Example #1
0
/* 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);
}
Example #2
0
/* 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
}