/* * ***** 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) 2013 Blender Foundation. * All rights reserved. * * Original Author: Lukas Toenne * Contributor(s): None Yet * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/depsgraph/intern/builder/deg_builder_nodes.h * \ingroup depsgraph */ #pragma once #include "intern/builder/deg_builder_map.h" #include "intern/depsgraph_types.h" #include "DEG_depsgraph.h" struct Base; struct bArmature; struct bAction; struct CacheFile; struct Camera; struct bGPdata; struct ListBase; struct GHash; struct ID; struct Image; struct FCurve; struct Collection; struct Key; struct Lamp; struct LayerCollection; struct LightProbe; struct Main; struct Material; struct Mask; struct MTex; struct MovieClip; struct bNodeTree; struct Object; struct ParticleSettings; struct Probe; struct bPoseChannel; struct bConstraint; struct Scene; struct Speaker; struct Tex; struct World; struct PropertyRNA; namespace DEG { struct Depsgraph; struct DepsNode; struct IDDepsNode; struct TimeSourceDepsNode; struct ComponentDepsNode; struct OperationDepsNode; struct DepsgraphNodeBuilder { 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); /* 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; } void begin_build(); void end_build(); IDDepsNode *add_id_node(ID *id); IDDepsNode *find_id_node(ID *id); TimeSourceDepsNode *add_time_source(); ComponentDepsNode *add_component_node(ID *id, eDepsNode_Type comp_type, const char *comp_name = ""); OperationDepsNode *add_operation_node(ComponentDepsNode *comp_node, const DepsEvalOperationCb& op, eDepsOperation_Code opcode, const char *name = "", int name_tag = -1); OperationDepsNode *add_operation_node(ID *id, eDepsNode_Type comp_type, const char *comp_name, const DepsEvalOperationCb& op, eDepsOperation_Code opcode, const char *name = "", int name_tag = -1); OperationDepsNode *add_operation_node(ID *id, eDepsNode_Type comp_type, const DepsEvalOperationCb& op, eDepsOperation_Code opcode, const char *name = "", int name_tag = -1); OperationDepsNode *ensure_operation_node(ID *id, eDepsNode_Type comp_type, const DepsEvalOperationCb& op, eDepsOperation_Code opcode, const char *name = "", int name_tag = -1); bool has_operation_node(ID *id, eDepsNode_Type comp_type, const char *comp_name, eDepsOperation_Code opcode, const char *name = "", int name_tag = -1); OperationDepsNode *find_operation_node(ID *id, eDepsNode_Type comp_type, const char *comp_name, eDepsOperation_Code opcode, const char *name = "", int name_tag = -1); OperationDepsNode *find_operation_node(ID *id, eDepsNode_Type comp_type, eDepsOperation_Code 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(eDepsNode_CollectionOwner owner_type, Collection *collection); void build_object(int base_index, Object *object, eDepsNode_LinkedState_Type linked_state); void build_object_flags(int base_index, Object *object, eDepsNode_LinkedState_Type linked_state); void build_object_data(Object *object); void build_object_data_camera(Object *object); void build_object_data_geometry(Object *object); void build_object_data_geometry_datablock(ID *obdata); void build_object_data_lamp(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_pose_constraints(Object *object, bPoseChannel *pchan, int pchan_index); void build_rigidbody(Scene *scene); void build_particles(Object *object); void build_particle_settings(ParticleSettings *part); void build_cloth(Object *object); void build_animdata(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_ik_pose(Object *object, bPoseChannel *pchan, bConstraint *con); void build_splineik_pose(Object *object, bPoseChannel *pchan, bConstraint *con); void build_rig(Object *object); void build_proxy_rig(Object *object); void build_armature(bArmature *armature); void build_shapekeys(Key *key); void build_camera(Camera *camera); void build_lamp(Lamp *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); protected: struct SavedEntryTag { ID *id; eDepsNode_Type component_type; eDepsOperation_Code opcode; }; vector saved_entry_tags_; struct BuilderWalkUserData { DepsgraphNodeBuilder *builder; }; 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 never changes, same for the whole builder time. */ Main *bmain_; Depsgraph *graph_; /* State which demotes currently built entities. */ Scene *scene_; ViewLayer *view_layer_; int view_layer_index_; GHash *cow_id_hash_; BuilderMap built_map_; }; } // namespace DEG