@@ -320,7 +320,7 @@ const char *BKE_undo_get_name(int nr, bool *r_active)
}
/* return the name of the last item */
-const char *BKE_undo_get_name_last()
+const char *BKE_undo_get_name_last(void)
{
UndoElem *uel = undobase.last;
return (uel ? uel->name : NULL);
diff --git a/source/blender/blenkernel/intern/image.c b/source/blender/blenkernel/intern/image.c
index df3a7630bb0..c9bad2160ff 100644
--- a/source/blender/blenkernel/intern/image.c
+++ b/source/blender/blenkernel/intern/image.c
@@ -1244,7 +1244,6 @@ char BKE_imtype_valid_channels(const char imtype, bool write_file)
case R_IMF_IMTYPE_RAWTGA:
case R_IMF_IMTYPE_IRIS:
case R_IMF_IMTYPE_PNG:
- case R_IMF_IMTYPE_RADHDR:
case R_IMF_IMTYPE_TIFF:
case R_IMF_IMTYPE_OPENEXR:
case R_IMF_IMTYPE_MULTILAYER:
diff --git a/source/blender/blenkernel/intern/library_remap.c b/source/blender/blenkernel/intern/library_remap.c
index 785fb44c946..3b757a46e2e 100644
--- a/source/blender/blenkernel/intern/library_remap.c
+++ b/source/blender/blenkernel/intern/library_remap.c
@@ -377,6 +377,18 @@ static void libblock_remap_data_postprocess_obdata_relink(Main *UNUSED(bmain), O
}
}
+static void libblock_remap_data_postprocess_nodetree_update(Main *bmain, ID *new_id)
+{
+ /* Verify all nodetree user nodes. */
+ ntreeVerifyNodes(bmain, new_id);
+
+ /* Update node trees as necessary. */
+ FOREACH_NODETREE(bmain, ntree, id) {
+ /* make an update call for the tree */
+ ntreeUpdateTree(bmain, ntree);
+ } FOREACH_NODETREE_END
+}
+
/**
* Execute the 'data' part of the remapping (that is, all ID pointers from other ID datablocks).
*
@@ -550,6 +562,8 @@ void BKE_libblock_remap_locked(
default:
break;
}
+ /* Node trees may virtually use any kind of data-block... */
+ libblock_remap_data_postprocess_nodetree_update(bmain, new_id);
/* Full rebuild of DAG! */
DAG_relations_tag_update(bmain);
diff --git a/source/blender/blenkernel/intern/node.c b/source/blender/blenkernel/intern/node.c
index 2b88ae4823c..a227228ceb5 100644
--- a/source/blender/blenkernel/intern/node.c
+++ b/source/blender/blenkernel/intern/node.c
@@ -736,11 +736,14 @@ void nodeRemoveAllSockets(bNodeTree *ntree, bNode *node)
node_socket_free(ntree, sock, node);
MEM_freeN(sock);
}
+ BLI_listbase_clear(&node->inputs);
+
for (sock = node->outputs.first; sock; sock = sock_next) {
sock_next = sock->next;
node_socket_free(ntree, sock, node);
MEM_freeN(sock);
}
+ BLI_listbase_clear(&node->outputs);
node->update |= NODE_UPDATE;
}
diff --git a/source/blender/blenloader/intern/versioning_270.c b/source/blender/blenloader/intern/versioning_270.c
index 577c278e0e4..3fa3f037600 100644
--- a/source/blender/blenloader/intern/versioning_270.c
+++ b/source/blender/blenloader/intern/versioning_270.c
@@ -1367,6 +1367,13 @@ void blo_do_versions_270(FileData *fd, Library *UNUSED(lib), Main *main)
}
}
+ if (!MAIN_VERSION_ATLEAST(main, 278, 4)) {
+ const float sqrt_3 = (float)M_SQRT3;
+ for (Brush *br = main->brush.first; br; br = br->id.next) {
+ br->fill_threshold /= sqrt_3;
+ }
+ }
+
{
if (!DNA_struct_elem_find(fd->filesdna, "View3DDebug", "char", "background")) {
bScreen *screen;
diff --git a/source/blender/blenloader/intern/writefile.c b/source/blender/blenloader/intern/writefile.c
index 03436f4658a..d8097f1a50a 100644
--- a/source/blender/blenloader/intern/writefile.c
+++ b/source/blender/blenloader/intern/writefile.c
@@ -912,20 +912,22 @@ static void write_curvemapping(WriteData *wd, CurveMapping *cumap)
static void write_node_socket(WriteData *wd, bNodeTree *UNUSED(ntree), bNode *node, bNodeSocket *sock)
{
#ifdef USE_NODE_COMPAT_CUSTOMNODES
- /* forward compatibility code, so older blenders still open */
- sock->stack_type = 1;
-
- if (node->type == NODE_GROUP) {
- bNodeTree *ngroup = (bNodeTree *)node->id;
- if (ngroup) {
- /* for node groups: look up the deprecated groupsock pointer */
- sock->groupsock = ntreeFindSocketInterface(ngroup, sock->in_out, sock->identifier);
- BLI_assert(sock->groupsock != NULL);
-
- /* node group sockets now use the generic identifier string to verify group nodes,
- * old blender uses the own_index.
- */
- sock->own_index = sock->groupsock->own_index;
+ /* forward compatibility code, so older blenders still open (not for undo) */
+ if (wd->current == NULL) {
+ sock->stack_type = 1;
+
+ if (node->type == NODE_GROUP) {
+ bNodeTree *ngroup = (bNodeTree *)node->id;
+ if (ngroup) {
+ /* for node groups: look up the deprecated groupsock pointer */
+ sock->groupsock = ntreeFindSocketInterface(ngroup, sock->in_out, sock->identifier);
+ BLI_assert(sock->groupsock != NULL);
+
+ /* node group sockets now use the generic identifier string to verify group nodes,
+ * old blender uses the own_index.
+ */
+ sock->own_index = sock->groupsock->own_index;
+ }
}
}
#endif
diff --git a/source/blender/bmesh/intern/bmesh_core.c b/source/blender/bmesh/intern/bmesh_core.c
index 0cd91107171..d1178a198dc 100644
--- a/source/blender/bmesh/intern/bmesh_core.c
+++ b/source/blender/bmesh/intern/bmesh_core.c
@@ -2682,8 +2682,10 @@ BMVert *bmesh_urmv_loop(BMesh *bm, BMLoop *l_sep)
/**
* A version of #bmesh_urmv_loop that disconnects multiple loops at once.
+ * The loops must all share the same vertex, can be in any order
+ * and are all moved to use a single new vertex - which is returned.
*
- * Handles the task of finding fans boundaries.
+ * This function handles the details of finding fans boundaries.
*/
BMVert *bmesh_urmv_loop_multi(
BMesh *bm, BMLoop **larr, int larr_len)
diff --git a/source/blender/bmesh/intern/bmesh_mesh_validate.c b/source/blender/bmesh/intern/bmesh_mesh_validate.c
index 478194735f3..7c9ebc800a3 100644
--- a/source/blender/bmesh/intern/bmesh_mesh_validate.c
+++ b/source/blender/bmesh/intern/bmesh_mesh_validate.c
@@ -64,7 +64,7 @@ bool BM_mesh_validate(BMesh *bm)
int i, j;
- errtot = -1;
+ errtot = -1; /* 'ERRMSG' next line will set at zero */
fprintf(stderr, "\n");
ERRMSG("This is a debugging function and not intended for general use, running slow test!");
@@ -187,15 +187,22 @@ bool BM_mesh_validate(BMesh *bm)
} while ((l_iter = l_iter->next) != l_first);
if (j != f->len) {
- ERRMSG("face %d: has length if %d but should be %d", i, f->len, j);
+ ERRMSG("face %d: has length of %d but should be %d", i, f->len, j);
}
+
+ /* leave elements un-tagged, not essential but nice to avoid unintended dirty tag use later. */
+ do {
+ BM_elem_flag_disable(l_iter, BM_ELEM_INTERNAL_TAG);
+ BM_elem_flag_disable(l_iter->v, BM_ELEM_INTERNAL_TAG);
+ BM_elem_flag_disable(l_iter->e, BM_ELEM_INTERNAL_TAG);
+ } while ((l_iter = l_iter->next) != l_first);
}
BLI_edgehash_free(edge_hash, NULL);
+ const bool is_valid = (errtot == 0);
ERRMSG("Finished - errors %d", errtot);
-
- return (errtot == 0);
+ return is_valid;
}
diff --git a/source/blender/bmesh/intern/bmesh_mods.c b/source/blender/bmesh/intern/bmesh_mods.c
index 03165beb329..500da6b8788 100644
--- a/source/blender/bmesh/intern/bmesh_mods.c
+++ b/source/blender/bmesh/intern/bmesh_mods.c
@@ -346,7 +346,7 @@ BMFace *BM_face_split_n(
BMLoop **r_l, BMEdge *example)
{
BMFace *f_new, *f_tmp;
- BMLoop *l_dummy;
+ BMLoop *l_new;
BMEdge *e, *e_new;
BMVert *v_new;
// BMVert *v_a = l_a->v; /* UNUSED */
@@ -368,24 +368,21 @@ BMFace *BM_face_split_n(
}
f_tmp = BM_face_copy(bm, bm, f, true, true);
-
- if (!r_l)
- r_l = &l_dummy;
#ifdef USE_BMESH_HOLES
- f_new = bmesh_sfme(bm, f, l_a, l_b, r_l, NULL, example, false);
+ f_new = bmesh_sfme(bm, f, l_a, l_b, &l_new, NULL, example, false);
#else
- f_new = bmesh_sfme(bm, f, l_a, l_b, r_l, example, false);
+ f_new = bmesh_sfme(bm, f, l_a, l_b, &l_new, example, false);
#endif
- /* bmesh_sfme returns in r_l a Loop for f_new going from v_a to v_b.
- * The radial_next is for f and goes from v_b to v_a */
+ /* bmesh_sfme returns in 'l_new' a Loop for f_new going from 'v_a' to 'v_b'.
