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authorSergey Sharybin <sergey.vfx@gmail.com>2019-09-20 17:42:04 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2019-09-25 15:40:06 +0300
commit6aadfa243de3736d48400ceb8eae81febeffd987 (patch)
treec3b583e05ceccb79740775da227d44ff1993ec8c /source/blender/depsgraph/intern/builder/deg_builder_nodes.h
parentc0855f77c0768ee60fdeb40c1a8636ce080876c2 (diff)
Depsgraph: Mark build methods as virtual
Allows to override behavior in a subclasses. Currently no functional changes. The penalty of calls being virtual should be neglectable.
Diffstat (limited to 'source/blender/depsgraph/intern/builder/deg_builder_nodes.h')
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_nodes.h136
1 files changed, 69 insertions, 67 deletions
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes.h b/source/blender/depsgraph/intern/builder/deg_builder_nodes.h
index 8763936b865..865f60432c1 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_nodes.h
+++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes.h
@@ -93,8 +93,8 @@ class DepsgraphNodeBuilder : public DepsgraphBuilder {
return (T *)cow->id.orig_id;
}
- void begin_build();
- void end_build();
+ virtual void begin_build();
+ virtual void end_build();
IDNode *add_id_node(ID *id);
IDNode *find_id_node(ID *id);
@@ -145,73 +145,75 @@ class DepsgraphNodeBuilder : public DepsgraphBuilder {
OperationNode *find_operation_node(
ID *id, NodeType comp_type, OperationCode opcode, const char *name = "", int name_tag = -1);
- void build_id(ID *id);
+ virtual void build_id(ID *id);
- void build_scene_render(Scene *scene, ViewLayer *view_layer);
- void build_scene_parameters(Scene *scene);
- void build_scene_compositor(Scene *scene);
+ virtual void build_scene_render(Scene *scene, ViewLayer *view_layer);
+ virtual void build_scene_parameters(Scene *scene);
+ virtual void build_scene_compositor(Scene *scene);
- void build_layer_collections(ListBase *lb);
- void build_view_layer(Scene *scene,
- ViewLayer *view_layer,
- eDepsNode_LinkedState_Type linked_state);
- void build_collection(LayerCollection *from_layer_collection, Collection *collection);
- void build_object(int base_index,
- Object *object,
- eDepsNode_LinkedState_Type linked_state,
- bool is_visible);
- void build_object_proxy_from(Object *object, bool is_object_visible);
- void build_object_proxy_group(Object *object, bool is_object_visible);
- void build_object_flags(int base_index, Object *object, eDepsNode_LinkedState_Type linked_state);
- void build_object_data(Object *object, bool is_object_visible);
- void build_object_data_camera(Object *object);
- void build_object_data_geometry(Object *object, bool is_object_visible);
- void build_object_data_geometry_datablock(ID *obdata, bool is_object_visible);
- void build_object_data_light(Object *object);
- void build_object_data_lightprobe(Object *object);
- void build_object_data_speaker(Object *object);
- void build_object_transform(Object *object);
- void build_object_constraints(Object *object);
- void build_object_pointcache(Object *object);
- void build_pose_constraints(Object *object,
- bPoseChannel *pchan,
- int pchan_index,
- bool is_object_visible);
- void build_rigidbody(Scene *scene);
- void build_particle_systems(Object *object, bool is_object_visible);
- void build_particle_settings(ParticleSettings *part);
- void build_animdata(ID *id);
- void build_animdata_nlastrip_targets(ListBase *strips);
- void build_animation_images(ID *id);
- void build_action(bAction *action);
- void build_driver(ID *id, FCurve *fcurve, int driver_index);
- void build_driver_variables(ID *id, FCurve *fcurve);
- void build_driver_id_property(ID *id, const char *rna_path);
- void build_parameters(ID *id);
- void build_ik_pose(Object *object, bPoseChannel *pchan, bConstraint *con);
- void build_splineik_pose(Object *object, bPoseChannel *pchan, bConstraint *con);
- void build_rig(Object *object, bool is_object_visible);
- void build_proxy_rig(Object *object);
- void build_armature(bArmature *armature);
- void build_shapekeys(Key *key);
- void build_camera(Camera *camera);
- void build_light(Light *lamp);
