Line art uses `DEG_OBJECT_ITER_BEGIN` to load all objects that has a geometry in the scene, which is kind of a hack since the beginning. This left potential problem where the iterator could go through some objects that line art didn't have a dependency on (e.g. other grease pencil objects): - Since those "other" objects often evaluates fast enough, so line art always end up having valid data from everywhere after lengthy mesh evaluation prior to itself, so this problem was not prominent. - However, in rare cases, there are other objects that takes a lot of time to evaluate, this causes line art to potentially iterate to objects that are still invalid. This fix will build a `Vector<Object *>` during `update_depsgraph`, and use such list inside `DEGObjectIterSettings` to filter out objects that the modifier isn't dependent on, thus remove the possibility of reading objects that hasn't been evaluated. Since Line art will not add grease pencil objects as potential geometry inputs, all mesh/curve types of geometries generated by geometry nodes modifier directly inside other grease pencil objects won't be loaded. This can be mitigated by having a third mesh object that reads the result from the grease pencil object that generates geometries, then directly output them for line art to read. This also fixes #128888. Pull Request: https://projects.blender.org/blender/blender/pulls/128890
341 lines
11 KiB
C++
341 lines
11 KiB
C++
/* SPDX-FileCopyrightText: 2013 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup depsgraph
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*
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* Public API for Querying Depsgraph.
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*/
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#pragma once
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#include "BLI_function_ref.hh"
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#include "BLI_iterator.h"
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#include "BLI_set.hh"
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#include "BLI_utildefines.h"
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#include "DEG_depsgraph.hh"
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#include "DEG_depsgraph_build.hh"
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/* Needed for the instance iterator. */
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#include "DNA_object_types.h"
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#include "BKE_object_types.hh"
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struct BLI_Iterator;
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struct CustomData_MeshMasks;
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struct Depsgraph;
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struct DupliObject;
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struct ID;
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struct ListBase;
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struct PointerRNA;
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struct Scene;
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struct ViewLayer;
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struct ViewerPath;
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/* -------------------------------------------------------------------- */
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/** \name DEG input data
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* \{ */
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/** Get scene that depsgraph was built for. */
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Scene *DEG_get_input_scene(const Depsgraph *graph);
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/** Get view layer that depsgraph was built for. */
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ViewLayer *DEG_get_input_view_layer(const Depsgraph *graph);
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/** Get bmain that depsgraph was built for. */
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Main *DEG_get_bmain(const Depsgraph *graph);
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/** Get evaluation mode that depsgraph was built for. */
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eEvaluationMode DEG_get_mode(const Depsgraph *graph);
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/** Get time that depsgraph is being evaluated or was last evaluated at. */
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float DEG_get_ctime(const Depsgraph *graph);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name DEG evaluated data
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* \{ */
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/** Check if given ID type was tagged for update. */
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bool DEG_id_type_updated(const Depsgraph *depsgraph, short id_type);
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bool DEG_id_type_any_updated(const Depsgraph *depsgraph);
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/** Check if given ID type is present in the depsgraph */
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bool DEG_id_type_any_exists(const Depsgraph *depsgraph, short id_type);
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/** Get additional evaluation flags for the given ID. */
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uint32_t DEG_get_eval_flags_for_id(const Depsgraph *graph, const ID *id);
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/** Get additional mesh CustomData_MeshMasks flags for the given object. */
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void DEG_get_customdata_mask_for_object(const Depsgraph *graph,
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Object *object,
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CustomData_MeshMasks *r_mask);
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/**
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* Get scene at its evaluated state.
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*
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* Technically, this is a copied-on-written and fully evaluated version of the input scene.
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* This function will check that the data-block has been expanded (and copied) from the original
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* one. Assert will happen if it's not.
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*/
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Scene *DEG_get_evaluated_scene(const Depsgraph *graph);
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/**
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* Get view layer at its evaluated state.
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* This is a shortcut for accessing active view layer from evaluated scene.