+ * The radial_next is for 'f' and goes from 'v_b' to 'v_a' */
if (f_new) {
- e = (*r_l)->e;
+ e = l_new->e;
for (i = 0; i < n; i++) {
v_new = bmesh_semv(bm, v_b, e, &e_new);
BLI_assert(v_new != NULL);
- /* bmesh_semv returns in e_new the edge going from v_new to tv */
+ /* bmesh_semv returns in 'e_new' the edge going from 'v_new' to 'v_b' */
copy_v3_v3(v_new->co, cos[i]);
/* interpolate the loop data for the loops with (v == v_new), using orig face */
@@ -405,6 +402,10 @@ BMFace *BM_face_split_n(
BM_face_verts_kill(bm, f_tmp);
+ if (r_l) {
+ *r_l = l_new;
+ }
+
return f_new;
}
diff --git a/source/blender/bmesh/intern/bmesh_polygon.c b/source/blender/bmesh/intern/bmesh_polygon.c
index c500d7b9ec2..6acd790fc0c 100644
--- a/source/blender/bmesh/intern/bmesh_polygon.c
+++ b/source/blender/bmesh/intern/bmesh_polygon.c
@@ -225,24 +225,16 @@ void BM_face_calc_point_in_face(const BMFace *f, float r_co[3])
*/
float BM_face_calc_area(const BMFace *f)
{
+ /* inline 'area_poly_v3' logic, avoid creating a temp array */
const BMLoop *l_iter, *l_first;
- float (*verts)[3] = BLI_array_alloca(verts, f->len);
- float area;
- unsigned int i = 0;
+ float n[3];
+ zero_v3(n);
l_iter = l_first = BM_FACE_FIRST_LOOP(f);
do {
- copy_v3_v3(verts[i++], l_iter->v->co);
+ add_newell_cross_v3_v3v3(n, l_iter->v->co, l_iter->next->v->co);
} while ((l_iter = l_iter->next) != l_first);
-
- if (f->len == 3) {
- area = area_tri_v3(verts[0], verts[1], verts[2]);
- }
- else {
- area = area_poly_v3((const float (*)[3])verts, f->len);
- }
-
- return area;
+ return len_v3(n) * 0.5f;
}
/**
diff --git a/source/blender/bmesh/intern/bmesh_queries.h b/source/blender/bmesh/intern/bmesh_queries.h
index a6a37767ee9..903fdc59cb8 100644
--- a/source/blender/bmesh/intern/bmesh_queries.h
+++ b/source/blender/bmesh/intern/bmesh_queries.h
@@ -135,7 +135,7 @@ BMLoop *BM_face_find_longest_loop(BMFace *f) ATTR_WARN_UNUSED_RESULT ATTR_NONNUL
BMEdge *BM_edge_exists(BMVert *v1, BMVert *v2) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL();
BMEdge *BM_edge_find_double(BMEdge *e) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL();
-BMFace* BM_face_exists(BMVert **varr, int len) ATTR_NONNULL(1);
+BMFace *BM_face_exists(BMVert **varr, int len) ATTR_NONNULL(1);
bool BM_face_exists_multi(BMVert **varr, BMEdge **earr, int len) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL();
bool BM_face_exists_multi_edge(BMEdge **earr, int len) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL();
diff --git a/source/blender/bmesh/operators/bmo_primitive.c b/source/blender/bmesh/operators/bmo_primitive.c
index 7b32921f8cf..8408169d85e 100644
--- a/source/blender/bmesh/operators/bmo_primitive.c
+++ b/source/blender/bmesh/operators/bmo_primitive.c
@@ -1174,7 +1174,7 @@ void BM_mesh_calc_uvs_sphere(BMesh *bm, const short oflag)
}
BMIter iter2;
- BMLoop* l;
+ BMLoop *l;
int loop_index;
float minx = 1.0f;
@@ -1236,14 +1236,14 @@ void bmo_create_monkey_exec(BMesh *bm, BMOperator *op)
int uvi = 0;
const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV);
for (i = 0; i < monkeynf; i++) {
- BMFace* temp1 = BM_face_create_quad_tri(bm,
+ BMFace *f_new_a = BM_face_create_quad_tri(bm,
tv[monkeyf[i][0] + i - monkeyo],
tv[monkeyf[i][1] + i - monkeyo],
tv[monkeyf[i][2] + i - monkeyo],
(monkeyf[i][3] != monkeyf[i][2]) ? tv[monkeyf[i][3] + i - monkeyo] : NULL,
NULL, BM_CREATE_NOP);
- BMFace* temp2 = BM_face_create_quad_tri(bm,
+ BMFace *f_new_b = BM_face_create_quad_tri(bm,
tv[monkeynv + monkeyf[i][2] + i - monkeyo],
tv[monkeynv + monkeyf[i][1] + i - monkeyo],
tv[monkeynv + monkeyf[i][0] + i - monkeyo],
@@ -1252,20 +1252,19 @@ void bmo_create_monkey_exec(BMesh *bm, BMOperator *op)
/* Set the UVs here, the iteration order of the faces is not guaranteed,
* so it's best to set the UVs right after the face is created. */
- if(calc_uvs) {
- BMLoop* l;
+ if (calc_uvs) {
+ BMLoop *l;
BMIter liter;
- int loop_index;
- BM_ITER_ELEM_INDEX (l, &liter, temp1, BM_LOOPS_OF_FACE, loop_index) {
+ BM_ITER_ELEM (l, &liter, f_new_a, BM_LOOPS_OF_FACE) {
MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
- luv->uv[0] = monkeyuvs[uvi*2 + 0];
- luv->uv[1] = monkeyuvs[uvi*2 + 1];
+ luv->uv[0] = monkeyuvs[uvi * 2 + 0];
+ luv->uv[1] = monkeyuvs[uvi * 2 + 1];
uvi++;
}
- BM_ITER_ELEM_INDEX (l, &liter, temp2, BM_LOOPS_OF_FACE, loop_index) {
+ BM_ITER_ELEM (l, &liter, f_new_b, BM_LOOPS_OF_FACE) {
MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
- luv->uv[0] = monkeyuvs[uvi*2 + 0];
- luv->uv[1] = monkeyuvs[uvi*2 + 1];
+ luv->uv[0] = monkeyuvs[uvi * 2 + 0];
+ luv->uv[1] = monkeyuvs[uvi * 2 + 1];
uvi++;
}
diff --git a/source/blender/depsgraph/CMakeLists.txt b/source/blender/depsgraph/CMakeLists.txt
index ab12a8d5b3e..e635256cda6 100644
--- a/source/blender/depsgraph/CMakeLists.txt
+++ b/source/blender/depsgraph/CMakeLists.txt
@@ -43,9 +43,13 @@ set(SRC
intern/builder/deg_builder.cc
intern/builder/deg_builder_cycle.cc
intern/builder/deg_builder_nodes.cc
+ intern/builder/deg_builder_nodes_rig.cc
+ intern/builder/deg_builder_nodes_scene.cc
intern/builder/deg_builder_pchanmap.cc
intern/builder/deg_builder_relations.cc
intern/builder/deg_builder_relations_keys.cc
+ intern/builder/deg_builder_relations_rig.cc
+ intern/builder/deg_builder_relations_scene.cc
intern/builder/deg_builder_transitive.cc
intern/debug/deg_debug_graphviz.cc
intern/eval/deg_eval.cc
diff --git a/source/blender/depsgraph/intern/builder/deg_builder.cc b/source/blender/depsgraph/intern/builder/deg_builder.cc
index 8939e4cc93a..8a0bec5ed1d 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder.cc
@@ -85,7 +85,7 @@ void deg_graph_build_finalize(Depsgraph *graph)
*/
GHASH_FOREACH_BEGIN(IDDepsNode *, id_node, graph->id_hash)
{
- if (id_node->layers == 0 || 1) {
+ if (id_node->layers == 0) {
ID *id = id_node->id;
if (GS(id->name) == ID_OB) {
Object *object = (Object *)id;
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc b/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
index 1abce2e6b18..3cf510eef25 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
@@ -55,8 +55,10 @@ extern "C" {
#include "DNA_key_types.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
+#include "DNA_mask_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meta_types.h"
+#include "DNA_movieclip_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_rigidbody_types.h"
@@ -103,6 +105,7 @@ extern "C" {
#include "intern/nodes/deg_node_operation.h"
#include "intern/depsgraph_types.h"
#include "intern/depsgraph_intern.h"
+#include "util/deg_util_foreach.h"
namespace DEG {
@@ -315,92 +318,6 @@ OperationDepsNode *DepsgraphNodeBuilder::find_operation_node(
/* **** Build functions for entity nodes **** */
-void DepsgraphNodeBuilder::build_scene(Main *bmain, Scene *scene)
-{
- /* LIB_TAG_DOIT is used to indicate whether node for given ID was already
- * created or not. This flag is being set in add_id_node(), so functions
- * shouldn't bother with setting it, they only might query this flag when
- * needed.
- */
- BKE_main_id_tag_all(bmain, LIB_TAG_DOIT, false);
- /* XXX nested node trees are not included in tag-clearing above,
- * so we need to do this manually.
- */
- FOREACH_NODETREE(bmain, nodetree, id) {
- if (id != (ID *)nodetree)
- nodetree->id.tag &= ~LIB_TAG_DOIT;
- } FOREACH_NODETREE_END
-
- /* scene ID block */
- add_id_node(&scene->id);
-
- /* timesource */
- add_time_source(NULL);
-
- /* build subgraph for set, and link this in... */
- // XXX: depending on how this goes, that scene itself could probably store its
- // own little partial depsgraph?
- if (scene->set) {
- build_scene(bmain, scene->set);
- }
-
- /* scene objects */
- for (Base *base = (Base *)scene->base.first; base; base = base->next) {
- Object *ob = base->object;
-
- /* object itself */
- build_object(scene, base, ob);
-
- /* object that this is a proxy for */
- // XXX: the way that proxies work needs to be completely reviewed!
- if (ob->proxy) {
- ob->proxy->proxy_from = ob;
- build_object(scene, base, ob->proxy);
- }
-
- /* Object dupligroup. */
- if (ob->dup_group) {
- build_group(scene, base, ob->dup_group);
- }
- }
-
- /* rigidbody */
- if (scene->rigidbody_world) {
- build_rigidbody(scene);
- }
-
- /* scene's animation and drivers */
- if (scene->adt) {
- build_animdata(&scene->id);
- }
-
- /* world */
- if (scene->world) {
- build_world(scene->world);
- }
-
- /* compo nodes */
- if (scene->nodetree) {
- build_compositor(scene);
- }
-
- /* sequencer */
- // XXX...
-
- /* grease pencil */
- if (scene->gpd) {
- build_gpencil(scene->gpd);
- }
-
- /* cache files */
- for (CacheFile *cachefile = static_cast<CacheFile *>(bmain->cachefiles.first);
- cachefile;
- cachefile = static_cast<CacheFile *>(cachefile->id.next))
- {
- build_cachefile(cachefile);
- }
-}
-
void DepsgraphNodeBuilder::build_group(Scene *scene,
Base *base,
Group *group)
@@ -411,10 +328,7 @@ void DepsgraphNodeBuilder::build_group(Scene *scene,
}
group_id->tag |= LIB_TAG_DOIT;
- for (GroupObject *go = (GroupObject *)group->gobject.first;
- go != NULL;
- go = go->next)
- {
+ LINKLIST_FOREACH (GroupObject *, go, &group->gobject) {
build_object(scene, base, go->ob);
}
}
@@ -431,10 +345,7 @@ SubgraphDepsNode *DepsgraphNodeBuilder::build_subgraph(Group *group)
DepsgraphNodeBuilder subgraph_builder(m_bmain, subgraph);
/* add group objects */
- for (GroupObject *go = (GroupObject *)group->gobject.first;
- go != NULL;
- go = go->next)
- {
+ LINKLIST_FOREACH (GroupObject *, go, &group->gobject) {
/*Object *ob = go->ob;*/
/* Each "group object" is effectively a separate instance of the
@@ -619,14 +530,6 @@ void DepsgraphNodeBuilder::build_object_constraints(Scene *scene, Object *ob)
DEG_OPCODE_TRANSFORM_CONSTRAINTS);
}
-void DepsgraphNodeBuilder::build_pose_constraints(Object *ob, bPoseChannel *pchan)
-{
- /* create node for constraint stack */
- add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
- DEPSOP_TYPE_EXEC, function_bind(BKE_pose_constraints_evaluate, _1, ob, pchan),
- DEG_OPCODE_BONE_CONSTRAINTS);
-}
-
/**
* Build graph nodes for AnimData block
* \param id: ID-Block which hosts the AnimData
@@ -654,7 +557,7 @@ void DepsgraphNodeBuilder::build_animdata(ID *id)
}
/* drivers */
- for (FCurve *fcu = (FCurve *)adt->drivers.first; fcu; fcu = fcu->next) {
+ LINKLIST_FOREACH (FCurve *, fcu, &adt->drivers) {
/* create driver */
build_driver(id, fcu);
}
@@ -767,7 +670,7 @@ void DepsgraphNodeBuilder::build_rigidbody(Scene *scene)
/* objects - simulation participants */
if (rbw->group) {
- for (GroupObject *go = (GroupObject *)rbw->group->gobject.first; go; go = go->next) {
+ LINKLIST_FOREACH (GroupObject *, go, &rbw->group->gobject) {
Object *ob = go->ob;
if (!ob || (ob->type != OB_MESH))
@@ -782,207 +685,6 @@ void DepsgraphNodeBuilder::build_rigidbody(Scene *scene)
}
}
-/* IK Solver Eval Steps */
-void DepsgraphNodeBuilder::build_ik_pose(Scene *scene, Object *ob, bPoseChannel *pchan, bConstraint *con)
-{
- bKinematicConstraint *data = (bKinematicConstraint *)con->data;
-
- /* Find the chain's root. */
- bPoseChannel *rootchan = BKE_armature_ik_solver_find_root(pchan, data);
-
- if (has_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name,
- DEG_OPCODE_POSE_IK_SOLVER))
- {
- return;
- }
-
- /* Operation node for evaluating/running IK Solver. */
- add_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name,
- DEPSOP_TYPE_SIM, function_bind(BKE_pose_iktree_evaluate, _1, scene, ob, rootchan),
- DEG_OPCODE_POSE_IK_SOLVER);
-}
-
-/* Spline IK Eval Steps */
-void DepsgraphNodeBuilder::build_splineik_pose(Scene *scene, Object *ob, bPoseChannel *pchan, bConstraint *con)
-{
- bSplineIKConstraint *data = (bSplineIKConstraint *)con->data;
-
- /* Find the chain's root. */
- bPoseChannel *rootchan = BKE_armature_splineik_solver_find_root(pchan, data);
-
- /* Operation node for evaluating/running Spline IK Solver.
- * Store the "root bone" of this chain in the solver, so it knows where to start.
- */
- add_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name,
- DEPSOP_TYPE_SIM, function_bind(BKE_pose_splineik_evaluate, _1, scene, ob, rootchan),
- DEG_OPCODE_POSE_SPLINE_IK_SOLVER);
-}
-
-/* Pose/Armature Bones Graph */
-void DepsgraphNodeBuilder::build_rig(Scene *scene, Object *ob)
-{
- bArmature *arm = (bArmature *)ob->data;
-
- /* animation and/or drivers linking posebones to base-armature used to define them
- * NOTE: AnimData here is really used to control animated deform properties,
- * which ideally should be able to be unique across different instances.
- * Eventually, we need some type of proxy/isolation mechanism in-between here
- * to ensure that we can use same rig multiple times in same scene...
- */
- build_animdata(&arm->id);
-
- /* Rebuild pose if not up to date. */
- if (ob->pose == NULL || (ob->pose->flag & POSE_RECALC)) {
- BKE_pose_rebuild_ex(ob, arm, false);
- /* XXX: Without this animation gets lost in certain circumstances
- * after loading file. Need to investigate further since it does
- * not happen with simple scenes..
- */
- if (ob->adt) {
- ob->adt->recalc |= ADT_RECALC_ANIM;
- }
- }
-
- /* speed optimization for animation lookups */
- if (ob->pose) {
- BKE_pose_channels_hash_make(ob->pose);
- if (ob->pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
- BKE_pose_update_constraint_flags(ob->pose);
- }
- }
-
- /* Make sure pose is up-to-date with armature updates. */
- add_operation_node(&arm->id,
- DEPSNODE_TYPE_PARAMETERS,
- DEPSOP_TYPE_EXEC,
- NULL,
- DEG_OPCODE_PLACEHOLDER,
- "Armature Eval");
-
- /**
- * Pose Rig Graph
- * ==============
- *
- * Pose Component:
- * - Mainly used for referencing Bone components.
- * - This is where the evaluation operations for init/exec/cleanup
- * (ik) solvers live, and are later hooked up (so that they can be
- * interleaved during runtime) with bone-operations they depend on/affect.
- * - init_pose_eval() and cleanup_pose_eval() are absolute first and last
- * steps of pose eval process. ALL bone operations must be performed
- * between these two...
- *
- * Bone Component:
- * - Used for representing each bone within the rig
- * - Acts to encapsulate the evaluation operations (base matrix + parenting,
- * and constraint stack) so that they can be easily found.
- * - Everything else which depends on bone-results hook up to the component only
- * so that we can redirect those to point at either the the post-IK/
- * post-constraint/post-matrix steps, as needed.
- */
-
- /* pose eval context */
- add_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE,
- DEPSOP_TYPE_INIT, function_bind(BKE_pose_eval_init, _1, scene, ob, ob->pose), DEG_OPCODE_POSE_INIT);
-
- add_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE,
- DEPSOP_TYPE_POST, function_bind(BKE_pose_eval_flush, _1, scene, ob, ob->pose), DEG_OPCODE_POSE_DONE);
-
- /* bones */
- for (bPoseChannel *pchan = (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan = pchan->next) {
- /* node for bone eval */
- add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
- DEPSOP_TYPE_INIT, NULL, // XXX: BKE_pose_eval_bone_local
- DEG_OPCODE_BONE_LOCAL);
-
- add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
- DEPSOP_TYPE_EXEC, function_bind(BKE_pose_eval_bone, _1, scene, ob, pchan), // XXX: BKE_pose_eval_bone_pose
- DEG_OPCODE_BONE_POSE_PARENT);
-
- add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
- DEPSOP_TYPE_OUT, NULL, /* NOTE: dedicated noop for easier relationship construction */
- DEG_OPCODE_BONE_READY);
-
- add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
- DEPSOP_TYPE_POST, function_bind(BKE_pose_bone_done, _1, pchan),
- DEG_OPCODE_BONE_DONE);
-
- /* constraints */
- if (pchan->constraints.first != NULL) {
- build_pose_constraints(ob, pchan);
- }
-
- /**
- * IK Solvers...
