diff --git a/source/blender/blenkernel/intern/scene.c b/source/blender/blenkernel/intern/scene.c index 7ba0a642cdd..a9de75dc7d0 100644 --- a/source/blender/blenkernel/intern/scene.c +++ b/source/blender/blenkernel/intern/scene.c @@ -990,18 +990,22 @@ static void scene_update_tagged_recursive(Main *bmain, Scene *scene, Scene *scen /* this is called in main loop, doing tagged updates before redraw */ void scene_update_tagged(Main *bmain, Scene *scene) { - DAG_ids_flush_tagged(bmain); - + /* 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); + 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 @@ void scene_update_tagged(Main *bmain, Scene *scene) 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 @@ void scene_update_for_newframe(Main *bmain, Scene *sce, unsigned int lay) 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 @@ void scene_update_for_newframe(Main *bmain, Scene *sce, unsigned int lay) 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 @@ void scene_update_for_newframe(Main *bmain, Scene *sce, unsigned int lay) 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); }