/* applies changes right away, does all sets too */ void BKE_scene_update_for_newframe(Main *bmain, Scene *sce, unsigned int lay) { float ctime = BKE_scene_frame_get(sce); Scene *sce_iter; /* keep this first */ BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_FRAME_CHANGE_PRE); BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_SCENE_UPDATE_PRE); sound_set_cfra(sce->r.cfra); /* clear animation overrides */ /* XXX TODO... */ for (sce_iter = sce; sce_iter; sce_iter = sce_iter->set) { if (sce_iter->theDag == NULL) 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 BKE_scene_update_tagged was called, we need the flush */ DAG_ids_flush_tagged(bmain); /* Following 2 functions are recursive * so don't call within 'scene_update_tagged_recursive' */ DAG_scene_update_flags(bmain, sce, lay, TRUE); // only stuff that moves or needs display still BKE_mask_evaluate_all_masks(bmain, ctime, TRUE); /* 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 * can be overridden by settings from Scene, which owns the Texture through a hierarchy * such as Scene->World->MTex/Texture) can still get correctly overridden. */ BKE_animsys_evaluate_all_animation(bmain, sce, ctime); /*...done with recusrive funcs */ /* clear "LIB_DOIT" flag from all materials, to prevent infinite recursion problems later * when trying to find materials with drivers that need evaluating [#32017] */ tag_main_idcode(bmain, ID_MA, FALSE); tag_main_idcode(bmain, ID_LA, FALSE); /* BKE_object_handle_update() on all objects, groups and sets */ scene_update_tagged_recursive(bmain, sce, sce); scene_depsgraph_hack(sce, sce); /* notify editors and python about recalc */ BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_SCENE_UPDATE_POST); BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_FRAME_CHANGE_POST); DAG_ids_check_recalc(bmain, sce, TRUE); /* clear recalc flags */ DAG_ids_clear_recalc(bmain); }
/* applies changes right away, does all sets too */ void BKE_scene_update_for_newframe(EvaluationContext *eval_ctx, Main *bmain, Scene *sce, unsigned int lay) { float ctime = BKE_scene_frame_get(sce); Scene *sce_iter; #ifdef DETAILED_ANALYSIS_OUTPUT double start_time = PIL_check_seconds_timer(); #endif /* keep this first */ BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_FRAME_CHANGE_PRE); BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_SCENE_UPDATE_PRE); /* update animated image textures for particles, modifiers, gpu, etc, * call this at the start so modifiers with textures don't lag 1 frame */ BKE_image_update_frame(bmain, sce->r.cfra); /* rebuild rigid body worlds before doing the actual frame update * this needs to be done on start frame but animation playback usually starts one frame later * we need to do it here to avoid rebuilding the world on every simulation change, which can be very expensive */ scene_rebuild_rbw_recursive(sce, ctime); sound_set_cfra(sce->r.cfra); /* clear animation overrides */ /* XXX TODO... */ for (sce_iter = sce; sce_iter; sce_iter = sce_iter->set) DAG_scene_relations_update(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 BKE_scene_update_tagged was called, we need the flush */ DAG_ids_flush_tagged(bmain); /* Following 2 functions are recursive * so don't call within 'scene_update_tagged_recursive' */ DAG_scene_update_flags(bmain, sce, lay, TRUE); // only stuff that moves or needs display still BKE_mask_evaluate_all_masks(bmain, ctime, true); /* 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 * can be overridden by settings from Scene, which owns the Texture through a hierarchy * such as Scene->World->MTex/Texture) can still get correctly overridden. */ BKE_animsys_evaluate_all_animation(bmain, sce, ctime); /*...done with recursive funcs */ /* clear "LIB_DOIT" flag from all materials, to prevent infinite recursion problems later * when trying to find materials with drivers that need evaluating [#32017] */ tag_main_idcode(bmain, ID_MA, FALSE); tag_main_idcode(bmain, ID_LA, FALSE); /* run rigidbody sim */ /* NOTE: current position is so that rigidbody sim affects other objects, might change in the future */ scene_do_rb_simulation_recursive(sce, ctime); /* BKE_object_handle_update() on all objects, groups and sets */ scene_update_tagged_recursive(eval_ctx, bmain, sce, sce); scene_depsgraph_hack(eval_ctx, sce, sce); /* notify editors and python about recalc */ BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_SCENE_UPDATE_POST); BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_FRAME_CHANGE_POST); DAG_ids_check_recalc(bmain, sce, TRUE); /* clear recalc flags */ DAG_ids_clear_recalc(bmain); #ifdef DETAILED_ANALYSIS_OUTPUT fprintf(stderr, "frame update start_time %f duration %f\n", start_time, PIL_check_seconds_timer() - start_time); #endif }