[Soc-2013-dev] Weekly Report #8 Depsgraph Refactor

Ton Roosendaal ton at blender.org
Sat Aug 10 15:34:13 CEST 2013


Hi Joshua,

Looks all very cool to me already!
The open issues - especially proxy and duplicators - we should spend some time on this and next week. Sergey will be back from USA tomorrow too.

-Ton-

--------------------------------------------------------
Ton Roosendaal  -  ton at blender.org   -   www.blender.org
Chairman Blender Foundation - Producer Blender Institute
Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands



On 9 Aug, 2013, at 15:06, Joshua Leung wrote:

> == This Week ==
> I've been porting over the existing depsgraph building code over to
> the new system.
> * As of the time of writing, the majority of the existing stuff has
> now been ported over and/or converted in some way (more on this in a
> sec)
> * Particles and collision are the main parts that still haven't been
> defined yet
> * Evaluation stuff for geometry data still needs to be fleshed out/completed.
> * The custom dependency-definition callbacks for modifiers haven't
> been touched yet either. Dealing with those though will have to wait
> until I start integrating the core engine into Blender's source tree
> soon...
> * Where possible, when porting over the old code, I've modernised it
> to take advantage of the new expressive powers of the new system. This
> is most obvious in the animation/drivers/constraints/bones/parenting
> parts, which I'm most familiar with and especially mindful of the
> severe limitations that used to exist there in the past.
> * Bones are now represented as subcomponents attached to the "Pose"
> component. Note: This has very little impact on the final runtime
> granularity of operations (as with all other components); this change
> just makes it more convenient for managing/getting the nodes related
> to bones. Although this generally works, there are just a few issues
> currently when trying to identify operation nodes for bones (since
> they both currently use the same "name" parameter in the API's for
> doing this mapping). Some tweaks to those API's will be needed before
> that can work
> 
> 
> == Issues ==
> 1) I'm not quite sure what to do with a few features in the old system
> which only half-worked - namely, proxies and duplis. As a first pass,
> I could just try and port them straight across in the same way that
> they used to be done, though perhaps avoiding some of the absolute
> worst problems...
> 
> 2) ATTN Sergey - While trying to port the Camera tracker constraint
> nodes, I was a bit baffled as to what exactly the "Scene Relation"
> relationship at the very end was for. Knowing a bit more about what
> that is about will help me figure out whether there's some other stuff
> which is needed to support that
> 
> 3) Functionality not supported by old depsgraph (i.e. stuff like
> rigidbody sim links). While I'm aware of some of these things (and
> will duly add them in the meantime), we are going to have cases where
> there's stuff which couldn't be represented in the past but which can
> now be represented (but we don't know about this, since the old graph
> didn't have anywhere to note these). More likely than not, we're going
> to have to need a fine-tuning phase once I get this thing hooked up to
> the rest of Blender where others more knowledeable about certain areas
> can go through and check that all hooks that are needed but couldn't
> exist in the past are now in place...
> 
> 4) What to do with the customdata and layer flags that used to get
> passed around the place? When do these vary and/or need to vary from
> what just gets set once at the start? Will need to investigate more
> about this...
> 
> 
> == Next Week ==
> 1) Write up a little "How to Guide" for building graph structure/nodes
> used in the Depsgraph, based on what I've been doing so far. This will
> just cover things like general style-guide for how to go about
> breaking things down into nodes (i.e. when a new component type is
> needed, what operations should be, how to go about linking up those
> components+operations, etc.)
> 
> 2) Finish porting over graph building code for unfinished bits + make
> a few API changes for problems encountered this week
> 
> 3) Rigidbody support in the graph
> 
> 4) Start figuring out how to get the depsgraph to feed nodes to
> Sergey's task scheduler. I've started taking a look at how that stuff
> worked, but will need to investigate a bit more.
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