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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/node/deg_node_id.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/node/deg_node_id.h')
-rw-r--r--source/blender/depsgraph/intern/node/deg_node_id.h88
1 files changed, 44 insertions, 44 deletions
diff --git a/source/blender/depsgraph/intern/node/deg_node_id.h b/source/blender/depsgraph/intern/node/deg_node_id.h
index bbf671790c7..34d78e29060 100644
--- a/source/blender/depsgraph/intern/node/deg_node_id.h
+++ b/source/blender/depsgraph/intern/node/deg_node_id.h
@@ -35,71 +35,71 @@ typedef uint64_t IDComponentsMask;
/* NOTE: We use max comparison to mark an id node that is linked more than once
* So keep this enum ordered accordingly. */
enum eDepsNode_LinkedState_Type {
- /* Generic indirectly linked id node. */
- DEG_ID_LINKED_INDIRECTLY = 0,
- /* Id node present in the set (background) only. */
- DEG_ID_LINKED_VIA_SET = 1,
- /* Id node directly linked via the SceneLayer. */
- DEG_ID_LINKED_DIRECTLY = 2,
+ /* Generic indirectly linked id node. */
+ DEG_ID_LINKED_INDIRECTLY = 0,
+ /* Id node present in the set (background) only. */
+ DEG_ID_LINKED_VIA_SET = 1,
+ /* Id node directly linked via the SceneLayer. */
+ DEG_ID_LINKED_DIRECTLY = 2,
};
const char *linkedStateAsString(eDepsNode_LinkedState_Type linked_state);
/* ID-Block Reference */
struct IDNode : public Node {
- struct ComponentIDKey {
- ComponentIDKey(NodeType type, const char *name = "");
- bool operator==(const ComponentIDKey &other) const;
+ struct ComponentIDKey {
+ ComponentIDKey(NodeType type, const char *name = "");
+ bool operator==(const ComponentIDKey &other) const;
- NodeType type;
- const char *name;
- };
+ NodeType type;
+ const char *name;
+ };
- virtual void init(const ID *id, const char *subdata) override;
- void init_copy_on_write(ID *id_cow_hint = NULL);
- ~IDNode();
- void destroy();
+ virtual void init(const ID *id, const char *subdata) override;
+ void init_copy_on_write(ID *id_cow_hint = NULL);
+ ~IDNode();
+ void destroy();
- virtual string identifier() const override;
+ virtual string identifier() const override;
- ComponentNode *find_component(NodeType type, const char *name = "") const;
- ComponentNode *add_component(NodeType type, const char *name = "");
+ ComponentNode *find_component(NodeType type, const char *name = "") const;
+ ComponentNode *add_component(NodeType type, const char *name = "");
- virtual void tag_update(Depsgraph *graph, eUpdateSource source) override;
+ virtual void tag_update(Depsgraph *graph, eUpdateSource source) override;
- void finalize_build(Depsgraph *graph);
+ void finalize_build(Depsgraph *graph);
- IDComponentsMask get_visible_components_mask() const;
+ IDComponentsMask get_visible_components_mask() const;
- /* ID Block referenced. */
- ID *id_orig;
- ID *id_cow;
+ /* ID Block referenced. */
+ ID *id_orig;
+ ID *id_cow;
- /* Hash to make it faster to look up components. */
- GHash *components;
+ /* Hash to make it faster to look up components. */
+ GHash *components;
- /* Additional flags needed for scene evaluation.
- * TODO(sergey): Only needed for until really granular updates
- * of all the entities. */
- uint32_t eval_flags;
- uint32_t previous_eval_flags;
+ /* Additional flags needed for scene evaluation.
+ * TODO(sergey): Only needed for until really granular updates
+ * of all the entities. */
+ uint32_t eval_flags;
+ uint32_t previous_eval_flags;
- /* Extra customdata mask which needs to be evaluated for the mesh object. */
- DEGCustomDataMeshMasks customdata_masks;
- DEGCustomDataMeshMasks previous_customdata_masks;
+ /* Extra customdata mask which needs to be evaluated for the mesh object. */
+ DEGCustomDataMeshMasks customdata_masks;
+ DEGCustomDataMeshMasks previous_customdata_masks;
- eDepsNode_LinkedState_Type linked_state;
+ eDepsNode_LinkedState_Type linked_state;
- /* Indicates the datablock is visible in the evaluated scene. */
- bool is_directly_visible;
+ /* Indicates the datablock is visible in the evaluated scene. */
+ bool is_directly_visible;
- /* For the collection type of ID, denotes whether collection was fully
- * recursed into. */
- bool is_collection_fully_expanded;
+ /* For the collection type of ID, denotes whether collection was fully
+ * recursed into. */
+ bool is_collection_fully_expanded;
- IDComponentsMask visible_components_mask;
- IDComponentsMask previously_visible_components_mask;
+ IDComponentsMask visible_components_mask;
+ IDComponentsMask previously_visible_components_mask;
- DEG_DEPSNODE_DECLARE;
+ DEG_DEPSNODE_DECLARE;
};
} // namespace DEG