/* * ***** 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: Joshua Leung * Contributor(s): None Yet * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/depsgraph/intern/depsgraph_types.h * \ingroup depsgraph * * Datatypes for internal use in the Depsgraph * * All of these datatypes are only really used within the "core" depsgraph. * In particular, node types declared here form the structure of operations * in the graph. */ #pragma once #include "util/deg_util_function.h" /* TODO(sergey): Ideally we'll just use char* and statically allocated strings * to avoid any possible overhead caused by string (re)allocation/formatting. */ #include #include #include struct bAction; struct ChannelDriver; struct ModifierData; struct PointerRNA; struct EvaluationContext; struct FCurve; namespace DEG { using std::string; using std::vector; /* Evaluation Operation for atomic operation */ // XXX: move this to another header that can be exposed? typedef function DepsEvalOperationCb; /* Metatype of Nodes - The general "level" in the graph structure * the node serves. */ typedef enum eDepsNode_Class { /* Types generally unassociated with user-visible entities, * but needed for graph functioning. */ DEG_NODE_CLASS_GENERIC = 0, /* [Outer Node] An "aspect" of evaluating/updating an ID-Block, requiring * certain types of evaluation behavior. */ DEG_NODE_CLASS_COMPONENT = 1, /* [Inner Node] A glorified function-pointer/callback for scheduling up * evaluation operations for components, subject to relationship * requirements. */ DEG_NODE_CLASS_OPERATION = 2, } eDepsNode_Class; /* Types of Nodes */ typedef enum eDepsNode_Type { /* Fallback type for invalid return value */ DEG_NODE_TYPE_UNDEFINED = 0, /* Inner Node (Operation) */ DEG_NODE_TYPE_OPERATION, /* **** Generic Types **** */ /* Time-Source */ DEG_NODE_TYPE_TIMESOURCE, /* ID-Block reference - used as landmarks/collection point for components, * but not usually part of main graph. */ DEG_NODE_TYPE_ID_REF, /* **** Outer Types **** */ /* Parameters Component - Default when nothing else fits * (i.e. just SDNA property setting). */ DEG_NODE_TYPE_PARAMETERS, /* Generic "Proxy-Inherit" Component. */ DEG_NODE_TYPE_PROXY, /* Animation Component */ DEG_NODE_TYPE_ANIMATION, /* Transform Component (Parenting/Constraints) */ DEG_NODE_TYPE_TRANSFORM, /* Geometry Component (DerivedMesh/Displist) */ DEG_NODE_TYPE_GEOMETRY, /* Sequencer Component (Scene Only) */ DEG_NODE_TYPE_SEQUENCER, /* **** Evaluation-Related Outer Types (with Subdata) **** */ /* Pose Component - Owner/Container of Bones Eval */ DEG_NODE_TYPE_EVAL_POSE, /* Bone Component - Child/Subcomponent of Pose */ DEG_NODE_TYPE_BONE, /* Particle Systems Component */ DEG_NODE_TYPE_EVAL_PARTICLES, /* Material Shading Component */ DEG_NODE_TYPE_SHADING, /* Cache Component */ DEG_NODE_TYPE_CACHE, /* Total number of meaningful node types. */ NUM_DEG_NODE_TYPES, } eDepsNode_Type; /* Identifiers for common operations (as an enum). */ typedef enum eDepsOperation_Code { /* Generic Operations. ------------------------------ */ /* Placeholder for operations which don't need special mention */ DEG_OPCODE_OPERATION = 0, /* Generic parameters evaluation. */ DEG_OPCODE_ID_PROPERTY, DEG_OPCODE_PARAMETERS_EVAL, // XXX: Placeholder while porting depsgraph code DEG_OPCODE_PLACEHOLDER, /* Animation, Drivers, etc. ------------------------ */ /* NLA + Action */ DEG_OPCODE_ANIMATION, /* Driver */ DEG_OPCODE_DRIVER, /* Transform. -------------------------------------- */ /* Transform entry point - local transforms only */ DEG_OPCODE_TRANSFORM_LOCAL, /* Parenting */ DEG_OPCODE_TRANSFORM_PARENT, /* Constraints */ DEG_OPCODE_TRANSFORM_CONSTRAINTS, /* Transform exit point */ DEG_OPCODE_TRANSFORM_FINAL, /* Handle object-level updates, mainly proxies hacks and recalc flags. */ DEG_OPCODE_TRANSFORM_OBJECT_UBEREVAL, /* Rigid body. -------------------------------------- */ /* Perform Simulation */ DEG_OPCODE_RIGIDBODY_REBUILD, DEG_OPCODE_RIGIDBODY_SIM, /* Copy results to object */ DEG_OPCODE_RIGIDBODY_TRANSFORM_COPY, /* Geometry. ---------------------------------------- */ /* Evaluate the whole geometry, including modifiers. */ DEG_OPCODE_GEOMETRY_UBEREVAL, DEG_OPCODE_GEOMETRY_CLOTH_MODIFIER, DEG_OPCODE_GEOMETRY_SHAPEKEY, /* Pose. -------------------------------------------- */ /* Init pose, clear flags, etc. */ DEG_OPCODE_POSE_INIT, /* Initialize IK solver related pose stuff. */ DEG_OPCODE_POSE_INIT_IK, /* Free IK Trees + Compute Deform Matrices */ DEG_OPCODE_POSE_DONE, /* IK/Spline Solvers */ DEG_OPCODE_POSE_IK_SOLVER, DEG_OPCODE_POSE_SPLINE_IK_SOLVER, /* Bone. -------------------------------------------- */ /* Bone local transforms - entry point */ DEG_OPCODE_BONE_LOCAL, /* Pose-space conversion (includes parent + restpose, */ DEG_OPCODE_BONE_POSE_PARENT, /* Constraints */ DEG_OPCODE_BONE_CONSTRAINTS, /* Bone transforms are ready * * - "READY" This (internal, noop is used to signal that all pre-IK * operations are done. Its role is to help mediate situations * where cyclic relations may otherwise form (i.e. one bone in * chain targetting another in same chain, * * - "DONE" This noop is used to signal that the bone's final pose * transform can be read by others */ // TODO: deform mats could get calculated in the final_transform ops... DEG_OPCODE_BONE_READY, DEG_OPCODE_BONE_DONE, /* Particles. --------------------------------------- */ /* Particle System evaluation. */ DEG_OPCODE_PARTICLE_SYSTEM_EVAL_INIT, DEG_OPCODE_PARTICLE_SYSTEM_EVAL, /* Shading. ------------------------------------------- */ DEG_OPCODE_SHADING, /* Masks. ------------------------------------------ */ DEG_OPCODE_MASK_ANIMATION, DEG_OPCODE_MASK_EVAL, /* Movie clips. ------------------------------------ */ DEG_OPCODE_MOVIECLIP_EVAL, DEG_NUM_OPCODES, } eDepsOperation_Code; /* Some magic to stringify operation codes. */ class DepsOperationStringifier { public: DepsOperationStringifier(); const char *operator[](eDepsOperation_Code opcodex); protected: const char *names_[DEG_NUM_OPCODES]; }; /* String defines for these opcodes, defined in depsgraph_type_defines.cpp */ extern DepsOperationStringifier DEG_OPNAMES; } // namespace DEG