From d3c08b1aa62d0e6b373621cbd2da7342796f9625 Mon Sep 17 00:00:00 2001 From: Sergey Sharybin Date: Wed, 14 Nov 2018 11:24:54 +0100 Subject: Depsgraph: Fix missing point cache reset when physics changes Among all the lines moved around, the general idea is quite simple. Actually, there are two ideas implemented there. First one, is when object itself is tagged for update, we tag its point cache component for evaluation, which makes it so point cache is properly reset. We do it implicitly because otherwise we'll need to go everywhere and add explicit tag in almost all the properties. Second thing is, we link all collider and force fields to a point cache component using special type of link. This type of link only allows flush if change is caused by a user update. This way reset does not happen when change is caused due to animation, but will properly happen when user causes indirect change to the objects which are part of physics simulation. --- source/blender/depsgraph/intern/builder/deg_builder_nodes.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source/blender/depsgraph/intern/builder/deg_builder_nodes.h') diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes.h b/source/blender/depsgraph/intern/builder/deg_builder_nodes.h index b826a2979cc..3c0c5f749ca 100644 --- a/source/blender/depsgraph/intern/builder/deg_builder_nodes.h +++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes.h @@ -183,6 +183,7 @@ struct DepsgraphNodeBuilder { void build_object_data_speaker(Object *object); void build_object_transform(Object *object); void build_object_constraints(Object *object); + void build_object_pointcache(Object *object); void build_pose_constraints(Object *object, bPoseChannel *pchan, int pchan_index, @@ -190,7 +191,6 @@ struct DepsgraphNodeBuilder { void build_rigidbody(Scene *scene); void build_particles(Object *object, bool is_object_visible); void build_particle_settings(ParticleSettings *part); - void build_cloth(Object *object); void build_animdata(ID *id); void build_animdata_nlastrip_targets(ListBase *strips); void build_action(bAction *action); -- cgit v1.2.3