/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2004 Blender Foundation. * All rights reserved. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ #ifndef __BKE_DEPSGRAPH_H__ #define __BKE_DEPSGRAPH_H__ /** \file BKE_depsgraph.h * \ingroup bke */ /* Dependency Graph * * The dependency graph tracks relations between datablocks, and is used to * determine which datablocks need to be update based on dependencies and * visibility. * * It does not itself execute changes in objects, but rather sorts the objects * in the appropriate order and sets flags indicating they should be updated. */ #ifdef __cplusplus extern "C" { #endif struct ID; struct Main; struct Object; struct Scene; struct ListBase; /* Dependency graph evaluation context * * This structure stores all the local dependency graph data, * which is needed for it's evaluation, */ typedef struct EvaluationContext { bool for_render; /* Set to true if evaluation shall be performed for render purposes, keep at false if update shall happen for the viewport. */ } EvaluationContext; /* DagNode->eval_flags */ enum { /* Regardless to curve->path animation flag path is to be evaluated anyway, * to meet dependencies with such a things as curve modifier and other guys * who're using curve deform, where_on_path and so. */ DAG_EVAL_NEED_CURVE_PATH = 1, }; /* Global initialization/deinitialization */ void DAG_init(void); void DAG_exit(void); /* Build and Update * * DAG_scene_relations_update will rebuild the dependency graph for a given * scene if needed, and sort objects in the scene. * * DAG_relations_tag_update will clear all dependency graphs and mark them to * be rebuilt later. The graph is not rebuilt immediately to avoid slowdowns * when this function is call multiple times from different operators. * * DAG_scene_relations_rebuild forces an immediaterebuild of the dependency * graph, this is only needed in rare cases */ void DAG_scene_relations_update(struct Main *bmain, struct Scene *sce); void DAG_relations_tag_update(struct Main *bmain); void DAG_scene_relations_rebuild(struct Main *bmain, struct Scene *scene); void DAG_scene_free(struct Scene *sce); /* Update Tagging * * DAG_scene_update_flags will mark all objects that depend on time (animation, * physics, ..) to be recalculated, used when changing the current frame. * * DAG_on_visible_update will mark all objects that are visible for the first * time to be updated, for example on file load or changing layer visibility. * * DAG_id_tag_update will mark a given datablock to be updated. The flag indicates * a specific subset to be update (only object transform and data for now). * * DAG_id_type_tag marks a particular datablock type as having changing. This does * not cause any updates but is used by external render engines to detect if for * example a datablock was removed. */ void DAG_scene_update_flags(struct Main *bmain, struct Scene *sce, unsigned int lay, const bool do_time, const bool do_invisible_flush); void DAG_on_visible_update(struct Main *bmain, const bool do_time); void DAG_id_tag_update(struct ID *id, short flag); void DAG_id_tag_update_ex(struct Main *bmain, struct ID *id, short flag); void DAG_id_type_tag(struct Main *bmain, short idtype); int DAG_id_type_tagged(struct Main *bmain, short idtype); /* Flushing Tags * * DAG_scene_flush_update flushes object recalculation flags immediately to other * dependencies. Do not use outside of depsgraph.c, this will be removed. * * DAG_ids_flush_tagged will flush datablock update flags flags to dependencies, * use this right before updating to mark all the needed datablocks for update. * * DAG_ids_check_recalc and DAG_ids_clear_recalc are used for external render * engines to detect changes. */ void DAG_scene_flush_update(struct Main *bmain, struct Scene *sce, unsigned int lay, const short do_time); void DAG_ids_flush_tagged(struct Main *bmain); void DAG_ids_check_recalc(struct Main *bmain, struct Scene *scene, int time); void DAG_ids_clear_recalc(struct Main *bmain); /* Armature: sorts the bones according to dependencies between them */ void DAG_pose_sort(struct Object *ob); /* Editors: callbacks to notify editors of datablock changes */ void DAG_editors_update_cb(void (*id_func)(struct Main *bmain, struct ID *id), void (*scene_func)(struct Main *bmain, struct Scene *scene, int updated)); /* ** Threaded update ** */ /* Initialize the DAG for threaded update. */ void DAG_threaded_update_begin(struct Scene *scene, void (*func)(void *node, void *user_data), void *user_data); void DAG_threaded_update_handle_node_updated(void *node_v, void (*func)(void *node, void *user_data), void *user_data); /* Debugging: print dependency graph for scene or armature object to console */ void DAG_print_dependencies(struct Main *bmain, struct Scene *scene, struct Object *ob); /* ************************ DAG querying ********************* */ struct Object *DAG_get_node_object(void *node_v); const char *DAG_get_node_name(struct Scene *scene, void *node_v); short DAG_get_eval_flags_for_object(struct Scene *scene, void *object); bool DAG_is_acyclic(struct Scene *scene); #ifdef __cplusplus } #endif #endif