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*/
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ViewLayer *DEG_get_evaluated_view_layer(const Depsgraph *graph);
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/** Get evaluated version of object for given original one. */
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Object *DEG_get_evaluated_object(const Depsgraph *depsgraph, Object *object);
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/** Get evaluated version of given ID data-block. */
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ID *DEG_get_evaluated_id(const Depsgraph *depsgraph, ID *id);
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/** Get evaluated version of data pointed to by RNA pointer */
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void DEG_get_evaluated_rna_pointer(const Depsgraph *depsgraph,
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PointerRNA *ptr,
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PointerRNA *r_ptr_eval);
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/** Get original version of object for given evaluated one. */
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Object *DEG_get_original_object(Object *object);
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/** Get original version of given evaluated ID data-block. */
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ID *DEG_get_original_id(ID *id);
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/**
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* Get the depsgraph that owns the given ID. This is efficient because the depsgraph is cached on
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* the ID.
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*
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* Only IDs that use the copy-on-eval mechanism of depsgraph evaluation have a corresponding
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* depsgraph. Original IDs as well as temporary IDs e.g. generated by geometry nodes do not have a
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* corresponding depsgraph, so null is returned here for these IDs.
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*/
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Depsgraph *DEG_get_depsgraph_by_id(const ID &id);
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/**
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* Check whether given ID is an original.
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*
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* Original IDs are considered all the IDs which are not covered by copy-on-evaluation system and
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* are not out-of-main localized data-blocks.
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*/
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bool DEG_is_original_id(const ID *id);
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bool DEG_is_original_object(const Object *object);
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/* Opposite of the above (`DEG_is_original_*`).
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*
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* If the data-block is not original it must be evaluated, and vice versa. */
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bool DEG_is_evaluated_id(const ID *id);
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bool DEG_is_evaluated_object(const Object *object);
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/**
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* Check whether depsgraph is fully evaluated. This includes the following checks:
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* - Relations are up-to-date.
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* - Nothing is tagged for update.
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*/
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bool DEG_is_fully_evaluated(const Depsgraph *depsgraph);
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/**
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* Check every component of the data-block is evaluated. For example, an object disabled in the
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* viewport is not fully evaluated, even though the copy-on-eval data-block is created.
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*/
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bool DEG_id_is_fully_evaluated(const Depsgraph *depsgraph, const ID *id_eval);
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/**
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* Returns false when the objects geometry is not fully evaluated in its depsgraph yet. In this
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* case, the geometry must not be accessed. Otherwise returns true when geometry is fully evaluated
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* or the object does not belong to any specific depsgraph.
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*
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* The result of this function is non deterministic when multi-threading is used because the
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* depsgraph nodes are not totally ordered. When the depsgraph contains all correct relations and
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* there are no cycles, the result should always be `true` here though. So it does not break
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* determinism when there are no dependency graph cycles.
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*/
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bool DEG_object_geometry_is_evaluated(const Object &object);
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/**
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* Same as #DEG_object_geometry_is_evaluated
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* but for the transformation of the object.
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*/
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bool DEG_object_transform_is_evaluated(const Object &object);
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/**
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* Same as #DEG_object_geometry_is_evaluated
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* but for the geometry of all objects in the collection.
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*/
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bool DEG_collection_geometry_is_evaluated(const Collection &collection);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name DEG object iterators
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* \{ */
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enum DegIterFlag {
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DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY = (1 << 0),
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DEG_ITER_OBJECT_FLAG_LINKED_INDIRECTLY = (1 << 1),
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DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET = (1 << 2),
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DEG_ITER_OBJECT_FLAG_VISIBLE = (1 << 3),
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DEG_ITER_OBJECT_FLAG_DUPLI = (1 << 4),
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};
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ENUM_OPERATORS(DegIterFlag, DEG_ITER_OBJECT_FLAG_DUPLI)
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struct DEGObjectIterSettings {
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Depsgraph *depsgraph;
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/**
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* Bit-field of the #DegIterFlag.
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*
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* NOTE: Be careful with #DEG_ITER_OBJECT_FLAG_LINKED_INDIRECTLY objects.
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* Although they are available they have no overrides (collection_properties)
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* and will crash if you try to access it.
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*/
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uint32_t flags;
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/**
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* When set, the final evaluated geometry of the corresponding object is omitted. Instead the
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* geometry for the viewer path included in the iterator.
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*/
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const ViewerPath *viewer_path;
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/**
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* If not empty, the iterator should only return objects that are in this list (or their
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* instances are in it). Pointers in this span should be the original data-block.
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*/
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blender::Set<const Object *> *included_objects;
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};
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/**
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* Flags to get objects for draw manager and final render.
