Files
test/source/blender/depsgraph/intern/node/deg_node.h
Sergey Sharybin aa7051c8f2 Fix T93439: Armature widgets from hidden collections are invisible
The are few things in the dependency graph which lead to the issue:
- IDs are only built once.
- Object-data level (Armature, i,e,) builder dependent on the object
  visibility.

This caused issues when an armature is first built as not directly
visible (via driver, i.e.) and then was built as a directly visible.
This did not update visibility flag on the node for the custom shape
object.

The idea behind the fix is to go away form passing object visibility
flag to the geometry-level builders and instead rely on the common
visibility flush post-processing to make sure certain objects are
fully visible when needed.

This is the safest minimal part of the change for 3.0 release which
acts as an additional way to ensure visibility. This means that it
might not be a complete fix (if some configuration was overseen) but
it should not make currently working cases to not work.

The fix should also make modifiers used on rigify widgets to work.

The more complete fix will have `is_object_visible` argument removed
from the geometry-level builder functions.

Differential Revision: https://developer.blender.org/D13404
2021-11-29 16:59:50 +01:00

238 lines
7.4 KiB
C++

/*
* 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.
*/
/** \file
* \ingroup depsgraph
*/
#pragma once
#include "MEM_guardedalloc.h"
#include "intern/depsgraph_type.h"
#include "BLI_utildefines.h"
#include "DEG_depsgraph_build.h"
struct ID;
struct Scene;
namespace blender {
namespace deg {
struct Depsgraph;
struct OperationNode;
struct Relation;
/* Metatype of Nodes - The general "level" in the graph structure
* the node serves. */
enum class NodeClass {
/* Types generally unassociated with user-visible entities,
* but needed for graph functioning. */
GENERIC = 0,
/* [Outer Node] An "aspect" of evaluating/updating an ID-Block, requiring
* certain types of evaluation behavior. */
COMPONENT = 1,
/* [Inner Node] A glorified function-pointer/callback for scheduling up
* evaluation operations for components, subject to relationship
* requirements. */
OPERATION = 2,
};
const char *nodeClassAsString(NodeClass node_class);
/* Types of Nodes */
enum class NodeType {
/* Fallback type for invalid return value */
UNDEFINED = 0,
/* Inner Node (Operation) */
OPERATION,
/* **** Generic Types **** */
/* Time-Source */
TIMESOURCE,
/* ID-Block reference - used as landmarks/collection point for components,
* but not usually part of main graph. */
ID_REF,
/* **** Outer Types **** */
/* Parameters Component - Default when nothing else fits
* (i.e. just SDNA property setting). */
PARAMETERS,
/* Generic "Proxy-Inherit" Component. */
PROXY,
/* Animation Component */
ANIMATION,
/* Transform Component (Parenting/Constraints) */
TRANSFORM,
/* Geometry Component (Mesh/Displist) */
GEOMETRY,
/* Sequencer Component (Scene Only) */
SEQUENCER,
/* Component which contains all operations needed for layer collections
* evaluation. */
LAYER_COLLECTIONS,
/* Entry component of majority of ID nodes: prepares CoW pointers for
* execution. */
COPY_ON_WRITE,
/* Used by all operations which are updating object when something is
* changed in view layer. */
OBJECT_FROM_LAYER,
/* Audio-related evaluation. */
AUDIO,
ARMATURE,
/* Un-interesting data-block, which is a part of dependency graph, but does
* not have very distinctive update procedure. */
GENERIC_DATABLOCK,
/* Component which is used to define visibility relation between IDs, on the ID level.
*
* Consider two ID nodes NodeA and NodeB, with the relation between visibility components going
* as NodeA -> NodeB. If NodeB is considreed visible on screen, then the relation will ensure
* that NodeA is also visible. The way how relation is oriented could be seen as a inverted from
