/* * ***** 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 depsgraph/intern/nodes/deg_node_id.h * \ingroup depsgraph */ #pragma once #include "intern/nodes/deg_node.h" #include "BLI_sys_types.h" namespace DEG { struct ComponentDepsNode; typedef uint64_t IDComponentsMask; /* ID-Block Reference */ struct IDDepsNode : public DepsNode { struct ComponentIDKey { ComponentIDKey(eDepsNode_Type type, const char *name = ""); bool operator==(const ComponentIDKey &other) const; eDepsNode_Type type; const char *name; }; void init(const ID *id, const char *subdata); void init_copy_on_write(ID *id_cow_hint = NULL); ~IDDepsNode(); void destroy(); virtual string identifier() const; ComponentDepsNode *find_component(eDepsNode_Type type, const char *name = "") const; ComponentDepsNode *add_component(eDepsNode_Type type, const char *name = ""); void tag_update(Depsgraph *graph); void finalize_build(Depsgraph *graph); IDComponentsMask get_visible_components_mask() const; /* ID Block referenced. */ ID *id_orig; ID *id_cow; /* Hash to make it faster to look up components. */ GHash *components; /* Additional flags needed for scene evaluation. * TODO(sergey): Only needed for until really granular updates * of all the entities. */ uint32_t eval_flags; uint32_t previous_eval_flags; eDepsNode_LinkedState_Type linked_state; /* Indicates the datablock is visible in the evaluated scene. */ bool is_directly_visible; IDComponentsMask visible_components_mask; IDComponentsMask previously_visible_components_mask; DEG_DEPSNODE_DECLARE; }; } // namespace DEG