- *
- * - These require separate processing steps are pose-level
- * to be executed between chains of bones (i.e. once the
- * base transforms of a bunch of bones is done)
- *
- * Unsolved Issues:
- * - Care is needed to ensure that multi-headed trees work out the same as in ik-tree building
- * - Animated chain-lengths are a problem...
- */
- for (bConstraint *con = (bConstraint *)pchan->constraints.first; con; con = con->next) {
- switch (con->type) {
- case CONSTRAINT_TYPE_KINEMATIC:
- build_ik_pose(scene, ob, pchan, con);
- break;
-
- case CONSTRAINT_TYPE_SPLINEIK:
- build_splineik_pose(scene, ob, pchan, con);
- break;
-
- default:
- break;
- }
- }
- }
-}
-
-void DepsgraphNodeBuilder::build_proxy_rig(Object *ob)
-{
- ID *obdata = (ID *)ob->data;
- build_animdata(obdata);
-
- BLI_assert(ob->pose != NULL);
-
- /* speed optimization for animation lookups */
- BKE_pose_channels_hash_make(ob->pose);
- if (ob->pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
- BKE_pose_update_constraint_flags(ob->pose);
- }
-
- add_operation_node(&ob->id,
- DEPSNODE_TYPE_EVAL_POSE,
- DEPSOP_TYPE_INIT,
- function_bind(BKE_pose_eval_proxy_copy, _1, ob),
- DEG_OPCODE_POSE_INIT);
-
- for (bPoseChannel *pchan = (bPoseChannel *)ob->pose->chanbase.first;
- pchan != NULL;
- pchan = pchan->next)
- {
- add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
- DEPSOP_TYPE_INIT, NULL,
- DEG_OPCODE_BONE_LOCAL);
-
- add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
- DEPSOP_TYPE_EXEC, NULL,
- DEG_OPCODE_BONE_READY);
-
- add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
- DEPSOP_TYPE_POST, NULL,
- DEG_OPCODE_BONE_DONE);
- }
-
- add_operation_node(&ob->id,
- DEPSNODE_TYPE_EVAL_POSE,
- DEPSOP_TYPE_POST,
- NULL,
- DEG_OPCODE_POSE_DONE);
-}
-
/* Shapekeys */
void DepsgraphNodeBuilder::build_shapekeys(Key *key)
{
@@ -1033,33 +735,26 @@ void DepsgraphNodeBuilder::build_obdata_geom(Scene *scene, Object *ob)
// TODO: "Done" operation
/* Modifiers */
- if (ob->modifiers.first) {
- for (ModifierData *md = (ModifierData *)ob->modifiers.first;
- md != NULL;
- md = md->next)
- {
- add_operation_node(&ob->id,
- DEPSNODE_TYPE_GEOMETRY,
- DEPSOP_TYPE_EXEC,
- function_bind(BKE_object_eval_modifier,
- _1,
- scene,
- ob,
- md),
- DEG_OPCODE_GEOMETRY_MODIFIER,
- md->name);
- }
+ LINKLIST_FOREACH (ModifierData *, md, &ob->modifiers) {
+ add_operation_node(&ob->id,
+ DEPSNODE_TYPE_GEOMETRY,
+ DEPSOP_TYPE_EXEC,
+ function_bind(BKE_object_eval_modifier,
+ _1,
+ scene,
+ ob,
+ md),
+ DEG_OPCODE_GEOMETRY_MODIFIER,
+ md->name);
}
/* materials */
- if (ob->totcol) {
- for (int a = 1; a <= ob->totcol; a++) {
- Material *ma = give_current_material(ob, a);
- if (ma != NULL) {
- // XXX?!
- ComponentDepsNode *geom_node = add_component_node(&ob->id, DEPSNODE_TYPE_GEOMETRY);
- build_material(geom_node, ma);
- }
+ for (int a = 1; a <= ob->totcol; a++) {
+ Material *ma = give_current_material(ob, a);
+ if (ma != NULL) {
+ // XXX?!
+ ComponentDepsNode *geom_node = add_component_node(&ob->id, DEPSNODE_TYPE_GEOMETRY);
+ build_material(geom_node, ma);
}
}
@@ -1155,7 +850,7 @@ void DepsgraphNodeBuilder::build_obdata_geom(Scene *scene, Object *ob)
build_object(scene, NULL, cu->bevobj);
}
if (cu->taperobj != NULL) {
- build_object(scene, NULL, cu->bevobj);
+ build_object(scene, NULL, cu->taperobj);
}
if (ob->type == OB_FONT && cu->textoncurve != NULL) {
build_object(scene, NULL, cu->textoncurve);
@@ -1253,7 +948,7 @@ void DepsgraphNodeBuilder::build_nodetree(DepsNode *owner_node, bNodeTree *ntree
DEG_OPCODE_PLACEHOLDER, "Parameters Eval");
/* nodetree's nodes... */
- for (bNode *bnode = (bNode *)ntree->nodes.first; bnode; bnode = bnode->next) {
+ LINKLIST_FOREACH (bNode *, bnode, &ntree->nodes) {
ID *id = bnode->id;
if (id != NULL) {
short id_type = GS(id->name);
@@ -1384,7 +1079,6 @@ void DepsgraphNodeBuilder::build_cachefile(CacheFile *cache_file)
ID *cache_file_id = &cache_file->id;
add_component_node(cache_file_id, DEPSNODE_TYPE_CACHE);
-
add_operation_node(cache_file_id, DEPSNODE_TYPE_CACHE,
DEPSOP_TYPE_EXEC, NULL,
DEG_OPCODE_PLACEHOLDER, "Cache File Update");
@@ -1393,4 +1087,17 @@ void DepsgraphNodeBuilder::build_cachefile(CacheFile *cache_file)
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
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes.h b/source/blender/depsgraph/intern/builder/deg_builder_nodes.h
index 72dc73357bf..9cb8bc5d45c 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_nodes.h
+++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes.h
@@ -44,7 +44,9 @@ struct Group;
struct Key;
struct Main;
struct Material;
+struct Mask;
struct MTex;
+struct MovieClip;
struct bNodeTree;
struct Object;
struct bPoseChannel;
@@ -154,6 +156,8 @@ struct DepsgraphNodeBuilder {
void build_compositor(Scene *scene);
void build_gpencil(bGPdata *gpd);
void build_cachefile(CacheFile *cache_file);
+ void build_mask(Mask *mask);
+ void build_movieclip(MovieClip *clip);
protected:
Main *m_bmain;
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes_rig.cc b/source/blender/depsgraph/intern/builder/deg_builder_nodes_rig.cc
new file mode 100644
index 00000000000..4a5f3dc8664
--- /dev/null
+++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes_rig.cc
@@ -0,0 +1,273 @@
+/*
+ * ***** 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): Based on original depsgraph.c code - Blender Foundation (2005-2013)
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/depsgraph/intern/builder/deg_builder_nodes_rig.cc
+ * \ingroup depsgraph
+ *
+ * Methods for constructing depsgraph's nodes
+ */
+
+#include "intern/builder/deg_builder_nodes.h"
+
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "MEM_guardedalloc.h"
+
+extern "C" {
+#include "BLI_blenlib.h"
+#include "BLI_string.h"
+#include "BLI_utildefines.h"
+
+#include "DNA_anim_types.h"
+#include "DNA_armature_types.h"
+#include "DNA_constraint_types.h"
+#include "DNA_object_types.h"
+
+#include "BKE_action.h"
+#include "BKE_armature.h"
+
+#include "DEG_depsgraph.h"
+#include "DEG_depsgraph_build.h"
+} /* extern "C" */
+
+#include "intern/builder/deg_builder.h"
+#include "intern/nodes/deg_node.h"
+#include "intern/nodes/deg_node_component.h"
+#include "intern/nodes/deg_node_operation.h"
+#include "intern/depsgraph_types.h"
+#include "intern/depsgraph_intern.h"
+#include "util/deg_util_foreach.h"
+
+namespace DEG {
+
+void DepsgraphNodeBuilder::build_pose_constraints(Object *ob, bPoseChannel *pchan)
+{
+ /* create node for constraint stack */
+ add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
+ DEPSOP_TYPE_EXEC, function_bind(BKE_pose_constraints_evaluate, _1, ob, pchan),
+ DEG_OPCODE_BONE_CONSTRAINTS);
+}
+
+/* IK Solver Eval Steps */
+void DepsgraphNodeBuilder::build_ik_pose(Scene *scene, Object *ob, bPoseChannel *pchan, bConstraint *con)
+{
+ bKinematicConstraint *data = (bKinematicConstraint *)con->data;
+
+ /* Find the chain's root. */
+ bPoseChannel *rootchan = BKE_armature_ik_solver_find_root(pchan, data);
+
+ if (has_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name,
+ DEG_OPCODE_POSE_IK_SOLVER))
+ {
+ return;
+ }
+
+ /* Operation node for evaluating/running IK Solver. */
+ add_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name,
+ DEPSOP_TYPE_SIM, function_bind(BKE_pose_iktree_evaluate, _1, scene, ob, rootchan),
+ DEG_OPCODE_POSE_IK_SOLVER);
+}
+
+/* Spline IK Eval Steps */
+void DepsgraphNodeBuilder::build_splineik_pose(Scene *scene, Object *ob, bPoseChannel *pchan, bConstraint *con)
+{
+ bSplineIKConstraint *data = (bSplineIKConstraint *)con->data;
+
+ /* Find the chain's root. */
+ bPoseChannel *rootchan = BKE_armature_splineik_solver_find_root(pchan, data);
+
+ /* Operation node for evaluating/running Spline IK Solver.
+ * Store the "root bone" of this chain in the solver, so it knows where to start.
+ */
+ add_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name,
+ DEPSOP_TYPE_SIM, function_bind(BKE_pose_splineik_evaluate, _1, scene, ob, rootchan),
+ DEG_OPCODE_POSE_SPLINE_IK_SOLVER);
+}
+
+/* Pose/Armature Bones Graph */
+void DepsgraphNodeBuilder::build_rig(Scene *scene, Object *ob)
+{
+ bArmature *arm = (bArmature *)ob->data;
+
+ /* animation and/or drivers linking posebones to base-armature used to define them
+ * NOTE: AnimData here is really used to control animated deform properties,
+ * which ideally should be able to be unique across different instances.
+ * Eventually, we need some type of proxy/isolation mechanism in-between here
+ * to ensure that we can use same rig multiple times in same scene...
+ */
+ build_animdata(&arm->id);
+
+ /* Rebuild pose if not up to date. */
+ if (ob->pose == NULL || (ob->pose->flag & POSE_RECALC)) {
+ BKE_pose_rebuild_ex(ob, arm, false);
+ /* XXX: Without this animation gets lost in certain circumstances
+ * after loading file. Need to investigate further since it does
+ * not happen with simple scenes..
+ */
+ if (ob->adt) {
+ ob->adt->recalc |= ADT_RECALC_ANIM;
+ }
+ }
+
+ /* speed optimization for animation lookups */
+ if (ob->pose) {
+ BKE_pose_channels_hash_make(ob->pose);
+ if (ob->pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
+ BKE_pose_update_constraint_flags(ob->pose);
+ }
+ }
+
+ /* Make sure pose is up-to-date with armature updates. */
+ add_operation_node(&arm->id,
+ DEPSNODE_TYPE_PARAMETERS,
+ DEPSOP_TYPE_EXEC,
+ NULL,
+ DEG_OPCODE_PLACEHOLDER,
+ "Armature Eval");
+
+ /**
+ * Pose Rig Graph
+ * ==============
+ *
+ * Pose Component:
+ * - Mainly used for referencing Bone components.
+ * - This is where the evaluation operations for init/exec/cleanup
+ * (ik) solvers live, and are later hooked up (so that they can be
+ * interleaved during runtime) with bone-operations they depend on/affect.
+ * - init_pose_eval() and cleanup_pose_eval() are absolute first and last
+ * steps of pose eval process. ALL bone operations must be performed
+ * between these two...
+ *
+ * Bone Component:
+ * - Used for representing each bone within the rig
+ * - Acts to encapsulate the evaluation operations (base matrix + parenting,
+ * and constraint stack) so that they can be easily found.
+ * - Everything else which depends on bone-results hook up to the component only
+ * so that we can redirect those to point at either the the post-IK/
+ * post-constraint/post-matrix steps, as needed.
+ */
+
+ /* pose eval context */
+ add_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE,
+ DEPSOP_TYPE_INIT, function_bind(BKE_pose_eval_init, _1, scene, ob, ob->pose), DEG_OPCODE_POSE_INIT);
+
+ add_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE,
+ DEPSOP_TYPE_POST, function_bind(BKE_pose_eval_flush, _1, scene, ob, ob->pose), DEG_OPCODE_POSE_DONE);
+
+ /* bones */
+ LINKLIST_FOREACH (bPoseChannel *, pchan, &ob->pose->chanbase) {
+ /* node for bone eval */
+ add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
+ DEPSOP_TYPE_INIT, NULL, // XXX: BKE_pose_eval_bone_local
+ DEG_OPCODE_BONE_LOCAL);
+
+ add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
+ DEPSOP_TYPE_EXEC, function_bind(BKE_pose_eval_bone, _1, scene, ob, pchan), // XXX: BKE_pose_eval_bone_pose
+ DEG_OPCODE_BONE_POSE_PARENT);
+
+ add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
+ DEPSOP_TYPE_OUT, NULL, /* NOTE: dedicated noop for easier relationship construction */
+ DEG_OPCODE_BONE_READY);
+
+ add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
+ DEPSOP_TYPE_POST, function_bind(BKE_pose_bone_done, _1, pchan),
+ DEG_OPCODE_BONE_DONE);
+
+ /* constraints */
+ if (pchan->constraints.first != NULL) {
+ build_pose_constraints(ob, pchan);
+ }
+
+ /**
+ * IK Solvers...
