When a change happens which invalidates view layers the syncing will be postponed until the first usage.
This will improve importing or adding many objects in a single operation/script.
`BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing
`BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection`
or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`.
Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a
view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be
reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out.
This patch has been added to discuss the details and consequences of the current approach. For clarity
the call to BKE_view_layer_ensure_sync is placed close to the getters.
In the future this could be placed in more strategical places to reduce the number of calls or improve
performance. Finding those strategical places isn't that clear. When multiple operations are grouped
in a single script you might want to always check for resync.
Some areas found that can be improved. This list isn't complete.
These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer.
The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce
performance compared to master, but will be fixed by the additional patches.
**Object duplication**
During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled
the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate
and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}).
**Object add**
`BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the
view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`).
We should make the selection and activation optional. This would make it possible to add multiple objects
without having to resync per object.
**Postpone Activate Base**
Setting the basact is done in many locations. They follow a rule as after an action find the base and set
the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which
base will be set in the basact during the next sync, reducing the times resyncing needs to happen.
Reviewed By: mont29
Maniphest Tasks: T73411
Differential Revision: https://developer.blender.org/D15885
171 lines
5.3 KiB
C
171 lines
5.3 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright Blender Foundation. All rights reserved. */
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#pragma once
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/** \file
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* \ingroup bke
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*/
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct BVHTree;
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struct Collection;
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struct CollisionModifierData;
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struct Depsgraph;
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struct MVert;
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struct MVertTri;
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struct Object;
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struct Scene;
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////////////////////////////////////////
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// used for collisions in collision.c
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////////////////////////////////////////
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/* COLLISION FLAGS */
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typedef enum {
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COLLISION_IN_FUTURE = (1 << 1),
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#ifdef WITH_ELTOPO
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COLLISION_USE_COLLFACE = (1 << 2),
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COLLISION_IS_EDGES = (1 << 3),
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#endif
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COLLISION_INACTIVE = (1 << 4),
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} COLLISION_FLAGS;
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////////////////////////////////////////
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// used for collisions in collision.c
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////////////////////////////////////////
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/* used for collisions in collision.c */
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typedef struct CollPair {
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unsigned int face1; /* cloth face */
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unsigned int face2; /* object face */
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float distance;
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float normal[3];
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float vector[3]; /* unnormalized collision vector: p2-p1 */
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float pa[3], pb[3]; /* collision point p1 on face1, p2 on face2 */
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int flag;
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float time; /* collision time, from 0 up to 1 */
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/* mesh-mesh collision */
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#ifdef WITH_ELTOPO /* Either ap* or bp* can be set, but not both. */
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float bary[3];
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int ap1, ap2, ap3, collp, bp1, bp2, bp3;
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int collface;
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#else
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int ap1, ap2, ap3, bp1, bp2, bp3;
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#endif
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int pointsb[4];
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} CollPair;
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/* used for collisions in collision.c */
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typedef struct EdgeCollPair {
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unsigned int p11, p12, p21, p22;
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float normal[3];
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float vector[3];
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float time;
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int lastsign;
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float pa[3], pb[3]; /* collision point p1 on face1, p2 on face2 */
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} EdgeCollPair;
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/* used for collisions in collision.c */
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typedef struct FaceCollPair {
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unsigned int p11, p12, p13, p21;
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float normal[3];
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float vector[3];
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float time;
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int lastsign;
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float pa[3], pb[3]; /* collision point p1 on face1, p2 on face2 */
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} FaceCollPair;
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////////////////////////////////////////
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/////////////////////////////////////////////////
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// forward declarations
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/////////////////////////////////////////////////
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/////////////////////////////////////////////////
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// used in modifier.c from collision.c
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/////////////////////////////////////////////////
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struct BVHTree *bvhtree_build_from_mvert(const struct MVert *mvert,
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const struct MVertTri *tri,
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int tri_num,
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float epsilon);
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void bvhtree_update_from_mvert(struct BVHTree *bvhtree,
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const struct MVert *mvert,
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const struct MVert *mvert_moving,
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const struct MVertTri *tri,
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int tri_num,
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bool moving);
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/////////////////////////////////////////////////
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/**
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* Move Collision modifier object inter-frame with step = [0,1]
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*
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* \param step: is limited from 0 (frame start position) to 1 (frame end position).
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*/
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void collision_move_object(struct CollisionModifierData *collmd,
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float step,
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float prevstep,
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bool moving_bvh);
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void collision_get_collider_velocity(float vel_old[3],
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float vel_new[3],
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struct CollisionModifierData *collmd,
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struct CollPair *collpair);
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/* Collision relations for dependency graph build. */
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typedef struct CollisionRelation {
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struct CollisionRelation *next, *prev;
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struct Object *ob;
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} CollisionRelation;
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/**
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* Create list of collision relations in the collection or entire scene.
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* This is used by the depsgraph to build relations, as well as faster
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* lookup of colliders during evaluation.
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*/
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struct ListBase *BKE_collision_relations_create(struct Depsgraph *depsgraph,
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struct Collection *collection,
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unsigned int modifier_type);
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void BKE_collision_relations_free(struct ListBase *relations);
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/* Collision object lists for physics simulation evaluation. */
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/**
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* Create effective list of colliders from relations built beforehand.
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* Self will be excluded.
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*/
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struct Object **BKE_collision_objects_create(struct Depsgraph *depsgraph,
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struct Object *self,
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struct Collection *collection,
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unsigned int *numcollobj,
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unsigned int modifier_type);
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void BKE_collision_objects_free(struct Object **objects);
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typedef struct ColliderCache {
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struct ColliderCache *next, *prev;
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struct Object *ob;
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struct CollisionModifierData *collmd;
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} ColliderCache;
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/**
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* Create effective list of colliders from relations built beforehand.
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* Self will be excluded.
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*/
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struct ListBase *BKE_collider_cache_create(struct Depsgraph *depsgraph,
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struct Object *self,
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struct Collection *collection);
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void BKE_collider_cache_free(struct ListBase **colliders);
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/////////////////////////////////////////////////
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/////////////////////////////////////////////////
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#ifdef __cplusplus
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}
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#endif
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