/* * ***** 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_relations.h * \ingroup depsgraph */ #pragma once #include #include #include "intern/depsgraph_types.h" #include "DNA_ID.h" #include "RNA_access.h" #include "RNA_types.h" #include "BLI_utildefines.h" #include "BLI_string.h" #include "intern/nodes/deg_node.h" #include "intern/nodes/deg_node_component.h" #include "intern/nodes/deg_node_operation.h" struct Base; struct bGPdata; struct CacheFile; struct ListBase; struct GHash; struct ID; struct FCurve; struct Group; struct Key; struct LayerCollection; struct Main; struct Mask; struct Material; struct MTex; struct ModifierData; struct MovieClip; struct bNodeTree; struct Object; struct bPoseChannel; struct bConstraint; struct Scene; struct ViewLayer; struct Tex; struct World; struct EffectorWeights; struct ParticleSystem; struct ParticleSettings; struct Groom; struct PropertyRNA; namespace DEG { struct Depsgraph; struct DepsNode; struct DepsNodeHandle; struct RootDepsNode; struct IDDepsNode; struct TimeSourceDepsNode; struct ComponentDepsNode; struct OperationDepsNode; struct RootPChanMap; struct TimeSourceKey { TimeSourceKey(); TimeSourceKey(ID *id); string identifier() const; ID *id; }; struct ComponentKey { ComponentKey(); ComponentKey(ID *id, eDepsNode_Type type, const char *name = ""); string identifier() const; ID *id; eDepsNode_Type type; const char *name; }; struct OperationKey { OperationKey(); OperationKey(ID *id, eDepsNode_Type component_type, const char *name, int name_tag = -1); OperationKey(ID *id, eDepsNode_Type component_type, const char *component_name, const char *name, int name_tag); OperationKey(ID *id, eDepsNode_Type component_type, eDepsOperation_Code opcode); OperationKey(ID *id, eDepsNode_Type component_type, const char *component_name, eDepsOperation_Code opcode); OperationKey(ID *id, eDepsNode_Type component_type, eDepsOperation_Code opcode, const char *name, int name_tag = -1); OperationKey(ID *id, eDepsNode_Type component_type, const char *component_name, eDepsOperation_Code opcode, const char *name, int name_tag = -1); string identifier() const; ID *id; eDepsNode_Type component_type; const char *component_name; eDepsOperation_Code opcode; const char *name; int name_tag; }; struct RNAPathKey { /* NOTE: see depsgraph_build.cpp for implementation */ RNAPathKey(ID *id, const char *path); RNAPathKey(ID *id, const PointerRNA &ptr, PropertyRNA *prop); string identifier() const; ID *id; PointerRNA ptr; PropertyRNA *prop; }; struct DepsgraphRelationBuilder { DepsgraphRelationBuilder(Main *bmain, Depsgraph *graph); void begin_build(); template void add_relation(const KeyFrom& key_from, const KeyTo& key_to, const char *description, bool check_unique = false); template void add_relation(const TimeSourceKey& key_from, const KeyTo& key_to, const char *description, bool check_unique = false); template void add_node_handle_relation(const KeyType& key_from, const DepsNodeHandle *handle, const char *description, bool check_unique = false); void build_view_layer(Scene *scene, ViewLayer *view_layer); void build_group(Object *object, Group *group); void build_object(Base *base, Object *object); void build_object_flags(Base *base, Object *object); void build_object_data(Object *object); void build_object_parent(Object *object); void build_constraints(ID *id, eDepsNode_Type component_type, const char *component_subdata, ListBase *constraints, RootPChanMap *root_map); void build_animdata(ID *id); void build_animdata_curves(ID *id); void build_animdata_curves_targets(ID *id); void build_animdata_drivers(ID *id); void build_driver(ID *id, FCurve *fcurve); void build_driver_data(ID *id, FCurve *fcurve); void build_driver_variables(ID *id, FCurve *fcurve); void build_world(World *world); void build_rigidbody(Scene *scene); void build_particles(Object *object); void build_particle_settings(ParticleSettings *part); void build_cloth(Object *object, ModifierData *md); void build_ik_pose(Object *object, bPoseChannel *pchan, bConstraint *con, RootPChanMap *root_map); void build_splineik_pose(Object *object, bPoseChannel *pchan, bConstraint *con, RootPChanMap *root_map); void build_rig(Object *object); void build_proxy_rig(Object *object); void build_shapekeys(ID *obdata, 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_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(Object *object); void add_collision_relations(const OperationKey &key, Scene *scene, Object *object, Group *group, bool dupli, const char *name); void add_forcefield_relations(const OperationKey &key, Scene *scene, Object *object, ParticleSystem *psys, EffectorWeights *eff, bool add_absorption, const char *name); struct LayerCollectionState { int index; OperationKey init_key; OperationKey done_key; OperationKey prev_key; }; void build_layer_collection(ID *owner_id, LayerCollection *layer_collection, LayerCollectionState *state); void build_layer_collections(ID *owner_id, ListBase *layer_collections, LayerCollectionState *state); void build_view_layer_collections(struct ID *owner_id, ViewLayer *view_layer); void build_copy_on_write_relations(); void build_copy_on_write_relations(IDDepsNode *id_node); template OperationDepsNode *find_operation_node(const KeyType &key); Depsgraph *getGraph(); protected: TimeSourceDepsNode *get_node(const TimeSourceKey &key) const; ComponentDepsNode *get_node(const ComponentKey &key) const; OperationDepsNode *get_node(const OperationKey &key) const; DepsNode *get_node(const RNAPathKey &key) const; OperationDepsNode *find_node(const OperationKey &key) const; bool has_node(const OperationKey &key) const; void add_time_relation(TimeSourceDepsNode *timesrc, DepsNode *node_to, const char *description, bool check_unique = false); void add_operation_relation(OperationDepsNode *node_from, OperationDepsNode *node_to, const char *description, bool check_unique = false); template DepsNodeHandle create_node_handle(const KeyType& key, const char *default_name = ""); /* TODO(sergey): All those is_same* functions are to be generalized. */ /* Check whether two keys correponds to the same bone from same armature. * * This is used by drivers relations builder to avoid possible fake * dependency cycle when one bone property drives another property of the * same bone. */ template bool is_same_bone_dependency(const KeyFrom& key_from, const KeyTo& key_to); /* Similar to above, but used to check whether driver is using node from * the same node tree as a driver variable. */ template bool is_same_nodetree_node_dependency(const KeyFrom& key_from, const KeyTo& key_to); /* Similar to above, but used to check whether driver is using key from * the same key datablock as a driver variable. */ template bool is_same_shapekey_dependency(const KeyFrom& key_from, const KeyTo& key_to); private: /* State which never changes, same for the whole builder time. */ Main *bmain_; Depsgraph *graph_; /* State which demotes currently built entities. */ Scene *scene_; }; struct DepsNodeHandle { DepsNodeHandle(DepsgraphRelationBuilder *builder, OperationDepsNode *node, const char *default_name = "") : builder(builder), node(node), default_name(default_name) { BLI_assert(node != NULL); } DepsgraphRelationBuilder *builder; OperationDepsNode *node; const char *default_name; }; } // namespace DEG #include "intern/builder/deg_builder_relations_impl.h"