[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [41502] trunk/blender/source/blender/ blenkernel/intern/scene.c: Depsgraph: more tweaking for update acces from python API
Brecht Van Lommel
brechtvanlommel at pandora.be
Thu Nov 3 17:41:48 CET 2011
Revision: 41502
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=41502
Author: blendix
Date: 2011-11-03 16:41:48 +0000 (Thu, 03 Nov 2011)
Log Message:
-----------
Depsgraph: more tweaking for update acces from python API
* Move scene_update_pre callback before depsgraph flusing so it works better
when you do modifications on objects then.
* Fix missing update after making modifications in frame_change_pre, recalc
flags were not being flushed.
Modified Paths:
--------------
trunk/blender/source/blender/blenkernel/intern/scene.c
Modified: trunk/blender/source/blender/blenkernel/intern/scene.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/scene.c 2011-11-03 16:16:19 UTC (rev 41501)
+++ trunk/blender/source/blender/blenkernel/intern/scene.c 2011-11-03 16:41:48 UTC (rev 41502)
@@ -990,18 +990,22 @@
/* this is called in main loop, doing tagged updates before redraw */
void scene_update_tagged(Main *bmain, Scene *scene)
{
+ /* keep this first */
+ BLI_exec_cb(bmain, &scene->id, BLI_CB_EVT_SCENE_UPDATE_PRE);
+
+ /* flush recalc flags to dependencies */
DAG_ids_flush_tagged(bmain);
- BLI_exec_cb(bmain, &scene->id, BLI_CB_EVT_SCENE_UPDATE_PRE);
-
scene->physics_settings.quick_cache_step= 0;
/* update all objects: drivers, matrices, displists, etc. flags set
- by depgraph or manual, no layer check here, gets correct flushed */
+ by depgraph or manual, no layer check here, gets correct flushed
+ in the future this should handle updates for all datablocks, not
+ only objects and scenes. - brecht */
scene_update_tagged_recursive(bmain, scene, scene);
- /* recalc scene animation data here (for sequencer) */
+ /* extra call here to recalc scene animation (for sequencer) */
{
AnimData *adt= BKE_animdata_from_id(&scene->id);
float ctime = BKE_curframe(scene);
@@ -1010,15 +1014,15 @@
BKE_animsys_evaluate_animdata(scene, &scene->id, adt, ctime, 0);
}
+ /* quick point cache updates */
if (scene->physics_settings.quick_cache_step)
BKE_ptcache_quick_cache_all(bmain, scene);
+ /* notify editors about recalc */
DAG_ids_check_recalc(bmain);
+ /* keep this last */
BLI_exec_cb(bmain, &scene->id, BLI_CB_EVT_SCENE_UPDATE_POST);
-
- /* in the future this should handle updates for all datablocks, not
- only objects and scenes. - brecht */
}
void scene_clear_tagged(Main *bmain, Scene *UNUSED(scene))
@@ -1033,7 +1037,8 @@
Scene *sce_iter;
/* keep this first */
- BLI_exec_cb(bmain, (ID *)sce, BLI_CB_EVT_FRAME_CHANGE_PRE);
+ BLI_exec_cb(bmain, &sce->id, BLI_CB_EVT_FRAME_CHANGE_PRE);
+ BLI_exec_cb(bmain, &sce->id, BLI_CB_EVT_SCENE_UPDATE_PRE);
sound_set_cfra(sce->r.cfra);
@@ -1045,13 +1050,15 @@
DAG_scene_sort(bmain, sce_iter);
}
+ /* flush recalc flags to dependencies, if we were only changing a frame
+ this would not be necessary, but if a user or a script has modified
+ some datablock before scene_update_tagged was called, we need the flush */
+ DAG_ids_flush_tagged(bmain);
/* Following 2 functions are recursive
* so dont call within 'scene_update_tagged_recursive' */
DAG_scene_update_flags(bmain, sce, lay, TRUE); // only stuff that moves or needs display still
- BLI_exec_cb(bmain, (ID *)sce, BLI_CB_EVT_SCENE_UPDATE_PRE);
-
/* All 'standard' (i.e. without any dependencies) animation is handled here,
* with an 'local' to 'macro' order of evaluation. This should ensure that
* settings stored nestled within a hierarchy (i.e. settings in a Texture block
@@ -1065,8 +1072,8 @@
scene_update_tagged_recursive(bmain, sce, sce);
/* keep this last */
- BLI_exec_cb(bmain, (ID *)sce, BLI_CB_EVT_SCENE_UPDATE_POST);
- BLI_exec_cb(bmain, (ID *)sce, BLI_CB_EVT_FRAME_CHANGE_POST);
+ BLI_exec_cb(bmain, &sce->id, BLI_CB_EVT_SCENE_UPDATE_POST);
+ BLI_exec_cb(bmain, &sce->id, BLI_CB_EVT_FRAME_CHANGE_POST);
DAG_ids_clear_recalc(bmain);
}
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