+ *
+ * - These require separate processing steps are pose-level
+ * to be executed between chains of bones (i.e. once the
+ * base transforms of a bunch of bones is done)
+ *
+ * Unsolved Issues:
+ * - Care is needed to ensure that multi-headed trees work out the same as in ik-tree building
+ * - Animated chain-lengths are a problem...
+ */
+ LINKLIST_FOREACH (bConstraint *, con, &pchan->constraints) {
+ switch (con->type) {
+ case CONSTRAINT_TYPE_KINEMATIC:
+ build_ik_pose(scene, ob, pchan, con);
+ break;
+
+ case CONSTRAINT_TYPE_SPLINEIK:
+ build_splineik_pose(scene, ob, pchan, con);
+ break;
+
+ default:
+ break;
+ }
+ }
+ }
+}
+
+void DepsgraphNodeBuilder::build_proxy_rig(Object *ob)
+{
+ ID *obdata = (ID *)ob->data;
+ build_animdata(obdata);
+
+ BLI_assert(ob->pose != NULL);
+
+ /* speed optimization for animation lookups */
+ BKE_pose_channels_hash_make(ob->pose);
+ if (ob->pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
+ BKE_pose_update_constraint_flags(ob->pose);
+ }
+
+ add_operation_node(&ob->id,
+ DEPSNODE_TYPE_EVAL_POSE,
+ DEPSOP_TYPE_INIT,
+ function_bind(BKE_pose_eval_proxy_copy, _1, ob),
+ DEG_OPCODE_POSE_INIT);
+
+ LINKLIST_FOREACH (bPoseChannel *, pchan, &ob->pose->chanbase) {
+ add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
+ DEPSOP_TYPE_INIT, NULL,
+ DEG_OPCODE_BONE_LOCAL);
+
+ add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
+ DEPSOP_TYPE_EXEC, NULL,
+ DEG_OPCODE_BONE_READY);
+
+ add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
+ DEPSOP_TYPE_POST, NULL,
+ DEG_OPCODE_BONE_DONE);
+ }
+
+ add_operation_node(&ob->id,
+ DEPSNODE_TYPE_EVAL_POSE,
+ DEPSOP_TYPE_POST,
+ NULL,
+ DEG_OPCODE_POSE_DONE);
+}
+
+} // namespace DEG
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc b/source/blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc
new file mode 100644
index 00000000000..bcd4bc51448
--- /dev/null
+++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc
@@ -0,0 +1,159 @@
+/*
+ * ***** 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): Based on original depsgraph.c code - Blender Foundation (2005-2013)
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc
+ * \ingroup depsgraph
+ *
+ * Methods for constructing depsgraph's nodes
+ */
+
+#include "intern/builder/deg_builder_nodes.h"
+
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "MEM_guardedalloc.h"
+
+extern "C" {
+#include "BLI_blenlib.h"
+#include "BLI_string.h"
+#include "BLI_utildefines.h"
+
+#include "DNA_node_types.h"
+#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
+
+#include "BKE_main.h"
+#include "BKE_node.h"
+
+#include "DEG_depsgraph.h"
+#include "DEG_depsgraph_build.h"
+} /* extern "C" */
+
+#include "intern/builder/deg_builder.h"
+#include "intern/nodes/deg_node.h"
+#include "intern/nodes/deg_node_component.h"
+#include "intern/nodes/deg_node_operation.h"
+#include "intern/depsgraph_types.h"
+#include "intern/depsgraph_intern.h"
+#include "util/deg_util_foreach.h"
+
+namespace DEG {
+
+void DepsgraphNodeBuilder::build_scene(Main *bmain, Scene *scene)
+{
+ /* LIB_TAG_DOIT is used to indicate whether node for given ID was already
+ * created or not. This flag is being set in add_id_node(), so functions
+ * shouldn't bother with setting it, they only might query this flag when
+ * needed.
+ */
+ BKE_main_id_tag_all(bmain, LIB_TAG_DOIT, false);
+ /* XXX nested node trees are not included in tag-clearing above,
+ * so we need to do this manually.
+ */
+ FOREACH_NODETREE(bmain, nodetree, id) {
+ if (id != (ID *)nodetree)
+ nodetree->id.tag &= ~LIB_TAG_DOIT;
+ } FOREACH_NODETREE_END
+
+ /* scene ID block */
+ add_id_node(&scene->id);
+
+ /* timesource */
+ add_time_source(NULL);
+
+ /* build subgraph for set, and link this in... */
+ // XXX: depending on how this goes, that scene itself could probably store its
+ // own little partial depsgraph?
+ if (scene->set) {
+ build_scene(bmain, scene->set);
+ }
+
+ /* scene objects */
+ LINKLIST_FOREACH (Base *, base, &scene->base) {
+ Object *ob = base->object;
+
+ /* object itself */
+ build_object(scene, base, ob);
+
+ /* object that this is a proxy for */
+ // XXX: the way that proxies work needs to be completely reviewed!
+ if (ob->proxy) {
+ ob->proxy->proxy_from = ob;
+ build_object(scene, base, ob->proxy);
+ }
+
+ /* Object dupligroup. */
+ if (ob->dup_group) {
+ build_group(scene, base, ob->dup_group);
+ }
+ }
+
+ /* rigidbody */
+ if (scene->rigidbody_world) {
+ build_rigidbody(scene);
+ }
+
+ /* scene's animation and drivers */
+ if (scene->adt) {
+ build_animdata(&scene->id);
+ }
+
+ /* world */
+ if (scene->world) {
+ build_world(scene->world);
+ }
+
+ /* compo nodes */
+ if (scene->nodetree) {
+ build_compositor(scene);
+ }
+
+ /* sequencer */
+ // XXX...
+
+ /* grease pencil */
+ if (scene->gpd) {
+ build_gpencil(scene->gpd);
+ }
+
+ /* Cache file. */
+ LINKLIST_FOREACH (CacheFile *, cachefile, &bmain->cachefiles) {
+ build_cachefile(cachefile);
+ }
+
+ /* Masks. */
+ LINKLIST_FOREACH (Mask *, mask, &bmain->mask) {
+ build_mask(mask);
+ }
+
+ /* Movie clips. */
+ LINKLIST_FOREACH (MovieClip *, clip, &bmain->movieclip) {
+ build_movieclip(clip);
+ }
+}
+
+} // namespace DEG
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_relations.cc b/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
index bd628338461..dca1da0979b 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
@@ -55,8 +55,10 @@ extern "C" {
#include "DNA_key_types.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
+#include "DNA_mask_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meta_types.h"
+#include "DNA_movieclip_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_rigidbody_types.h"
@@ -320,88 +322,6 @@ void DepsgraphRelationBuilder::add_forcefield_relations(const OperationKey &key,
/* **** Functions to build relations between entities **** */
-void DepsgraphRelationBuilder::build_scene(Main *bmain, Scene *scene)
-{
- /* LIB_TAG_DOIT is used to indicate whether node for given ID was already
- * created or not.
- */
- BKE_main_id_tag_all(bmain, LIB_TAG_DOIT, false);
- /* XXX nested node trees are not included in tag-clearing above,
- * so we need to do this manually.
- */
- FOREACH_NODETREE(bmain, nodetree, id) {
- if (id != (ID *)nodetree)
- nodetree->id.tag &= ~LIB_TAG_DOIT;
- } FOREACH_NODETREE_END
-
- if (scene->set) {
- // TODO: link set to scene, especially our timesource...
- }
-
- /* scene objects */
- for (Base *base = (Base *)scene->base.first; base; base = base->next) {
- Object *ob = base->object;
-
- /* object itself */
- build_object(bmain, scene, ob);
-
- /* object that this is a proxy for */
- if (ob->proxy) {
- ob->proxy->proxy_from = ob;
- build_object(bmain, scene, ob->proxy);
- /* TODO(sergey): This is an inverted relation, matches old depsgraph
- * behavior and need to be investigated if it still need to be inverted.
- */
- ComponentKey ob_pose_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE);
- ComponentKey proxy_pose_key(&ob->proxy->id, DEPSNODE_TYPE_EVAL_POSE);
- add_relation(ob_pose_key, proxy_pose_key, DEPSREL_TYPE_TRANSFORM, "Proxy");
- }
-
- /* Object dupligroup. */
- if (ob->dup_group) {
- build_group(bmain, scene, ob, ob->dup_group);
- }
- }
-
- /* rigidbody */
- if (scene->rigidbody_world) {
- build_rigidbody(scene);
- }
-
- /* scene's animation and drivers */
- if (scene->adt) {
- build_animdata(&scene->id);
- }
-
- /* world */
- if (scene->world) {
- build_world(scene->world);
- }
-
- /* compo nodes */
- if (scene->nodetree) {
- build_compositor(scene);
- }
-
- /* grease pencil */
- if (scene->gpd) {
- build_gpencil(&scene->id, scene->gpd);
- }
-
- for (Depsgraph::OperationNodes::const_iterator it_op = m_graph->operations.begin();
- it_op != m_graph->operations.end();
- ++it_op)
- {
- OperationDepsNode *node = *it_op;
- IDDepsNode *id_node = node->owner->owner;
- ID *id = id_node->id;
- if (GS(id->name) == ID_OB) {
- Object *object = (Object *)id;
- object->customdata_mask |= node->customdata_mask;
- }
- }
-}
-
void DepsgraphRelationBuilder::build_group(Main *bmain,
Scene *scene,
Object *object,
@@ -412,10 +332,7 @@ void DepsgraphRelationBuilder::build_group(Main *bmain,
OperationKey object_local_transform_key(&object->id,
DEPSNODE_TYPE_TRANSFORM,
DEG_OPCODE_TRANSFORM_LOCAL);
- for (GroupObject *go = (GroupObject *)group->gobject.first;
- go != NULL;
- go = go->next)
- {
+ LINKLIST_FOREACH (GroupObject *, go, &group->gobject) {
if (!group_done) {
build_object(bmain, scene, go->ob);
}
@@ -687,9 +604,10 @@ void DepsgraphRelationBuilder::build_constraints(Scene *scene, ID *id, eDepsNode
ListBase targets = {NULL, NULL};
cti->get_constraint_targets(con, &targets);
- for (bConstraintTarget *ct = (bConstraintTarget *)targets.first; ct; ct = ct->next) {
- if (!ct->tar)
+ LINKLIST_FOREACH (bConstraintTarget *, ct, &targets) {
+ if (ct->tar == NULL) {
continue;
+ }
if (ELEM(con->type, CONSTRAINT_TYPE_KINEMATIC, CONSTRAINT_TYPE_SPLINEIK)) {
/* ignore IK constraints - these are handled separately (on pose level) */
@@ -816,7 +734,7 @@ void DepsgraphRelationBuilder::build_animdata(ID *id)
}
/* drivers */
- for (FCurve *fcu = (FCurve *)adt->drivers.first; fcu; fcu = fcu->next) {
+ LINKLIST_FOREACH (FCurve *, fcu, &adt->drivers) {
OperationKey driver_key(id,
DEPSNODE_TYPE_PARAMETERS,
DEG_OPCODE_DRIVER,
@@ -840,10 +758,7 @@ void DepsgraphRelationBuilder::build_animdata(ID *id)
*/
if (fcu->array_index > 0) {
FCurve *fcu_prev = NULL;
- for (FCurve *fcu_candidate = (FCurve *)adt->drivers.first;
- fcu_candidate != NULL;
- fcu_candidate = fcu_candidate->next)
- {
+ LINKLIST_FOREACH (FCurve *, fcu_candidate, &adt->drivers) {
/* Writing to different RNA paths is */
if (!STREQ(fcu_candidate->rna_path, fcu->rna_path)) {
continue;
@@ -1007,7 +922,7 @@ void DepsgraphRelationBuilder::build_driver(ID *id, FCurve *fcu)
// XXX: the data itself could also set this, if it were to be truly initialised later?
/* loop over variables to get the target relationships */
- for (DriverVar *dvar = (DriverVar *)driver->variables.first; dvar; dvar = dvar->next) {
+ LINKLIST_FOREACH (DriverVar *, dvar, &driver->variables) {
/* only used targets */
DRIVER_TARGETS_USED_LOOPER(dvar)
{
@@ -1127,10 +1042,11 @@ void DepsgraphRelationBuilder::build_rigidbody(Scene *scene)
/* objects - simulation participants */
if (rbw->group) {
- for (GroupObject *go = (GroupObject *)rbw->group->gobject.first; go; go = go->next) {
+ LINKLIST_FOREACH (GroupObject *, go, &rbw->group->gobject) {
Object *ob = go->ob;
- if (!ob || ob->type != OB_MESH)
+ if (ob == NULL || ob->type != OB_MESH) {
continue;
+ }
/* hook up evaluation order...
* 1) flushing rigidbody results follows base transforms being applied
@@ -1178,10 +1094,11 @@ void DepsgraphRelationBuilder::build_rigidbody(Scene *scene)
/* constraints */
if (rbw->constraints) {
- for (GroupObject *go = (GroupObject *)rbw->constraints->gobject.first; go; go = go->next) {
+ LINKLIST_FOREACH (GroupObject *, go, &rbw->constraints->gobject) {
Object *ob = go->ob;
- if (!ob || !ob->rigidbody_constraint)
+ if (ob == NULL || !ob->rigidbody_constraint) {
continue;
+ }
RigidBodyCon *rbc = ob->rigidbody_constraint;
@@ -1202,391 +1119,6 @@ void DepsgraphRelationBuilder::build_rigidbody(Scene *scene)
}
}
-/* IK Solver Eval Steps */
-void DepsgraphRelationBuilder::build_ik_pose(Object *ob,
- bPoseChannel *pchan,
- bConstraint *con,
- RootPChanMap *root_map)
-{
- bKinematicConstraint *data = (bKinematicConstraint *)con->data;
-
- /* attach owner to IK Solver too
- * - assume that owner is always part of chain
- * - see notes on direction of rel below...
