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Diffstat (limited to 'source/blender/depsgraph/intern/builder/deg_builder_relations.cc')
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_relations.cc71
1 files changed, 23 insertions, 48 deletions
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_relations.cc b/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
index 37b23833e00..14f9db767a9 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
@@ -978,13 +978,13 @@ void DepsgraphRelationBuilder::build_object_parent(Object *object)
break;
}
}
- /* Metaballs are the odd balls here (no pun intended): they will request
+ /* Meta-balls are the odd balls here (no pun intended): they will request
* instance-list (formerly known as dupli-list) during evaluation. This is
* their way of interacting with all instanced surfaces, making a nice
* effect when is used form particle system. */
if (object->type == OB_MBALL && parent->transflag & OB_DUPLI) {
ComponentKey parent_geometry_key(parent_id, NodeType::GEOMETRY);
- /* NOTE: Metaballs are evaluating geometry only after their transform,
+ /* NOTE: Meta-balls are evaluating geometry only after their transform,
* so we only hook up to transform channel here. */
add_relation(parent_geometry_key, object_transform_key, "Parent");
}
@@ -1703,9 +1703,6 @@ void DepsgraphRelationBuilder::build_rigidbody(Scene *scene)
if (object->rigidbody_object == nullptr) {
continue;
}
- if (object->rigidbody_object->type == RBO_TYPE_PASSIVE) {
- continue;
- }
if (object->parent != nullptr && object->parent->rigidbody_object != nullptr &&
object->parent->rigidbody_object->shape == RB_SHAPE_COMPOUND) {
@@ -1716,10 +1713,6 @@ void DepsgraphRelationBuilder::build_rigidbody(Scene *scene)
continue;
}
- OperationKey rb_transform_copy_key(
- &object->id, NodeType::TRANSFORM, OperationCode::RIGIDBODY_TRANSFORM_COPY);
- /* Rigid body synchronization depends on the actual simulation. */
- add_relation(rb_simulate_key, rb_transform_copy_key, "Rigidbody Sim Eval -> RBO Sync");
/* Simulation uses object transformation after parenting and solving constraints. */
OperationKey object_transform_simulation_init_key(
&object->id, NodeType::TRANSFORM, OperationCode::TRANSFORM_SIMULATION_INIT);
@@ -1737,47 +1730,29 @@ void DepsgraphRelationBuilder::build_rigidbody(Scene *scene)
ComponentKey object_geometry_key(&object->id, NodeType::GEOMETRY);
add_relation(object_geometry_key,
rb_simulate_key,
- "Object Geom Eval -> Rigidbody Rebuild",
+ "Object Geom Eval -> Rigidbody Sim Eval",
RELATION_FLAG_GODMODE);
}
+
/* Final transform is whetever solver gave to us. */
- OperationKey object_transform_final_key(
- &object->id, NodeType::TRANSFORM, OperationCode::TRANSFORM_FINAL);
- add_relation(
- rb_transform_copy_key, object_transform_final_key, "Rigidbody Sync -> Transform Final");
- }
- FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
- }
- /* Constraints. */
- if (rbw->constraints != nullptr) {
- FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN (rbw->constraints, object) {
- RigidBodyCon *rbc = object->rigidbody_constraint;
- if (rbc == nullptr || rbc->ob1 == nullptr || rbc->ob2 == nullptr) {
- /* When either ob1 or ob2 is nullptr, the constraint doesn't
- * work. */
- continue;
- }
- /* Make sure indirectly linked objects are fully built. */
- build_object(object);
- build_object(rbc->ob1);
- build_object(rbc->ob2);
- /* final result of the constraint object's transform controls how
- * the constraint affects the physics sim for these objects. */
- ComponentKey trans_key(&object->id, NodeType::TRANSFORM);
- if (rbc->ob1->rigidbody_object->type == RBO_TYPE_ACTIVE) {
- OperationKey ob1_key(
- &rbc->ob1->id, NodeType::TRANSFORM, OperationCode::RIGIDBODY_TRANSFORM_COPY);
- /* Constrained-objects sync depends on the constraint-holder. */
- add_relation(trans_key, ob1_key, "RigidBodyConstraint -> RBC.Object_1");
- }
- if (rbc->ob2->rigidbody_object->type == RBO_TYPE_ACTIVE) {
- OperationKey ob2_key(
- &rbc->ob2->id, NodeType::TRANSFORM, OperationCode::RIGIDBODY_TRANSFORM_COPY);
- /* Constrained-objects sync depends on the constraint-holder. */
- add_relation(trans_key, ob2_key, "RigidBodyConstraint -> RBC.Object_2");
+ if (object->rigidbody_object->type == RBO_TYPE_ACTIVE) {
+ /* We do not have to update the objects final transform after the simulation if it is
+ * passive or controlled by the animation system in blender.
+ * (Bullet doesn't move the object at all in these cases).
+ * But we can't update the depgraph when the animated property in changed during playback.
+ * So always assume that active bodies needs updating.
+ */
+ OperationKey rb_transform_copy_key(
+ &object->id, NodeType::TRANSFORM, OperationCode::RIGIDBODY_TRANSFORM_COPY);
+ /* Rigid body synchronization depends on the actual simulation. */
+ add_relation(rb_simulate_key, rb_transform_copy_key, "Rigidbody Sim Eval -> RBO Sync");
+
+ OperationKey object_transform_final_key(
+ &object->id, NodeType::TRANSFORM, OperationCode::TRANSFORM_FINAL);
+ add_relation(rb_transform_copy_key,
+ object_transform_final_key,
+ "Rigidbody Sync -> Transform Final");
}
- /* Ensure that sim depends on this constraint's transform. */
- add_relation(trans_key, rb_simulate_key, "RigidBodyConstraint Transform -> RB Simulation");
}
FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
}
@@ -2688,7 +2663,7 @@ void DepsgraphRelationBuilder::build_scene_sequencer(Scene *scene)
ComponentKey sequencer_key(&scene->id, NodeType::SEQUENCER);
Sequence *seq;
bool has_audio_strips = false;
- SEQ_BEGIN (scene->ed, seq) {
+ SEQ_ALL_BEGIN (scene->ed, seq) {
build_idproperties(seq->prop);
if (seq->sound != nullptr) {
build_sound(seq->sound);
@@ -2714,7 +2689,7 @@ void DepsgraphRelationBuilder::build_scene_sequencer(Scene *scene)
}
/* TODO(sergey): Movie clip, camera, mask. */
}
- SEQ_END;
+ SEQ_ALL_END;
if (has_audio_strips) {
add_relation(sequencer_key, scene_audio_key, "Sequencer -> Audio");
}