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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/depsgraph/intern/builder/deg_builder_nodes.h
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff)
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/depsgraph/intern/builder/deg_builder_nodes.h')
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_nodes.h357
1 files changed, 172 insertions, 185 deletions
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_nodes.h b/source/blender/depsgraph/intern/builder/deg_builder_nodes.h
index d5d1ac2d33a..d88f5a792e0 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_nodes.h
+++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes.h
@@ -75,209 +75,196 @@ struct OperationNode;
struct TimeSourceNode;
class DepsgraphNodeBuilder : public DepsgraphBuilder {
-public:
- DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph);
- ~DepsgraphNodeBuilder();
+ public:
+ DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph);
+ ~DepsgraphNodeBuilder();
- /* For given original ID get ID which is created by CoW system. */
- ID *get_cow_id(const ID *id_orig) const;
- /* Similar to above, but for the cases when there is no ID node we create
- * one. */
- ID *ensure_cow_id(ID *id_orig);
+ /* For given original ID get ID which is created by CoW system. */
+ ID *get_cow_id(const ID *id_orig) const;
+ /* Similar to above, but for the cases when there is no ID node we create
+ * one. */
+ ID *ensure_cow_id(ID *id_orig);
- /* Helper wrapper function which wraps get_cow_id with a needed type cast. */
- template<typename T>
- T *get_cow_datablock(const T *orig) const {
- return (T *)get_cow_id(&orig->id);
- }
+ /* Helper wrapper function which wraps get_cow_id with a needed type cast. */
+ template<typename T> T *get_cow_datablock(const T *orig) const
+ {
+ return (T *)get_cow_id(&orig->id);
+ }
- /* For a given COW datablock get corresponding original one. */
- template<typename T>
- T *get_orig_datablock(const T *cow) const {
- return (T *)cow->id.orig_id;
- }
+ /* For a given COW datablock get corresponding original one. */
+ template<typename T> T *get_orig_datablock(const T *cow) const
+ {
+ return (T *)cow->id.orig_id;
+ }
- void begin_build();
- void end_build();
+ void begin_build();
+ void end_build();
- IDNode *add_id_node(ID *id);
- IDNode *find_id_node(ID *id);
- TimeSourceNode *add_time_source();
+ IDNode *add_id_node(ID *id);
+ IDNode *find_id_node(ID *id);
+ TimeSourceNode *add_time_source();
- ComponentNode *add_component_node(ID *id,
- NodeType comp_type,
- const char *comp_name = "");
+ ComponentNode *add_component_node(ID *id, NodeType comp_type, const char *comp_name = "");
- OperationNode *add_operation_node(ComponentNode *comp_node,
- OperationCode opcode,
- const DepsEvalOperationCb& op = NULL,
- const char *name = "",
- int name_tag = -1);
- OperationNode *add_operation_node(ID *id,
- NodeType comp_type,
- const char *comp_name,
- OperationCode opcode,
- const DepsEvalOperationCb& op = NULL,
- const char *name = "",
- int name_tag = -1);
- OperationNode *add_operation_node(ID *id,
- NodeType comp_type,
- OperationCode opcode,
- const DepsEvalOperationCb& op = NULL,
- const char *name = "",
- int name_tag = -1);
+ OperationNode *add_operation_node(ComponentNode *comp_node,
+ OperationCode opcode,
+ const DepsEvalOperationCb &op = NULL,
+ const char *name = "",
+ int name_tag = -1);
+ OperationNode *add_operation_node(ID *id,
+ NodeType comp_type,
+ const char *comp_name,
+ OperationCode opcode,
+ const DepsEvalOperationCb &op = NULL,
+ const char *name = "",
+ int name_tag = -1);
+ OperationNode *add_operation_node(ID *id,
+ NodeType comp_type,
+ OperationCode opcode,
+ const DepsEvalOperationCb &op = NULL,
+ const char *name = "",
+ int name_tag = -1);
- OperationNode *ensure_operation_node(ID *id,
- NodeType comp_type,
- OperationCode opcode,
- const DepsEvalOperationCb& op = NULL,
- const char *name = "",
- int name_tag = -1);
+ OperationNode *ensure_operation_node(ID *id,
+ NodeType comp_type,
+ OperationCode opcode,
+ const DepsEvalOperationCb &op = NULL,
+ const char *name = "",
+ int name_tag = -1);
- bool has_operation_node(ID *id,
- NodeType comp_type,
- const char *comp_name,
- OperationCode opcode,
- const char *name = "",
- int name_tag = -1);
+ bool has_operation_node(ID *id,
+ NodeType comp_type,
+ const char *comp_name,
+ OperationCode opcode,
+ const char *name = "",
+ int name_tag = -1);
- OperationNode *find_operation_node(ID *id,
- NodeType comp_type,
- const char *comp_name,
- OperationCode opcode,
- const char *name = "",
- int name_tag = -1);
+ OperationNode *find_operation_node(ID *id,
+ NodeType comp_type,
+ const char *comp_name,
+ OperationCode opcode,
+ const char *name = "",
+ int name_tag = -1);
- OperationNode *find_operation_node(ID *id,
- NodeType comp_type,
- OperationCode opcode,
- const char *name = "",
- int name_tag = -1);
+ OperationNode *find_operation_node(
+ ID *id, NodeType comp_type, OperationCode opcode, const char *name = "", int name_tag = -1);
- void build_id(ID *id);
- 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_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_texture(Tex *tex);
- void build_image(Image *image);
- void build_world(World *world);
- void build_compositor(Scene *scene);
- 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_id(ID *id);
+ 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_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_texture(Tex *tex);
+ void build_image(Image *image);
+ void build_world(World *world);
+ void build_compositor(Scene *scene);
+ 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);
- /* Per-ID information about what was already in the dependency graph.
