@ferdinand said in Touch input objects withot resetting its cache:
NBIT_EHIDE
Sorry Ferdinand,
I might be not a great explainer... But that not I actually need.
This bit only hides object in Editor, in Render it's still visible.
So Touch() is the only way to truly hide the object.
My only issue is that I'm trying to hide all nested objects with Touch().
And when I'm doing it I'm also touching the grandchildren, and this cause their parent to be rebuilt.
I'm looking for a way to skip objects which already touched by their parent generator.
To be clear, here's the use case:
+--Null whole tree has to be hidden
| +--Loft has BIT_CONTROLOBJECT, has OBJECT_INPUT — not hidden yet, has to be hidden
| | +--Circle has BIT_CONTROLOBJECT — already hidden by parent Loft, has to be skipped
| +--Loft has BIT_CONTROLOBJECT, has OBJECT_INPUT — not hidden yet, has to be hidden
| | +--Cube has BIT_CONTROLOBJECT — not hidden by parent Loft, has to be hidden
+--...
+--MY_GENERATOR has object link pointing to Null, it wants to hide this Null
If I'll try to Touch() Circle spline, then it's parent Loft would be continuously regenerating, so MY_GENERATOR would be also continuously regenerating, because source dirtiness is changed.
If I'll try to skip Touch() children of objects with OBJECT_INPUT set, then Cube under Loft would be visible - because it wasn't touched by its parent Loft as Cube is not a spline object.
So either I go into regeneration loop, either I'm not hiding objects.
But I want both performance and hide.