- void build_nodetree(bNodeTree *ntree);
- void build_material(Material *ma);
- void build_materials(Material **materials, int num_materials);
- void build_texture(Tex *tex);
- void build_image(Image *image);
- void build_world(World *world);
- void build_gpencil(bGPdata *gpd);
- void build_cachefile(CacheFile *cache_file);
- void build_mask(Mask *mask);
- void build_movieclip(MovieClip *clip);
- void build_lightprobe(LightProbe *probe);
- void build_speaker(Speaker *speaker);
- void build_sound(bSound *sound);
- void build_scene_sequencer(Scene *scene);
- void build_scene_audio(Scene *scene);
- void build_scene_speakers(Scene *scene, ViewLayer *view_layer);
+ virtual void build_layer_collections(ListBase *lb);
+ virtual void build_view_layer(Scene *scene,
+ ViewLayer *view_layer,
+ eDepsNode_LinkedState_Type linked_state);
+ virtual void build_collection(LayerCollection *from_layer_collection, Collection *collection);
+ virtual void build_object(int base_index,
+ Object *object,
+ eDepsNode_LinkedState_Type linked_state,
+ bool is_visible);
+ virtual void build_object_proxy_from(Object *object, bool is_object_visible);
+ virtual void build_object_proxy_group(Object *object, bool is_object_visible);
+ virtual void build_object_flags(int base_index,
+ Object *object,
+ eDepsNode_LinkedState_Type linked_state);
+ virtual void build_object_data(Object *object, bool is_object_visible);
+ virtual void build_object_data_camera(Object *object);
+ virtual void build_object_data_geometry(Object *object, bool is_object_visible);
+ virtual void build_object_data_geometry_datablock(ID *obdata, bool is_object_visible);
+ virtual void build_object_data_light(Object *object);
+ virtual void build_object_data_lightprobe(Object *object);
+ virtual void build_object_data_speaker(Object *object);
+ virtual void build_object_transform(Object *object);
+ virtual void build_object_constraints(Object *object);
+ virtual void build_object_pointcache(Object *object);
+ virtual void build_pose_constraints(Object *object,
+ bPoseChannel *pchan,
+ int pchan_index,
+ bool is_object_visible);
+ virtual void build_rigidbody(Scene *scene);
+ virtual void build_particle_systems(Object *object, bool is_object_visible);
+ virtual void build_particle_settings(ParticleSettings *part);
+ virtual void build_animdata(ID *id);
+ virtual void build_animdata_nlastrip_targets(ListBase *strips);
+ virtual void build_animation_images(ID *id);
+ virtual void build_action(bAction *action);
+ virtual void build_driver(ID *id, FCurve *fcurve, int driver_index);
+ virtual void build_driver_variables(ID *id, FCurve *fcurve);
+ virtual void build_driver_id_property(ID *id, const char *rna_path);
+ virtual void build_parameters(ID *id);
+ virtual void build_ik_pose(Object *object, bPoseChannel *pchan, bConstraint *con);
+ virtual void build_splineik_pose(Object *object, bPoseChannel *pchan, bConstraint *con);
+ virtual void build_rig(Object *object, bool is_object_visible);
+ virtual void build_proxy_rig(Object *object);
+ virtual void build_armature(bArmature *armature);
+ virtual void build_shapekeys(Key *key);
+ virtual void build_camera(Camera *camera);
+ virtual void build_light(Light *lamp);
+ virtual void build_nodetree(bNodeTree *ntree);
+ virtual void build_material(Material *ma);
+ virtual void build_materials(Material **materials, int num_materials);
+ virtual void build_texture(Tex *tex);
+ virtual void build_image(Image *image);
+ virtual void build_world(World *world);
+ virtual void build_gpencil(bGPdata *gpd);
+ virtual void build_cachefile(CacheFile *cache_file);
+ virtual void build_mask(Mask *mask);
+ virtual void build_movieclip(MovieClip *clip);
+ virtual void build_lightprobe(LightProbe *probe);
+ virtual void build_speaker(Speaker *speaker);
+ virtual void build_sound(bSound *sound);
+ virtual void build_scene_sequencer(Scene *scene);
+ virtual void build_scene_audio(Scene *scene);
+ virtual void build_scene_speakers(Scene *scene, ViewLayer *view_layer);
/* Per-ID information about what was already in the dependency graph.
* Allows to re-use certain values, to speed up following evaluation. */