From e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 17 Apr 2019 06:17:24 +0200 Subject: 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 --- .../depsgraph/intern/builder/deg_builder_nodes.h | 357 ++++++++++----------- 1 file changed, 172 insertions(+), 185 deletions(-) (limited to 'source/blender/depsgraph/intern/builder/deg_builder_nodes.h') 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 - 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 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 - T *get_orig_datablock(const T *cow) const { - return (T *)cow->id.orig_id; - } + /* For a given COW datablock get corresponding original one. */ + template 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 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 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 -- cgit v1.2.3