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*/
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#define DEG_OBJECT_ITER_FOR_RENDER_ENGINE_FLAGS \
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DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY | DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET | \
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DEG_ITER_OBJECT_FLAG_VISIBLE | DEG_ITER_OBJECT_FLAG_DUPLI
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struct DEGObjectIterData {
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DEGObjectIterSettings *settings;
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Depsgraph *graph;
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int flag;
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Scene *scene;
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eEvaluationMode eval_mode;
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/** Object whose preview instead of evaluated geometry should be part of the iterator. */
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Object *object_orig_with_preview;
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Object *next_object;
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/* **** Iteration over dupli-list. *** */
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/* Object which created the dupli-list. */
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Object *dupli_parent;
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/* List of duplicated objects. */
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ListBase *dupli_list;
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/* Next duplicated object to step into. */
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DupliObject *dupli_object_next;
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/* Corresponds to current object: current iterator object is evaluated from
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* this duplicated object. */
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DupliObject *dupli_object_current;
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/* Temporary storage to report fully populated DNA to the render engine or
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* other users of the iterator. */
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Object temp_dupli_object;
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blender::bke::ObjectRuntime temp_dupli_object_runtime;
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/* **** Iteration over ID nodes **** */
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size_t id_node_index;
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size_t num_id_nodes;
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DEGObjectIterData &operator=(const DEGObjectIterData &other);
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};
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void DEG_iterator_objects_begin(BLI_Iterator *iter, DEGObjectIterData *data);
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void DEG_iterator_objects_next(BLI_Iterator *iter);
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void DEG_iterator_objects_end(BLI_Iterator *iter);
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#define DEG_OBJECT_ITER_BEGIN(settings_, instance_) \
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{ \
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DEGObjectIterData data_ = { \
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(settings_), \
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(settings_)->depsgraph, \
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(int)(settings_)->flags, \
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}; \
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\
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ITER_BEGIN (DEG_iterator_objects_begin, \
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DEG_iterator_objects_next, \
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DEG_iterator_objects_end, \
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&data_, \
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Object *, \
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instance_)
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#define DEG_OBJECT_ITER_END \
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ITER_END; \
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} \
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((void)0)
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name DEG ID iterators
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* \{ */
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struct DEGIDIterData {
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Depsgraph *graph;
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bool only_updated;
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size_t id_node_index;
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size_t num_id_nodes;
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};
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void DEG_iterator_ids_begin(BLI_Iterator *iter, DEGIDIterData *data);
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void DEG_iterator_ids_next(BLI_Iterator *iter);
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void DEG_iterator_ids_end(BLI_Iterator *iter);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name DEG traversal
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* \{ */
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using DEGForeachIDCallback = blender::FunctionRef<void(ID *id)>;
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using DEGForeachIDComponentCallback =
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blender::FunctionRef<void(ID *id, eDepsObjectComponentType component)>;
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/**
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* \note Modifies runtime flags in depsgraph nodes,
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* so can not be used in parallel. Keep an eye on that!
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*/
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void DEG_foreach_ancestor_ID(const Depsgraph *depsgraph,
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const ID *id,
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DEGForeachIDCallback callback);
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void DEG_foreach_dependent_ID(const Depsgraph *depsgraph,
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const ID *id,
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DEGForeachIDCallback callback);
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/**
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* Starts traversal from given component of the given ID, invokes callback for every other
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* component which is directly on indirectly dependent on the source one.
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*/
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enum {
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/* Ignore transform solvers which depends on multiple inputs and affects final transform.
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* Is used for cases like snapping objects which are part of a rigid body simulation:
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* without this there will be "false-positive" dependencies between transform components of
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* objects:
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*
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* object 1 transform before solver ---> solver ------> object 1 final transform
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* object 2 transform before solver -----^ \------> object 2 final transform
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*/
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DEG_FOREACH_COMPONENT_IGNORE_TRANSFORM_SOLVERS = (1 << 0),
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};
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void DEG_foreach_dependent_ID_component(const Depsgraph *depsgraph,
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const ID *id,
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eDepsObjectComponentType source_component_type,
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int flags,
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DEGForeachIDComponentCallback callback);
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void DEG_foreach_ID(const Depsgraph *depsgraph, DEGForeachIDCallback callback);
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/** \} */
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