/* * ***** 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" struct Base; struct CacheFile; struct bGPdata; struct ListBase; struct GHash; struct ID; struct Image; struct FCurve; struct Group; struct Key; struct Main; struct Material; struct Mask; struct MTex; struct MovieClip; struct bNodeTree; struct Object; struct bPoseChannel; struct bConstraint; struct Scene; 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(); void begin_build(); IDDepsNode *add_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_scene(Scene *scene); void build_group(Base *base, Group *group); void build_object(Base *base, Object *object); void build_object_data(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_cloth(Object *object); void build_animdata(ID *id); void build_driver(ID *id, FCurve *fcurve); 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_shapekeys(Key *key); void build_obdata_geom(Object *object); void build_camera(Object *object); void build_lamp(Object *object); void build_nodetree(bNodeTree *ntree); void build_material(Material *ma); void build_texture(Tex *tex); void build_texture_stack(MTex **texture_stack); 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); protected: 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_; BuilderMap built_map_; }; } // namespace DEG