- */
- bPoseChannel *rootchan = BKE_armature_ik_solver_find_root(pchan, data);
- OperationKey solver_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name, DEG_OPCODE_POSE_IK_SOLVER);
-
- /* IK target */
- // XXX: this should get handled as part of the constraint code
- if (data->tar != NULL) {
- /* TODO(sergey): For until we'll store partial matricies in the depsgraph,
- * we create dependency between target object and pose eval component.
- *
- * This way we ensuring the whole subtree is updated from scratch without
- * need of intermediate matricies. This is an overkill, but good enough for
- * testing IK solver.
- */
- // FIXME: geometry targets...
- ComponentKey pose_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE);
- if ((data->tar->type == OB_ARMATURE) && (data->subtarget[0])) {
- /* TODO(sergey): This is only for until granular update stores intermediate result. */
- if (data->tar != ob) {
- /* different armature - can just read the results */
- ComponentKey target_key(&data->tar->id, DEPSNODE_TYPE_BONE, data->subtarget);
- add_relation(target_key, pose_key, DEPSREL_TYPE_TRANSFORM, con->name);
- }
- else {
- /* same armature - we'll use the ready state only, just in case this bone is in the chain we're solving */
- OperationKey target_key(&data->tar->id, DEPSNODE_TYPE_BONE, data->subtarget, DEG_OPCODE_BONE_DONE);
- add_relation(target_key, solver_key, DEPSREL_TYPE_TRANSFORM, con->name);
- }
- }
- else if (ELEM(data->tar->type, OB_MESH, OB_LATTICE) && (data->subtarget[0])) {
- /* vertex group target */
- /* NOTE: for now, we don't need to represent vertex groups separately... */
- ComponentKey target_key(&data->tar->id, DEPSNODE_TYPE_GEOMETRY);
- add_relation(target_key, solver_key, DEPSREL_TYPE_GEOMETRY_EVAL, con->name);
-
- if (data->tar->type == OB_MESH) {
- OperationDepsNode *node2 = find_operation_node(target_key);
- if (node2 != NULL) {
- node2->customdata_mask |= CD_MASK_MDEFORMVERT;
- }
- }
- }
- else {
- /* Standard Object Target */
- ComponentKey target_key(&data->tar->id, DEPSNODE_TYPE_TRANSFORM);
- add_relation(target_key, pose_key, DEPSREL_TYPE_TRANSFORM, con->name);
- }
-
- if ((data->tar == ob) && (data->subtarget[0])) {
- /* Prevent target's constraints from linking to anything from same
- * chain that it controls.
- */
- root_map->add_bone(data->subtarget, rootchan->name);
- }
- }
-
- /* Pole Target */
- // XXX: this should get handled as part of the constraint code
- if (data->poletar != NULL) {
- if ((data->poletar->type == OB_ARMATURE) && (data->polesubtarget[0])) {
- // XXX: same armature issues - ready vs done?
- ComponentKey target_key(&data->poletar->id, DEPSNODE_TYPE_BONE, data->polesubtarget);
- add_relation(target_key, solver_key, DEPSREL_TYPE_TRANSFORM, con->name);
- }
- else if (ELEM(data->poletar->type, OB_MESH, OB_LATTICE) && (data->polesubtarget[0])) {
- /* vertex group target */
- /* NOTE: for now, we don't need to represent vertex groups separately... */
- ComponentKey target_key(&data->poletar->id, DEPSNODE_TYPE_GEOMETRY);
- add_relation(target_key, solver_key, DEPSREL_TYPE_GEOMETRY_EVAL, con->name);
-
- if (data->poletar->type == OB_MESH) {
- OperationDepsNode *node2 = find_operation_node(target_key);
- if (node2 != NULL) {
- node2->customdata_mask |= CD_MASK_MDEFORMVERT;
- }
- }
- }
- else {
- ComponentKey target_key(&data->poletar->id, DEPSNODE_TYPE_TRANSFORM);
- add_relation(target_key, solver_key, DEPSREL_TYPE_TRANSFORM, con->name);
- }
- }
-
- DEG_DEBUG_PRINTF("\nStarting IK Build: pchan = %s, target = (%s, %s), segcount = %d\n",
- pchan->name, data->tar->id.name, data->subtarget, data->rootbone);
-
- bPoseChannel *parchan = pchan;
- /* exclude tip from chain? */
- if (!(data->flag & CONSTRAINT_IK_TIP)) {
- OperationKey tip_transforms_key(&ob->id, DEPSNODE_TYPE_BONE,
- parchan->name, DEG_OPCODE_BONE_LOCAL);
- add_relation(solver_key, tip_transforms_key,
- DEPSREL_TYPE_TRANSFORM, "IK Solver Result");
- parchan = pchan->parent;
- }
-
- root_map->add_bone(parchan->name, rootchan->name);
-
- OperationKey parchan_transforms_key(&ob->id, DEPSNODE_TYPE_BONE,
- parchan->name, DEG_OPCODE_BONE_READY);
- add_relation(parchan_transforms_key, solver_key,
- DEPSREL_TYPE_TRANSFORM, "IK Solver Owner");
-
- /* Walk to the chain's root */
- //size_t segcount = 0;
- int segcount = 0;
-
- while (parchan) {
- /* Make IK-solver dependent on this bone's result,
- * since it can only run after the standard results
- * of the bone are know. Validate links step on the
- * bone will ensure that users of this bone only
- * grab the result with IK solver results...
- */
- if (parchan != pchan) {
- OperationKey parent_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_READY);
- add_relation(parent_key, solver_key, DEPSREL_TYPE_TRANSFORM, "IK Chain Parent");
-
- OperationKey done_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_DONE);
- add_relation(solver_key, done_key, DEPSREL_TYPE_TRANSFORM, "IK Chain Result");
- }
- else {
- OperationKey final_transforms_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_DONE);
- add_relation(solver_key, final_transforms_key, DEPSREL_TYPE_TRANSFORM, "IK Solver Result");
- }
- parchan->flag |= POSE_DONE;
-
-
- root_map->add_bone(parchan->name, rootchan->name);
-
- /* continue up chain, until we reach target number of items... */
- DEG_DEBUG_PRINTF(" %d = %s\n", segcount, parchan->name);
- segcount++;
- if ((segcount == data->rootbone) || (segcount > 255)) break; /* 255 is weak */
-
- parchan = parchan->parent;
- }
-
- OperationKey flush_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_DONE);
- add_relation(solver_key, flush_key, DEPSREL_TYPE_OPERATION, "PoseEval Result-Bone Link");
-}
-
-/* Spline IK Eval Steps */
-void DepsgraphRelationBuilder::build_splineik_pose(Object *ob,
- bPoseChannel *pchan,
- bConstraint *con,
- RootPChanMap *root_map)
-{
- bSplineIKConstraint *data = (bSplineIKConstraint *)con->data;
- bPoseChannel *rootchan = BKE_armature_splineik_solver_find_root(pchan, data);
- OperationKey transforms_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_READY);
- OperationKey solver_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name, DEG_OPCODE_POSE_SPLINE_IK_SOLVER);
-
- /* attach owner to IK Solver too
- * - assume that owner is always part of chain
- * - see notes on direction of rel below...
- */
- add_relation(transforms_key, solver_key, DEPSREL_TYPE_TRANSFORM, "Spline IK Solver Owner");
-
- /* attach path dependency to solver */
- if (data->tar) {
- /* TODO(sergey): For until we'll store partial matricies in the depsgraph,
- * we create dependency between target object and pose eval component.
- * See IK pose for a bit more information.
- */
- // TODO: the bigggest point here is that we need the curve PATH and not just the general geometry...
- ComponentKey target_key(&data->tar->id, DEPSNODE_TYPE_GEOMETRY);
- ComponentKey pose_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE);
- add_relation(target_key, pose_key, DEPSREL_TYPE_TRANSFORM, "[Curve.Path -> Spline IK] DepsRel");
- }
-
- pchan->flag |= POSE_DONE;
- OperationKey final_transforms_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_DONE);
- add_relation(solver_key, final_transforms_key, DEPSREL_TYPE_TRANSFORM, "Spline IK Result");
-
- root_map->add_bone(pchan->name, rootchan->name);
-
- /* Walk to the chain's root */
- //size_t segcount = 0;
- int segcount = 0;
-
- for (bPoseChannel *parchan = pchan->parent; parchan; parchan = parchan->parent) {
- /* Make Spline IK solver dependent on this bone's result,
- * since it can only run after the standard results
- * of the bone are know. Validate links step on the
- * bone will ensure that users of this bone only
- * grab the result with IK solver results...
- */
- if (parchan != pchan) {
- OperationKey parent_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_READY);
- add_relation(parent_key, solver_key, DEPSREL_TYPE_TRANSFORM, "Spline IK Solver Update");
-
- OperationKey done_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_DONE);
- add_relation(solver_key, done_key, DEPSREL_TYPE_TRANSFORM, "IK Chain Result");
- }
- parchan->flag |= POSE_DONE;
-
- OperationKey final_transforms_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_DONE);
- add_relation(solver_key, final_transforms_key, DEPSREL_TYPE_TRANSFORM, "Spline IK Solver Result");
-
- root_map->add_bone(parchan->name, rootchan->name);
-
- /* continue up chain, until we reach target number of items... */
- segcount++;
- if ((segcount == data->chainlen) || (segcount > 255)) break; /* 255 is weak */
- }
-
- OperationKey flush_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_DONE);
- add_relation(solver_key, flush_key, DEPSREL_TYPE_OPERATION, "PoseEval Result-Bone Link");
-}
-
-/* Pose/Armature Bones Graph */
-void DepsgraphRelationBuilder::build_rig(Scene *scene, Object *ob)
-{
- /* Armature-Data */
- bArmature *arm = (bArmature *)ob->data;
-
- // TODO: selection status?
-
- /* attach links between pose operations */
- OperationKey init_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_INIT);
- OperationKey flush_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_DONE);
-
- add_relation(init_key, flush_key, DEPSREL_TYPE_COMPONENT_ORDER, "[Pose Init -> Pose Cleanup]");
-
- /* Make sure pose is up-to-date with armature updates. */
- OperationKey armature_key(&arm->id,
- DEPSNODE_TYPE_PARAMETERS,
- DEG_OPCODE_PLACEHOLDER,
- "Armature Eval");
- add_relation(armature_key, init_key, DEPSREL_TYPE_COMPONENT_ORDER, "Data dependency");
-
- if (needs_animdata_node(&ob->id)) {
- ComponentKey animation_key(&ob->id, DEPSNODE_TYPE_ANIMATION);
- add_relation(animation_key, init_key, DEPSREL_TYPE_OPERATION, "Rig Animation");
- }
-
- /* IK Solvers...
- * - These require separate processing steps are pose-level
- * to be executed between chains of bones (i.e. once the
- * base transforms of a bunch of bones is done)
- *
- * - We build relations for these before the dependencies
- * between ops in the same component as it is necessary
- * to check whether such bones are in the same IK chain
- * (or else we get weird issues with either in-chain
- * references, or with bones being parented to IK'd bones)
- *
- * Unsolved Issues:
- * - Care is needed to ensure that multi-headed trees work out the same as in ik-tree building
- * - Animated chain-lengths are a problem...
- */
- RootPChanMap root_map;
- bool pose_depends_on_local_transform = false;
- for (bPoseChannel *pchan = (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan = pchan->next) {
- for (bConstraint *con = (bConstraint *)pchan->constraints.first; con; con = con->next) {
- switch (con->type) {
- case CONSTRAINT_TYPE_KINEMATIC:
- build_ik_pose(ob, pchan, con, &root_map);
- pose_depends_on_local_transform = true;
- break;
-
- case CONSTRAINT_TYPE_SPLINEIK:
- build_splineik_pose(ob, pchan, con, &root_map);
- pose_depends_on_local_transform = true;
- break;
-
- /* Constraints which needs world's matrix for transform.
- * TODO(sergey): More constraints here?
- */
- case CONSTRAINT_TYPE_ROTLIKE:
- case CONSTRAINT_TYPE_SIZELIKE:
- case CONSTRAINT_TYPE_LOCLIKE:
- case CONSTRAINT_TYPE_TRANSLIKE:
- /* TODO(sergey): Add used space check. */
- pose_depends_on_local_transform = true;
- break;
-
- default:
- break;
- }
- }
- }
- //root_map.print_debug();
-
- if (pose_depends_on_local_transform) {
- /* TODO(sergey): Once partial updates are possible use relation between
- * object transform and solver itself in it's build function.
- */
- ComponentKey pose_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE);
- ComponentKey local_transform_key(&ob->id, DEPSNODE_TYPE_TRANSFORM);
- add_relation(local_transform_key, pose_key, DEPSREL_TYPE_TRANSFORM, "Local Transforms");
- }
-
-
- /* links between operations for each bone */
- for (bPoseChannel *pchan = (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan = pchan->next) {
- OperationKey bone_local_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_LOCAL);
- OperationKey bone_pose_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_POSE_PARENT);
- OperationKey bone_ready_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_READY);
- OperationKey bone_done_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_DONE);
-
- pchan->flag &= ~POSE_DONE;
-
- /* pose init to bone local */
- add_relation(init_key, bone_local_key, DEPSREL_TYPE_OPERATION, "PoseEval Source-Bone Link");
-
- /* local to pose parenting operation */
- add_relation(bone_local_key, bone_pose_key, DEPSREL_TYPE_OPERATION, "Bone Local - PoseSpace Link");
-
- /* parent relation */
- if (pchan->parent != NULL) {
- eDepsOperation_Code parent_key_opcode;
-
- /* NOTE: this difference in handling allows us to prevent lockups while ensuring correct poses for separate chains */
- if (root_map.has_common_root(pchan->name, pchan->parent->name)) {
- parent_key_opcode = DEG_OPCODE_BONE_READY;
- }
- else {
- parent_key_opcode = DEG_OPCODE_BONE_DONE;
- }
-
- OperationKey parent_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->parent->name, parent_key_opcode);
- add_relation(parent_key, bone_pose_key, DEPSREL_TYPE_TRANSFORM, "[Parent Bone -> Child Bone]");
- }
-
- /* constraints */
- if (pchan->constraints.first != NULL) {
- /* constraints stack and constraint dependencies */
- build_constraints(scene, &ob->id, DEPSNODE_TYPE_BONE, pchan->name, &pchan->constraints, &root_map);
-
- /* pose -> constraints */
- OperationKey constraints_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_CONSTRAINTS);
- add_relation(bone_pose_key, constraints_key, DEPSREL_TYPE_OPERATION, "Constraints Stack");
-
- /* constraints -> ready */
- // TODO: when constraint stack is exploded, this step should occur before the first IK solver
- add_relation(constraints_key, bone_ready_key, DEPSREL_TYPE_OPERATION, "Constraints -> Ready");
- }
- else {
- /* pose -> ready */
- add_relation(bone_pose_key, bone_ready_key, DEPSREL_TYPE_OPERATION, "Pose -> Ready");
- }
-
- /* bone ready -> done
- * NOTE: For bones without IK, this is all that's needed.