* visibility dependency point of view, but it follows the same direction as data dependency
* which simplifies common algorithms which are dealing with relations and visibility.
*
* The fact that the visibility operates on the ID level basically means that all components in
* NodeA will be considered as affecting directly visible when NodeB's visibility is
* affecting directly visible ID.
*
* This is the way to ensure objects needed for visualization without any actual data dependency
* are properly evaluated. Example of this is custom shapes for bones. */
VISIBILITY,
/* **** Evaluation-Related Outer Types (with Subdata) **** */
/* Pose Component - Owner/Container of Bones Eval */
EVAL_POSE,
/* Bone Component - Child/Subcomponent of Pose */
BONE,
/* Particle Systems Component */
PARTICLE_SYSTEM,
PARTICLE_SETTINGS,
/* Material Shading Component */
SHADING,
SHADING_PARAMETERS,
/* Point cache Component */
POINT_CACHE,
/* Image Animation Component */
IMAGE_ANIMATION,
/* Cache Component */
/* TODO(sergey); Verify that we really need this. */
CACHE,
/* Batch Cache Component.
* TODO(dfelinto/sergey): rename to make it more generic. */
BATCH_CACHE,
/* Duplication system. Used to force duplicated objects visible when
* when duplicator is visible. */
DUPLI,
/* Synchronization back to original datablock. */
SYNCHRONIZATION,
/* Simulation component. */
SIMULATION,
/* Total number of meaningful node types. */
NUM_TYPES,
};
const char *nodeTypeAsString(NodeType type);
NodeType nodeTypeFromSceneComponent(eDepsSceneComponentType component_type);
eDepsSceneComponentType nodeTypeToSceneComponent(NodeType type);
NodeType nodeTypeFromObjectComponent(eDepsObjectComponentType component_type);
eDepsObjectComponentType nodeTypeToObjectComponent(NodeType type);
/* All nodes in Depsgraph are descended from this. */
struct Node {
/* Helper class for static typeinfo in subclasses. */
struct TypeInfo {
TypeInfo(NodeType type, const char *type_name, int id_recalc_tag = 0);
NodeType type;
const char *type_name;
int id_recalc_tag;
};
struct Stats {
Stats();
/* Reset all the counters. Including all stats needed for average
* evaluation time calculation. */
void reset();
/* Reset counters needed for the current graph evaluation, does not
* touch averaging accumulators. */
void reset_current();
/* Time spend on this node during current graph evaluation. */
double current_time;
};
/* Relationships between nodes
* The reason why all depsgraph nodes are descended from this type (apart
* from basic serialization benefits - from the typeinfo) is that we can
* have relationships between these nodes. */
typedef Vector<Relation *> Relations;
string name; /* Identifier - mainly for debugging purposes. */
NodeType type; /* Structural type of node. */
Relations inlinks; /* Nodes which this one depends on. */
Relations outlinks; /* Nodes which depend on this one. */
Stats stats; /* Evaluation statistics. */
/* Generic tags for traversal algorithms and such.
*
* Actual meaning of values depends on a specific area. Every area is to
* clean this before use. */
int custom_flags;
/* Methods. */
Node();
virtual ~Node();
virtual string identifier() const;
virtual void init(const ID * /*id*/, const char * /*subdata*/)
{
}
virtual void tag_update(Depsgraph * /*graph*/, eUpdateSource /*source*/)
{
}
virtual OperationNode *get_entry_operation()
{
return nullptr;
}
virtual OperationNode *get_exit_operation()
{
return nullptr;
}
virtual NodeClass get_class() const;
MEM_CXX_CLASS_ALLOC_FUNCS("Node");
};
/* Macros for common static typeinfo. */
#define DEG_DEPSNODE_DECLARE static const Node::TypeInfo typeinfo
#define DEG_DEPSNODE_DEFINE(NodeType, type_, tname_) \
const Node::TypeInfo NodeType::typeinfo = Node::TypeInfo(type_, tname_)
void deg_register_base_depsnodes();
} // namespace deg
} // namespace blender