diff options
Diffstat (limited to 'source/blender/blenkernel/intern/scene.c')
-rw-r--r-- | source/blender/blenkernel/intern/scene.c | 43 |
1 files changed, 43 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/scene.c b/source/blender/blenkernel/intern/scene.c index 28c94c889a2..114a63bed48 100644 --- a/source/blender/blenkernel/intern/scene.c +++ b/source/blender/blenkernel/intern/scene.c @@ -64,6 +64,7 @@ #include "BKE_animsys.h" #include "BKE_action.h" #include "BKE_armature.h" +#include "BKE_cache_library.h" #include "BKE_colortools.h" #include "BKE_depsgraph.h" #include "BKE_editmesh.h" @@ -1840,6 +1841,9 @@ void BKE_scene_update_for_newframe_ex(EvaluationContext *eval_ctx, Main *bmain, /* clear animation overrides */ /* XXX TODO... */ + /* tag cached objects */ + BKE_cache_library_dag_recalc_tag(eval_ctx, bmain); + for (sce_iter = sce; sce_iter; sce_iter = sce_iter->set) DAG_scene_relations_update(bmain, sce_iter); @@ -1925,6 +1929,45 @@ void BKE_scene_update_for_newframe_ex(EvaluationContext *eval_ctx, Main *bmain, #endif } +void BKE_scene_update_group_for_newframe(EvaluationContext *eval_ctx, + Main *bmain, + Scene *scene, + Group *group, + unsigned int lay) +{ + float ctime = BKE_scene_frame_get(scene); + Scene *sce_iter; + + /* Step 1: Preparation, same as in regular frame update. */ + BKE_image_update_frame(bmain, scene->r.cfra); + scene_rebuild_rbw_recursive(scene, ctime); + BKE_cache_library_dag_recalc_tag(eval_ctx, bmain); + for (sce_iter = scene; sce_iter; sce_iter = sce_iter->set) { + DAG_scene_relations_update(bmain, sce_iter); + } + + /* Step 2: Tag objects which we need to update. */ + DAG_ids_flush_tagged(bmain); + DAG_scene_update_group_flags(bmain, scene, group, lay, true, false); + + /* Step 3: Update animation. */ +#ifdef POSE_ANIMATION_WORKAROUND + scene_armature_depsgraph_workaround(bmain); +#endif + BKE_animsys_evaluate_all_animation(bmain, scene, ctime); + + /* Step 4: Actual evaluation. */ + BKE_main_id_tag_idcode(bmain, ID_MA, false); + BKE_main_id_tag_idcode(bmain, ID_LA, false); + scene_do_rb_simulation_recursive(scene, ctime); + scene_update_tagged_recursive(eval_ctx, bmain, scene, scene); + scene_depsgraph_hack(eval_ctx, scene, scene); + + /* Step 5: Cleanup after evaluaiton. */ + DAG_ids_check_recalc(bmain, scene, true); + DAG_ids_clear_recalc(bmain); +} + /* return default layer, also used to patch old files */ SceneRenderLayer *BKE_scene_add_render_layer(Scene *sce, const char *name) { |