- * For IK chains however, an additional rel is created from IK to done,
- * with transitive reduction removing this one...
- */
- add_relation(bone_ready_key, bone_done_key, DEPSREL_TYPE_OPERATION, "Ready -> Done");
-
- /* assume that all bones must be done for the pose to be ready (for deformers) */
- add_relation(bone_done_key, flush_key, DEPSREL_TYPE_OPERATION, "PoseEval Result-Bone Link");
- }
-}
-
-void DepsgraphRelationBuilder::build_proxy_rig(Object *ob)
-{
- OperationKey pose_init_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_INIT);
- OperationKey pose_done_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_DONE);
- for (bPoseChannel *pchan = (bPoseChannel *)ob->pose->chanbase.first;
- pchan != NULL;
- pchan = pchan->next)
- {
- OperationKey bone_local_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_LOCAL);
- OperationKey bone_ready_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_READY);
- OperationKey bone_done_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_DONE);
- add_relation(pose_init_key, bone_local_key, DEPSREL_TYPE_OPERATION, "Pose Init -> Bone Local");
- add_relation(bone_local_key, bone_ready_key, DEPSREL_TYPE_OPERATION, "Local -> Ready");
- add_relation(bone_ready_key, bone_done_key, DEPSREL_TYPE_OPERATION, "Ready -> Done");
- add_relation(bone_done_key, pose_done_key, DEPSREL_TYPE_OPERATION, "Bone Done -> Pose Done");
- }
-}
-
/* Shapekeys */
void DepsgraphRelationBuilder::build_shapekeys(ID *obdata, Key *key)
{
@@ -1647,10 +1179,9 @@ void DepsgraphRelationBuilder::build_obdata_geom(Main *bmain, Scene *scene, Obje
/* Modifiers */
if (ob->modifiers.first) {
- ModifierData *md;
OperationKey prev_mod_key;
- for (md = (ModifierData *)ob->modifiers.first; md; md = md->next) {
+ LINKLIST_FOREACH (ModifierData *, md, &ob->modifiers) {
const ModifierTypeInfo *mti = modifierType_getInfo((ModifierType)md->type);
OperationKey mod_key(&ob->id, DEPSNODE_TYPE_GEOMETRY, DEG_OPCODE_GEOMETRY_MODIFIER, md->name);
@@ -1885,7 +1416,7 @@ void DepsgraphRelationBuilder::build_nodetree(ID *owner, bNodeTree *ntree)
"Parameters Eval");
/* nodetree's nodes... */
- for (bNode *bnode = (bNode *)ntree->nodes.first; bnode; bnode = bnode->next) {
+ LINKLIST_FOREACH (bNode *, bnode, &ntree->nodes) {
if (bnode->id) {
if (GS(bnode->id->name) == ID_MA) {
build_material(owner, (Material *)bnode->id);
@@ -1989,4 +1520,21 @@ bool DepsgraphRelationBuilder::needs_animdata_node(ID *id)
return false;
}
+void DepsgraphRelationBuilder::build_cachefile(CacheFile *cache_file) {
+ /* Animation. */
+ build_animdata(&cache_file->id);
+}
+
+void DepsgraphRelationBuilder::build_mask(Mask *mask)
+{
+ /* Animation. */
+ build_animdata(&mask->id);
+}
+
+void DepsgraphRelationBuilder::build_movieclip(MovieClip *clip)
+{
+ /* Animation. */
+ build_animdata(&clip->id);
+}
+
} // namespace DEG
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_relations.h b/source/blender/depsgraph/intern/builder/deg_builder_relations.h
index 28dd63a7c17..2326e212feb 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_relations.h
+++ b/source/blender/depsgraph/intern/builder/deg_builder_relations.h
@@ -47,6 +47,7 @@
struct Base;
struct bGPdata;
+struct CacheFile;
struct ListBase;
struct GHash;
struct ID;
@@ -54,8 +55,10 @@ struct FCurve;
struct Group;
struct Key;
struct Main;
+struct Mask;
struct Material;
struct MTex;
+struct MovieClip;
struct bNodeTree;
struct Object;
struct bPoseChannel;
@@ -220,6 +223,9 @@ struct DepsgraphRelationBuilder
void build_texture_stack(ID *owner, MTex **texture_stack);
void build_compositor(Scene *scene);
void build_gpencil(ID *owner, bGPdata *gpd);
+ void build_cachefile(CacheFile *cache_file);
+ void build_mask(Mask *mask);
+ void build_movieclip(MovieClip *clip);
void add_collision_relations(const OperationKey &key, Scene *scene, Object *ob, Group *group, int layer, bool dupli, const char *name);
void add_forcefield_relations(const OperationKey &key, Scene *scene, Object *ob, EffectorWeights *eff, bool add_absorption, const char *name);
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_relations_keys.cc b/source/blender/depsgraph/intern/builder/deg_builder_relations_keys.cc
index 7ada04e8f74..feae8bca303 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_relations_keys.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder_relations_keys.cc
@@ -24,7 +24,7 @@
* ***** END GPL LICENSE BLOCK *****
*/
-/** \file blender/depsgraph/intern/builder/deg_builder_relations.cc
+/** \file blender/depsgraph/intern/builder/deg_builder_relations_keys.cc
* \ingroup depsgraph
*
* Methods for constructing depsgraph
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_relations_rig.cc b/source/blender/depsgraph/intern/builder/deg_builder_relations_rig.cc
new file mode 100644
index 00000000000..2b4c000f483
--- /dev/null
+++ b/source/blender/depsgraph/intern/builder/deg_builder_relations_rig.cc
@@ -0,0 +1,455 @@
+/*
+ * ***** 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): Based on original depsgraph.c code - Blender Foundation (2005-2013)
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/depsgraph/intern/builder/deg_builder_relations_rig.cc
+ * \ingroup depsgraph
+ *
+ * Methods for constructing depsgraph
+ */
+
+#include "intern/builder/deg_builder_relations.h"
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <cstring> /* required for STREQ later on. */
+
+#include "MEM_guardedalloc.h"
+
+extern "C" {
+#include "BLI_blenlib.h"
+#include "BLI_utildefines.h"
+
+#include "DNA_action_types.h"
+#include "DNA_anim_types.h"
+#include "DNA_armature_types.h"
+#include "DNA_constraint_types.h"
+#include "DNA_customdata_types.h"
+#include "DNA_object_types.h"
+
+#include "BKE_action.h"
+#include "BKE_armature.h"
+
+#include "DEG_depsgraph.h"
+#include "DEG_depsgraph_build.h"
+} /* extern "C" */
+
+#include "intern/builder/deg_builder.h"
+#include "intern/builder/deg_builder_pchanmap.h"
+
+#include "intern/nodes/deg_node.h"
+#include "intern/nodes/deg_node_component.h"
+#include "intern/nodes/deg_node_operation.h"
+
+#include "intern/depsgraph_intern.h"
+#include "intern/depsgraph_types.h"
+
+#include "util/deg_util_foreach.h"
+
+namespace DEG {
+
+/* IK Solver Eval Steps */
+void DepsgraphRelationBuilder::build_ik_pose(Object *ob,
+ bPoseChannel *pchan,
+ bConstraint *con,
+ RootPChanMap *root_map)
+{
+ bKinematicConstraint *data = (bKinematicConstraint *)con->data;
+
+ /* attach owner to IK Solver too
+ * - assume that owner is always part of chain
+ * - see notes on direction of rel below...
+ */
+ bPoseChannel *rootchan = BKE_armature_ik_solver_find_root(pchan, data);
+ OperationKey solver_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name, DEG_OPCODE_POSE_IK_SOLVER);
+
+ /* IK target */
+ // XXX: this should get handled as part of the constraint code
+ if (data->tar != NULL) {
+ /* TODO(sergey): For until we'll store partial matricies in the depsgraph,
+ * we create dependency between target object and pose eval component.
+ *
+ * This way we ensuring the whole subtree is updated from scratch without
+ * need of intermediate matricies. This is an overkill, but good enough for
+ * testing IK solver.
+ */
+ // FIXME: geometry targets...
+ ComponentKey pose_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE);
+ if ((data->tar->type == OB_ARMATURE) && (data->subtarget[0])) {
+ /* TODO(sergey): This is only for until granular update stores intermediate result. */
+ if (data->tar != ob) {
+ /* different armature - can just read the results */
+ ComponentKey target_key(&data->tar->id, DEPSNODE_TYPE_BONE, data->subtarget);
+ add_relation(target_key, pose_key, DEPSREL_TYPE_TRANSFORM, con->name);
+ }
+ else {
+ /* same armature - we'll use the ready state only, just in case this bone is in the chain we're solving */
+ OperationKey target_key(&data->tar->id, DEPSNODE_TYPE_BONE, data->subtarget, DEG_OPCODE_BONE_DONE);
+ add_relation(target_key, solver_key, DEPSREL_TYPE_TRANSFORM, con->name);
+ }
+ }
+ else if (ELEM(data->tar->type, OB_MESH, OB_LATTICE) && (data->subtarget[0])) {
+ /* vertex group target */
+ /* NOTE: for now, we don't need to represent vertex groups separately... */
+ ComponentKey target_key(&data->tar->id, DEPSNODE_TYPE_GEOMETRY);
+ add_relation(target_key, solver_key, DEPSREL_TYPE_GEOMETRY_EVAL, con->name);
+
+ if (data->tar->type == OB_MESH) {
+ OperationDepsNode *node2 = find_operation_node(target_key);
+ if (node2 != NULL) {
+ node2->customdata_mask |= CD_MASK_MDEFORMVERT;
+ }
+ }
+ }
+ else {
+ /* Standard Object Target */
+ ComponentKey target_key(&data->tar->id, DEPSNODE_TYPE_TRANSFORM);
+ add_relation(target_key, pose_key, DEPSREL_TYPE_TRANSFORM, con->name);
+ }
+
+ if ((data->tar == ob) && (data->subtarget[0])) {
+ /* Prevent target's constraints from linking to anything from same
+ * chain that it controls.
+ */
+ root_map->add_bone(data->subtarget, rootchan->name);
+ }
+ }
+
+ /* Pole Target */
+ // XXX: this should get handled as part of the constraint code
+ if (data->poletar != NULL) {
+ if ((data->poletar->type == OB_ARMATURE) && (data->polesubtarget[0])) {
+ // XXX: same armature issues - ready vs done?
+ ComponentKey target_key(&data->poletar->id, DEPSNODE_TYPE_BONE, data->polesubtarget);
+ add_relation(target_key, solver_key, DEPSREL_TYPE_TRANSFORM, con->name);
+ }
+ else if (ELEM(data->poletar->type, OB_MESH, OB_LATTICE) && (data->polesubtarget[0])) {
+ /* vertex group target */
+ /* NOTE: for now, we don't need to represent vertex groups separately... */
+ ComponentKey target_key(&data->poletar->id, DEPSNODE_TYPE_GEOMETRY);
+ add_relation(target_key, solver_key, DEPSREL_TYPE_GEOMETRY_EVAL, con->name);
+
+ if (data->poletar->type == OB_MESH) {
+ OperationDepsNode *node2 = find_operation_node(target_key);
+ if (node2 != NULL) {
+ node2->customdata_mask |= CD_MASK_MDEFORMVERT;
+ }
+ }
+ }
+ else {
+ ComponentKey target_key(&data->poletar->id, DEPSNODE_TYPE_TRANSFORM);
+ add_relation(target_key, solver_key, DEPSREL_TYPE_TRANSFORM, con->name);
+ }
+ }
+
+ DEG_DEBUG_PRINTF("\nStarting IK Build: pchan = %s, target = (%s, %s), segcount = %d\n",
+ pchan->name, data->tar->id.name, data->subtarget, data->rootbone);
+
+ bPoseChannel *parchan = pchan;
+ /* exclude tip from chain? */
+ if (!(data->flag & CONSTRAINT_IK_TIP)) {
+ OperationKey tip_transforms_key(&ob->id, DEPSNODE_TYPE_BONE,
+ parchan->name, DEG_OPCODE_BONE_LOCAL);
+ add_relation(solver_key, tip_transforms_key,
+ DEPSREL_TYPE_TRANSFORM, "IK Solver Result");
+ parchan = pchan->parent;
+ }
+
+ root_map->add_bone(parchan->name, rootchan->name);
+
+ OperationKey parchan_transforms_key(&ob->id, DEPSNODE_TYPE_BONE,
+ parchan->name, DEG_OPCODE_BONE_READY);
+ add_relation(parchan_transforms_key, solver_key,
+ DEPSREL_TYPE_TRANSFORM, "IK Solver Owner");
+
+ /* Walk to the chain's root */
+ //size_t segcount = 0;
+ int segcount = 0;
+
+ while (parchan) {
+ /* Make IK-solver dependent on this bone's result,
+ * since it can only run after the standard results
+ * of the bone are know. Validate links step on the
+ * bone will ensure that users of this bone only
+ * grab the result with IK solver results...