- * Allows to re-use certain values, to speed up following evaluation. */
- struct IDInfo {
- /* Copy-on-written pointer of the corresponding ID. */
- ID *id_cow;
- /* Mask of visible components from previous state of the
- * dependency graph. */
- IDComponentsMask previously_visible_components_mask;
- /* Special evaluation flag mask from the previous depsgraph. */
- uint32_t previous_eval_flags;
- /* Mesh CustomData mask from the previous depsgraph. */
- DEGCustomDataMeshMasks previous_customdata_masks;
- };
+ /* Per-ID information about what was already in the dependency graph.
+ * Allows to re-use certain values, to speed up following evaluation. */
+ struct IDInfo {
+ /* Copy-on-written pointer of the corresponding ID. */
+ ID *id_cow;
+ /* Mask of visible components from previous state of the
+ * dependency graph. */
+ IDComponentsMask previously_visible_components_mask;
+ /* Special evaluation flag mask from the previous depsgraph. */
+ uint32_t previous_eval_flags;
+ /* Mesh CustomData mask from the previous depsgraph. */
+ DEGCustomDataMeshMasks previous_customdata_masks;
+ };
-protected:
- /* Allows to identify an operation which was tagged for update at the time
- * relations are being updated. We can not reuse operation node pointer
- * since it will change during dependency graph construction. */
- struct SavedEntryTag {
- ID *id_orig;
- NodeType component_type;
- OperationCode opcode;
- string name;
- int name_tag;
- };
- vector<SavedEntryTag> saved_entry_tags_;
+ protected:
+ /* Allows to identify an operation which was tagged for update at the time
+ * relations are being updated. We can not reuse operation node pointer
+ * since it will change during dependency graph construction. */
+ struct SavedEntryTag {
+ ID *id_orig;
+ NodeType component_type;
+ OperationCode opcode;
+ string name;
+ int name_tag;
+ };
+ vector<SavedEntryTag> saved_entry_tags_;
- struct BuilderWalkUserData {
- DepsgraphNodeBuilder *builder;
- /* Denotes whether object the walk is invoked from is visible. */
- bool is_parent_visible;
- };
- static void modifier_walk(void *user_data,
- struct Object *object,
- struct ID **idpoin,
- int cb_flag);
- static void constraint_walk(bConstraint *constraint,
- ID **idpoin,
- bool is_reference,
- void *user_data);
+ struct BuilderWalkUserData {
+ DepsgraphNodeBuilder *builder;
+ /* Denotes whether object the walk is invoked from is visible. */
+ bool is_parent_visible;
+ };
+ static void modifier_walk(void *user_data,
+ struct Object *object,
+ struct ID **idpoin,
+ int cb_flag);
+ static void constraint_walk(bConstraint *constraint,
+ ID **idpoin,
+ bool is_reference,
+ void *user_data);
- /* State which demotes currently built entities. */
- Scene *scene_;
- ViewLayer *view_layer_;
- int view_layer_index_;
- /* NOTE: Collection are possibly built recursively, so be careful when
- * setting the current state. */
- Collection *collection_;
- /* Accumulated flag over the hierarchy opf currently building collections.
- * Denotes whether all the hierarchy from parent of collection_ to the
- * very root is visible (aka not restricted.). */
- bool is_parent_collection_visible_;
+ /* State which demotes currently built entities. */
+ Scene *scene_;
+ ViewLayer *view_layer_;
+ int view_layer_index_;
+ /* NOTE: Collection are possibly built recursively, so be careful when
+ * setting the current state. */
+ Collection *collection_;
+ /* Accumulated flag over the hierarchy opf currently building collections.
+ * Denotes whether all the hierarchy from parent of collection_ to the
+ * very root is visible (aka not restricted.). */
+ bool is_parent_collection_visible_;
- /* Indexed by original ID, values are IDInfo. */
- GHash *id_info_hash_;
+ /* Indexed by original ID, values are IDInfo. */
+ GHash *id_info_hash_;
- /* Set of IDs which were already build. Makes it easier to keep track of
- * what was already built and what was not. */
- BuilderMap built_map_;
+ /* Set of IDs which were already build. Makes it easier to keep track of
+ * what was already built and what was not. */
+ BuilderMap built_map_;
};
} // namespace DEG