+ */
+ if (parchan != pchan) {
+ OperationKey parent_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_READY);
+ add_relation(parent_key, solver_key, DEPSREL_TYPE_TRANSFORM, "IK Chain Parent");
+
+ OperationKey done_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_DONE);
+ add_relation(solver_key, done_key, DEPSREL_TYPE_TRANSFORM, "IK Chain Result");
+ }
+ else {
+ OperationKey final_transforms_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_DONE);
+ add_relation(solver_key, final_transforms_key, DEPSREL_TYPE_TRANSFORM, "IK Solver Result");
+ }
+ parchan->flag |= POSE_DONE;
+
+
+ root_map->add_bone(parchan->name, rootchan->name);
+
+ /* continue up chain, until we reach target number of items... */
+ DEG_DEBUG_PRINTF(" %d = %s\n", segcount, parchan->name);
+ segcount++;
+ if ((segcount == data->rootbone) || (segcount > 255)) break; /* 255 is weak */
+
+ parchan = parchan->parent;
+ }
+
+ OperationKey flush_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_DONE);
+ add_relation(solver_key, flush_key, DEPSREL_TYPE_OPERATION, "PoseEval Result-Bone Link");
+}
+
+/* Spline IK Eval Steps */
+void DepsgraphRelationBuilder::build_splineik_pose(Object *ob,
+ bPoseChannel *pchan,
+ bConstraint *con,
+ RootPChanMap *root_map)
+{
+ bSplineIKConstraint *data = (bSplineIKConstraint *)con->data;
+ bPoseChannel *rootchan = BKE_armature_splineik_solver_find_root(pchan, data);
+ OperationKey transforms_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_READY);
+ OperationKey solver_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name, DEG_OPCODE_POSE_SPLINE_IK_SOLVER);
+
+ /* attach owner to IK Solver too
+ * - assume that owner is always part of chain
+ * - see notes on direction of rel below...
+ */
+ add_relation(transforms_key, solver_key, DEPSREL_TYPE_TRANSFORM, "Spline IK Solver Owner");
+
+ /* attach path dependency to solver */
+ if (data->tar) {
+ /* TODO(sergey): For until we'll store partial matricies in the depsgraph,
+ * we create dependency between target object and pose eval component.
+ * See IK pose for a bit more information.
+ */
+ // TODO: the bigggest point here is that we need the curve PATH and not just the general geometry...
+ ComponentKey target_key(&data->tar->id, DEPSNODE_TYPE_GEOMETRY);
+ ComponentKey pose_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE);
+ add_relation(target_key, pose_key, DEPSREL_TYPE_TRANSFORM, "[Curve.Path -> Spline IK] DepsRel");
+ }
+
+ pchan->flag |= POSE_DONE;
+ OperationKey final_transforms_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_DONE);
+ add_relation(solver_key, final_transforms_key, DEPSREL_TYPE_TRANSFORM, "Spline IK Result");
+
+ root_map->add_bone(pchan->name, rootchan->name);
+
+ /* Walk to the chain's root */
+ //size_t segcount = 0;
+ int segcount = 0;
+
+ for (bPoseChannel *parchan = pchan->parent; parchan; parchan = parchan->parent) {
+ /* Make Spline IK solver dependent on this bone's result,
+ * since it can only run after the standard results
+ * of the bone are know. Validate links step on the
+ * bone will ensure that users of this bone only
+ * grab the result with IK solver results...
+ */
+ if (parchan != pchan) {
+ OperationKey parent_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_READY);
+ add_relation(parent_key, solver_key, DEPSREL_TYPE_TRANSFORM, "Spline IK Solver Update");
+
+ OperationKey done_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_DONE);
+ add_relation(solver_key, done_key, DEPSREL_TYPE_TRANSFORM, "IK Chain Result");
+ }
+ parchan->flag |= POSE_DONE;
+
+ OperationKey final_transforms_key(&ob->id, DEPSNODE_TYPE_BONE, parchan->name, DEG_OPCODE_BONE_DONE);
+ add_relation(solver_key, final_transforms_key, DEPSREL_TYPE_TRANSFORM, "Spline IK Solver Result");
+
+ root_map->add_bone(parchan->name, rootchan->name);
+
+ /* continue up chain, until we reach target number of items... */
+ segcount++;
+ if ((segcount == data->chainlen) || (segcount > 255)) break; /* 255 is weak */
+ }
+
+ OperationKey flush_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_DONE);
+ add_relation(solver_key, flush_key, DEPSREL_TYPE_OPERATION, "PoseEval Result-Bone Link");
+}
+
+/* Pose/Armature Bones Graph */
+void DepsgraphRelationBuilder::build_rig(Scene *scene, Object *ob)
+{
+ /* Armature-Data */
+ bArmature *arm = (bArmature *)ob->data;
+
+ // TODO: selection status?
+
+ /* attach links between pose operations */
+ OperationKey init_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_INIT);
+ OperationKey flush_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_DONE);
+
+ add_relation(init_key, flush_key, DEPSREL_TYPE_COMPONENT_ORDER, "[Pose Init -> Pose Cleanup]");
+
+ /* Make sure pose is up-to-date with armature updates. */
+ OperationKey armature_key(&arm->id,
+ DEPSNODE_TYPE_PARAMETERS,
+ DEG_OPCODE_PLACEHOLDER,
+ "Armature Eval");
+ add_relation(armature_key, init_key, DEPSREL_TYPE_COMPONENT_ORDER, "Data dependency");
+
+ if (needs_animdata_node(&ob->id)) {
+ ComponentKey animation_key(&ob->id, DEPSNODE_TYPE_ANIMATION);
+ add_relation(animation_key, init_key, DEPSREL_TYPE_OPERATION, "Rig Animation");
+ }
+
+ /* IK Solvers...
+ * - These require separate processing steps are pose-level
+ * to be executed between chains of bones (i.e. once the
+ * base transforms of a bunch of bones is done)
+ *
+ * - We build relations for these before the dependencies
+ * between ops in the same component as it is necessary
+ * to check whether such bones are in the same IK chain
+ * (or else we get weird issues with either in-chain
+ * references, or with bones being parented to IK'd bones)
+ *
+ * Unsolved Issues:
+ * - Care is needed to ensure that multi-headed trees work out the same as in ik-tree building
+ * - Animated chain-lengths are a problem...
+ */
+ RootPChanMap root_map;
+ bool pose_depends_on_local_transform = false;
+ LINKLIST_FOREACH (bPoseChannel *, pchan, &ob->pose->chanbase) {
+ LINKLIST_FOREACH (bConstraint *, con, &pchan->constraints) {
+ switch (con->type) {
+ case CONSTRAINT_TYPE_KINEMATIC:
+ build_ik_pose(ob, pchan, con, &root_map);
+ pose_depends_on_local_transform = true;
+ break;
+
+ case CONSTRAINT_TYPE_SPLINEIK:
+ build_splineik_pose(ob, pchan, con, &root_map);
+ pose_depends_on_local_transform = true;
+ break;
+
+ /* Constraints which needs world's matrix for transform.
+ * TODO(sergey): More constraints here?
+ */
+ case CONSTRAINT_TYPE_ROTLIKE:
+ case CONSTRAINT_TYPE_SIZELIKE:
+ case CONSTRAINT_TYPE_LOCLIKE:
+ case CONSTRAINT_TYPE_TRANSLIKE:
+ /* TODO(sergey): Add used space check. */
+ pose_depends_on_local_transform = true;
+ break;
+
+ default:
+ break;
+ }
+ }
+ }
+ //root_map.print_debug();
+
+ if (pose_depends_on_local_transform) {
+ /* TODO(sergey): Once partial updates are possible use relation between
+ * object transform and solver itself in it's build function.
+ */
+ ComponentKey pose_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE);
+ ComponentKey local_transform_key(&ob->id, DEPSNODE_TYPE_TRANSFORM);
+ add_relation(local_transform_key, pose_key, DEPSREL_TYPE_TRANSFORM, "Local Transforms");
+ }
+
+
+ /* links between operations for each bone */
+ LINKLIST_FOREACH (bPoseChannel *, pchan, &ob->pose->chanbase) {
+ OperationKey bone_local_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_LOCAL);
+ OperationKey bone_pose_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_POSE_PARENT);
+ OperationKey bone_ready_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_READY);
+ OperationKey bone_done_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_DONE);
+
+ pchan->flag &= ~POSE_DONE;
+
+ /* pose init to bone local */
+ add_relation(init_key, bone_local_key, DEPSREL_TYPE_OPERATION, "PoseEval Source-Bone Link");
+
+ /* local to pose parenting operation */
+ add_relation(bone_local_key, bone_pose_key, DEPSREL_TYPE_OPERATION, "Bone Local - PoseSpace Link");
+
+ /* parent relation */
+ if (pchan->parent != NULL) {
+ eDepsOperation_Code parent_key_opcode;
+
+ /* NOTE: this difference in handling allows us to prevent lockups while ensuring correct poses for separate chains */
+ if (root_map.has_common_root(pchan->name, pchan->parent->name)) {
+ parent_key_opcode = DEG_OPCODE_BONE_READY;
+ }
+ else {
+ parent_key_opcode = DEG_OPCODE_BONE_DONE;
+ }
+
+ OperationKey parent_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->parent->name, parent_key_opcode);
+ add_relation(parent_key, bone_pose_key, DEPSREL_TYPE_TRANSFORM, "[Parent Bone -> Child Bone]");
+ }
+
+ /* constraints */
+ if (pchan->constraints.first != NULL) {
+ /* constraints stack and constraint dependencies */
+ build_constraints(scene, &ob->id, DEPSNODE_TYPE_BONE, pchan->name, &pchan->constraints, &root_map);
+
+ /* pose -> constraints */
+ OperationKey constraints_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_CONSTRAINTS);
+ add_relation(bone_pose_key, constraints_key, DEPSREL_TYPE_OPERATION, "Constraints Stack");
+
+ /* constraints -> ready */
+ // TODO: when constraint stack is exploded, this step should occur before the first IK solver
+ add_relation(constraints_key, bone_ready_key, DEPSREL_TYPE_OPERATION, "Constraints -> Ready");
+ }
+ else {
+ /* pose -> ready */
+ add_relation(bone_pose_key, bone_ready_key, DEPSREL_TYPE_OPERATION, "Pose -> Ready");
+ }
+
+ /* bone ready -> done
+ * NOTE: For bones without IK, this is all that's needed.
+ * For IK chains however, an additional rel is created from IK to done,
+ * with transitive reduction removing this one...
+ */
+ add_relation(bone_ready_key, bone_done_key, DEPSREL_TYPE_OPERATION, "Ready -> Done");
+
+ /* assume that all bones must be done for the pose to be ready (for deformers) */
+ add_relation(bone_done_key, flush_key, DEPSREL_TYPE_OPERATION, "PoseEval Result-Bone Link");
+ }
+}
+
+void DepsgraphRelationBuilder::build_proxy_rig(Object *ob)
+{
+ OperationKey pose_init_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_INIT);
+ OperationKey pose_done_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE, DEG_OPCODE_POSE_DONE);
+ LINKLIST_FOREACH (bPoseChannel *, pchan, &ob->pose->chanbase) {
+ OperationKey bone_local_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_LOCAL);
+ OperationKey bone_ready_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_READY);
+ OperationKey bone_done_key(&ob->id, DEPSNODE_TYPE_BONE, pchan->name, DEG_OPCODE_BONE_DONE);
+ add_relation(pose_init_key, bone_local_key, DEPSREL_TYPE_OPERATION, "Pose Init -> Bone Local");
+ add_relation(bone_local_key, bone_ready_key, DEPSREL_TYPE_OPERATION, "Local -> Ready");
+ add_relation(bone_ready_key, bone_done_key, DEPSREL_TYPE_OPERATION, "Ready -> Done");
+ add_relation(bone_done_key, pose_done_key, DEPSREL_TYPE_OPERATION, "Bone Done -> Pose Done");
+ }
+}
+
+} // namespace DEG
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_relations_scene.cc b/source/blender/depsgraph/intern/builder/deg_builder_relations_scene.cc
new file mode 100644
index 00000000000..6b51a957da0
--- /dev/null
+++ b/source/blender/depsgraph/intern/builder/deg_builder_relations_scene.cc
@@ -0,0 +1,162 @@
+/*
+ * ***** 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): Based on original depsgraph.c code - Blender Foundation (2005-2013)
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/depsgraph/intern/builder/deg_builder_relations_scene.cc
+ * \ingroup depsgraph
+ *
+ * Methods for constructing depsgraph
+ */
+
+#include "intern/builder/deg_builder_relations.h"
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <cstring> /* required for STREQ later on. */
+
+#include "MEM_guardedalloc.h"
+
+extern "C" {
+#include "BLI_blenlib.h"
+#include "BLI_utildefines.h"
+
+#include "DNA_node_types.h"
+#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
+
+#include "BKE_main.h"
+#include "BKE_node.h"
+
+#include "DEG_depsgraph.h"
+#include "DEG_depsgraph_build.h"
+} /* extern "C" */
+
+#include "intern/builder/deg_builder.h"
+#include "intern/builder/deg_builder_pchanmap.h"
+
+#include "intern/nodes/deg_node.h"
+#include "intern/nodes/deg_node_component.h"
+#include "intern/nodes/deg_node_operation.h"
+
+#include "intern/depsgraph_intern.h"
+#include "intern/depsgraph_types.h"
+
+#include "util/deg_util_foreach.h"
+
+namespace DEG {
+
+void DepsgraphRelationBuilder::build_scene(Main *bmain, Scene *scene)
+{
+ /* LIB_TAG_DOIT is used to indicate whether node for given ID was already
+ * created or not.
+ */
+ BKE_main_id_tag_all(bmain, LIB_TAG_DOIT, false);
+ /* XXX nested node trees are not included in tag-clearing above,
+ * so we need to do this manually.
+ */
+ FOREACH_NODETREE(bmain, nodetree, id) {
+ if (id != (ID *)nodetree)
+ nodetree->id.tag &= ~LIB_TAG_DOIT;
+ } FOREACH_NODETREE_END
+
+ if (scene->set) {
+ // TODO: link set to scene, especially our timesource...
+ }
+
+ /* scene objects */
+ LINKLIST_FOREACH (Base *, base, &scene->base) {
+ Object *ob = base->object;
+
+ /* object itself */
+ build_object(bmain, scene, ob);
+
+ /* object that this is a proxy for */
+ if (ob->proxy) {
+ ob->proxy->proxy_from = ob;
+ build_object(bmain, scene, ob->proxy);
+ /* TODO(sergey): This is an inverted relation, matches old depsgraph
+ * behavior and need to be investigated if it still need to be inverted.
+ */
+ ComponentKey ob_pose_key(&ob->id, DEPSNODE_TYPE_EVAL_POSE);
+ ComponentKey proxy_pose_key(&ob->proxy->id, DEPSNODE_TYPE_EVAL_POSE);
+ add_relation(ob_pose_key, proxy_pose_key, DEPSREL_TYPE_TRANSFORM, "Proxy");
+ }
+
+ /* Object dupligroup. */
+ if (ob->dup_group) {
+ build_group(bmain, scene, ob, ob->dup_group);
+ }
+ }
+
+ /* rigidbody */
+ if (scene->rigidbody_world) {
+ build_rigidbody(scene);
+ }
+
+ /* scene's animation and drivers */
+ if (scene->adt) {
+ build_animdata(&scene->id);
+ }
+
+ /* world */
+ if (scene->world) {
+ build_world(scene->world);
+ }
+
+ /* compo nodes */
+ if (scene->nodetree) {
+ build_compositor(scene);
+ }
+
+ /* grease pencil */
+ if (scene->gpd) {
+ build_gpencil(&scene->id, scene->gpd);
+ }
+
+ /* Masks. */
+ LINKLIST_FOREACH (Mask *, mask, &bmain->mask) {
+ build_mask(mask);
+ }
+
+ /* Movie clips. */
+ LINKLIST_FOREACH (MovieClip *, clip, &bmain->movieclip) {
+ build_movieclip(clip);
+ }
+
+ for (Depsgraph::OperationNodes::const_iterator it_op = m_graph->operations.begin();
+ it_op != m_graph->operations.end();
+ ++it_op)
+ {
+ OperationDepsNode *node = *it_op;
+ IDDepsNode *id_node = node->owner->owner;
+ ID *id = id_node->id;
+ if (GS(id->name) == ID_OB) {
+ Object *object = (Object *)id;
+ object->customdata_mask |= node->customdata_mask;
+ }
+ }
+}
+
+} // namespace DEG
diff --git a/source/blender/depsgraph/util/deg_util_foreach.h b/source/blender/depsgraph/util/deg_util_foreach.h
index 14cf4fc11ed..87d37168d51 100644
--- a/source/blender/depsgraph/util/deg_util_foreach.h
+++ b/source/blender/depsgraph/util/deg_util_foreach.h
@@ -66,3 +66,8 @@
#define GSET_FOREACH_END() \
} \
} while(0)
+
+#define LINKLIST_FOREACH(type, var, list) \
+ for (type var = (type)((list)->first); \
+ var != NULL; \
+ var = (type)(((Link*)(var))->next))
diff --git a/source/blender/editors/interface/interface_anim.c b/source/blender/editors/interface/interface_anim.c
index 991cd54fecf..5da294302e9 100644
--- a/source/blender/editors/interface/interface_anim.c
+++ b/source/blender/editors/interface/interface_anim.c
@@ -99,6 +99,10 @@ void ui_but_anim_flag(uiBut *but, float cfra)
}
}
+/**
+ * \a str can be NULL to only perform check if \a but has an expression at all.
+ * \return if button has an expression.
+ */
bool ui_but_anim_expression_get(uiBut *but, char *str, size_t maxlen)
{
FCurve *fcu;
@@ -111,7 +115,9 @@ bool ui_but_anim_expression_get(uiBut *but, char *str, size_t maxlen)
driver = fcu->driver;
if (driver && driver->type == DRIVER_TYPE_PYTHON) {
- BLI_strncpy(str, driver->expression, maxlen);
+ if (str) {
+ BLI_strncpy(str, driver->expression, maxlen);
+ }
return true;
}
}
diff --git a/source/blender/editors/interface/interface_handlers.c b/source/blender/editors/interface/interface_handlers.c
index f3eeadb6604..fc511d61e2b 100644
--- a/source/blender/editors/interface/interface_handlers.c
+++ b/source/blender/editors/interface/interface_handlers.c
@@ -3067,7 +3067,7 @@ static void ui_textedit_begin(bContext *C, uiBut *but, uiHandleButtonData *data)
data->str = ui_but_string_get_dynamic(but, &data->maxlen);
}
- if (ui_but_is_float(but) && !ui_but_is_unit(but)) {
+ if (ui_but_is_float(but) && !ui_but_is_unit(but) && !ui_but_anim_expression_get(but, NULL, 0)) {
BLI_str_rstrip_float_zero(data->str, '\0');
}
diff --git a/source/blender/editors/render/render_opengl.c b/source/blender/editors/render/render_opengl.c
index 16842efb436..9097432a251 100644
--- a/source/blender/editors/render/render_opengl.c
+++ b/source/blender/editors/render/render_opengl.c
@@ -552,8 +552,11 @@ static void screen_opengl_render_apply(OGLRender *oglrender)
BLI_assert(view_id < oglrender->views_len);
RE_SetActiveRenderView(oglrender->re, rv->name);
oglrender->view_id = view_id;
- /* add grease pencil passes */
- add_gpencil_renderpass(oglrender, rr, rv);
+ /* add grease pencil passes. For sequencer, the render does not include renderpasses
+ * TODO: The sequencer render of grease pencil should be rethought */
+ if (!oglrender->is_sequencer) {
+ add_gpencil_renderpass(oglrender, rr, rv);
+ }
/* render composite */
screen_opengl_render_doit(oglrender, rr);
}
diff --git a/source/blender/editors/sculpt_paint/paint_image_2d.c b/source/blender/editors/sculpt_paint/paint_image_2d.c
index 9474a46d716..4f93c12385d 100644
--- a/source/blender/editors/sculpt_paint/paint_image_2d.c
+++ b/source/blender/editors/sculpt_paint/paint_image_2d.c
@@ -1489,7 +1489,8 @@ void paint_2d_bucket_fill(
float image_init[2];
int minx = ibuf->x, miny = ibuf->y, maxx = 0, maxy = 0;
float pixel_color[4];
- float threshold_sq = br->fill_threshold * br->fill_threshold;
+ /* We are comparing to sum of three squared values (assumed in range [0,1]), so need to multiply... */
+ float threshold_sq = br->fill_threshold * br->fill_threshold * 3;
UI_view2d_region_to_view(s->v2d, mouse_init[0], mouse_init[1], &image_init[0], &image_init[1]);
diff --git a/source/blender/editors/space_node/space_node.c b/source/blender/editors/space_node/space_node.c
index 4ef703c8994..bbdf6feef01 100644
--- a/source/blender/editors/space_node/space_node.c
+++ b/source/blender/editors/space_node/space_node.c
@@ -855,6 +855,42 @@ static void node_id_remap(ScrArea *UNUSED(sa), SpaceLink *slink, ID *old_id, ID
id_us_plus(new_id);
}
}
+ else if (GS(old_id->name) == ID_NT) {
+ bNodeTreePath *path, *path_next;
+
+ for (path = snode->treepath.first; path; path = path->next) {
+ if ((ID *)path->nodetree == old_id) {
+ path->nodetree = (bNodeTree *)new_id;
+ id_us_min(old_id);
+ id_us_plus(new_id);
+ }
+ if (path == snode->treepath.first) {
+ /* first nodetree in path is same as snode->nodetree */
+ snode->nodetree = path->nodetree;
+ }
+ if (path->nodetree == NULL) {
+ break;
+ }
+ }
+
+ /* remaining path entries are invalid, remove */
+ for (; path; path = path_next) {
+ path_next = path->next;
+
+ BLI_remlink(&snode->treepath, path);
+ MEM_freeN(path);
+ }
+
+ /* edittree is just the last in the path,
+ * set this directly since the path may have been shortened above */
+ if (snode->treepath.last) {
+ path = snode->treepath.last;
+ snode->edittree = path->nodetree;
+ }
+ else {
+ snode->edittree = NULL;
+ }
+ }
}
/* only called once, from space/spacetypes.c */
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 4ae5bdff508..45041620fea 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -972,7 +972,7 @@ void drawaxes(const float viewmat_local[4][4], float size, char drawtype, const
/* Function to draw an Image on an empty Object */
-static void draw_empty_image(Object *ob, const short dflag, const unsigned char ob_wire_col[4])
+static void draw_empty_image(Object *ob, const short dflag, const unsigned char ob_wire_col[4], StereoViews sview)
{
Image *ima = ob->data;
@@ -982,13 +982,22 @@ static void draw_empty_image(Object *ob, const short dflag, const unsigned char
int bindcode = 0;
if (ima) {
+ ImageUser iuser = *ob->iuser;
+
+ /* Support multi-view */
+ if (ima && (sview == STEREO_RIGHT_ID)) {
+ iuser.multiview_eye = sview;
+ iuser.flag |= IMA_SHOW_STEREO;
+ BKE_image_multiview_index(ima, &iuser);
+ }
+
if (ob_alpha > 0.0f) {
- bindcode = GPU_verify_image(ima, ob->iuser, GL_TEXTURE_2D, 0, false, false, false);
+ bindcode = GPU_verify_image(ima, &iuser, GL_TEXTURE_2D, 0, false, false, false);
/* don't bother drawing the image if alpha = 0 */
}
int w, h;
- BKE_image_get_size(ima, ob->iuser, &w, &h);
+ BKE_image_get_size(ima, &iuser, &w, &h);
width = w;
height = h;
}
@@ -7685,7 +7694,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
case OB_EMPTY:
if (!render_override) {
if (ob->empty_drawtype == OB_EMPTY_IMAGE) {
- draw_empty_image(ob, dflag, ob_wire_col);
+ draw_empty_image(ob, dflag, ob_wire_col, v3d->multiview_eye);
}
else {
drawaxes(rv3d->viewmatob, ob->empty_drawsize, ob->empty_drawtype, ob_wire_col);
@@ -8420,7 +8429,7 @@ void draw_object_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object
case OB_EMPTY:
if (ob->empty_drawtype == OB_EMPTY_IMAGE) {
/* CONSTCOLOR == no wire outline */
- draw_empty_image(ob, DRAW_CONSTCOLOR, NULL);
+ draw_empty_image(ob, DRAW_CONSTCOLOR, NULL, v3d->multiview_eye);
}
else {
drawaxes(rv3d->viewmatob, ob->empty_drawsize, ob->empty_drawtype, NULL); /* TODO: use proper color */
diff --git a/source/blender/modifiers/intern/MOD_meshsequencecache.c b/source/blender/modifiers/intern/MOD_meshsequencecache.c
index d25e8e38de3..72644d56323 100644
--- a/source/blender/modifiers/intern/MOD_meshsequencecache.c
+++ b/source/blender/modifiers/intern/MOD_meshsequencecache.c
@@ -114,6 +114,10 @@ static DerivedMesh *applyModifier(ModifierData *md, Object *ob,
mcmd->reader,
ob,
mcmd->object_path);
+ if (!mcmd->reader) {
+ modifier_setError(md, "Could not create Alembic reader for file %s", cache_file->filepath);
+ return dm;
+ }
}
DerivedMesh *result = ABC_read_mesh(mcmd->reader,
diff --git a/source/blender/nodes/intern/node_common.c b/source/blender/nodes/intern/node_common.c
index fbc036435f0..736f17f1d70 100644
--- a/source/blender/nodes/intern/node_common.c
+++ b/source/blender/nodes/intern/node_common.c
@@ -178,9 +178,14 @@ void node_group_verify(struct bNodeTree *ntree, struct bNode *node, struct ID *i
{
/* check inputs and outputs, and remove or insert them */
if (id == node->id) {
- bNodeTree *ngroup = (bNodeTree *)node->id;
- group_verify_socket_list(ntree, node, &ngroup->inputs, &node->inputs, SOCK_IN);
- group_verify_socket_list(ntree, node, &ngroup->outputs, &node->outputs, SOCK_OUT);
+ if (id == NULL) {
+ nodeRemoveAllSockets(ntree, node);
+ }
+ else {
+ bNodeTree *ngroup = (bNodeTree *)node->id;
+ group_verify_socket_list(ntree, node, &ngroup->inputs, &node->inputs, SOCK_IN);
+ group_verify_socket_list(ntree, node, &ngroup->outputs, &node->outputs, SOCK_OUT);
+ }
}
}
diff --git a/source/blender/windowmanager/intern/wm_files.c b/source/blender/windowmanager/intern/wm_files.c
index fe257cc4c41..05d63869074 100644
--- a/source/blender/windowmanager/intern/wm_files.c
+++ b/source/blender/windowmanager/intern/wm_files.c
@@ -1144,6 +1144,9 @@ void wm_autosave_timer(const bContext *C, wmWindowManager *wm, wmTimer *UNUSED(w
for (handler = win->modalhandlers.first; handler; handler = handler->next) {
if (handler->op) {
wm->autosavetimer = WM_event_add_timer(wm, NULL, TIMERAUTOSAVE, 10.0);
+ if (G.debug) {
+ printf("Skipping auto-save, modal operator running, retrying in ten seconds...\n");
+ }
return;
}
}
@@ -1161,7 +1164,7 @@ void wm_autosave_timer(const bContext *C, wmWindowManager *wm, wmTimer *UNUSED(w
ED_editors_flush_edits(C, false);
- /* no error reporting to console */
+ /* Error reporting into console */
BLO_write_file(CTX_data_main(C), filepath, fileflags, NULL, NULL);
}
/* do timer after file write, just in case file write takes a long time */
diff --git a/source/creator/CMakeLists.txt b/source/creator/CMakeLists.txt
index 10af0d5489e..aa0a213cf64 100644
--- a/source/creator/CMakeLists.txt
+++ b/source/creator/CMakeLists.txt
@@ -714,7 +714,7 @@ elseif(WIN32)
if(WITH_PYTHON_INSTALL_NUMPY)
set(PYTHON_NUMPY_VERSION 1.9)
- if(MSVC_VERSION EQUAL 1900)
+ if((MSVC_VERSION EQUAL 1900) OR (MSVC_VERSION EQUAL 1910))
set(PYTHON_NUMPY_VERSION 1.11)
endif()
add_custom_command(OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/${BLENDER_VERSION}/python/lib/site-packages