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/*
* ***** 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) 2004 Blender Foundation.
* All rights reserved.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __BKE_DEPSGRAPH_H__
#define __BKE_DEPSGRAPH_H__
/** \file BKE_depsgraph.h
* \ingroup bke
*/
/* Dependency Graph
*
* The dependency graph tracks relations between datablocks, and is used to
* determine which datablocks need to be update based on dependencies and
* visibility.
*
* It does not itself execute changes in objects, but rather sorts the objects
* in the appropriate order and sets flags indicating they should be updated.
*/
#ifdef __cplusplus
extern "C" {
#endif
struct ID;
struct Main;
struct Object;
struct Scene;
struct ListBase;
/* Dependency graph evaluation context
*
* This structure stores all the local dependency graph data,
* which is needed for it's evaluation,
*/
typedef struct EvaluationContext {
bool for_render; /* Set to true if evaluation shall be performed for render purposes,
keep at false if update shall happen for the viewport. */
} EvaluationContext;
/* Global initialization/deinitialization */
void DAG_init(void);
void DAG_exit(void);
/* Build and Update
*
* DAG_scene_relations_update will rebuild the dependency graph for a given
* scene if needed, and sort objects in the scene.
*
* DAG_relations_tag_update will clear all dependency graphs and mark them to
* be rebuilt later. The graph is not rebuilt immediately to avoid slowdowns
* when this function is call multiple times from different operators.
*
* DAG_scene_relations_rebuild forces an immediaterebuild of the dependency
* graph, this is only needed in rare cases
*/
void DAG_scene_relations_update(struct Main *bmain, struct Scene *sce);
void DAG_relations_tag_update(struct Main *bmain);
void DAG_scene_relations_rebuild(struct Main *bmain, struct Scene *scene);
void DAG_scene_free(struct Scene *sce);
/* Update Tagging
*
* DAG_scene_update_flags will mark all objects that depend on time (animation,
* physics, ..) to be recalculated, used when changing the current frame.
*
* DAG_on_visible_update will mark all objects that are visible for the first
* time to be updated, for example on file load or changing layer visibility.
*
* DAG_id_tag_update will mark a given datablock to be updated. The flag indicates
* a specific subset to be update (only object transform and data for now).
*
* DAG_id_type_tag marks a particular datablock type as having changing. This does
* not cause any updates but is used by external render engines to detect if for
* example a datablock was removed. */
void DAG_scene_update_flags(struct Main *bmain, struct Scene *sce, unsigned int lay, const short do_time);
void DAG_on_visible_update(struct Main *bmain, const short do_time);
void DAG_id_tag_update(struct ID *id, short flag);
void DAG_id_tag_update_ex(struct Main *bmain, struct ID *id, short flag);
void DAG_id_type_tag(struct Main *bmain, short idtype);
int DAG_id_type_tagged(struct Main *bmain, short idtype);
/* Flushing Tags
*
* DAG_scene_flush_update flushes object recalculation flags immediately to other
* dependencies. Do not use outside of depsgraph.c, this will be removed.
*
* DAG_ids_flush_tagged will flush datablock update flags flags to dependencies,
* use this right before updating to mark all the needed datablocks for update.
*
* DAG_ids_check_recalc and DAG_ids_clear_recalc are used for external render
* engines to detect changes. */
void DAG_scene_flush_update(struct Main *bmain, struct Scene *sce, unsigned int lay, const short do_time);
void DAG_ids_flush_tagged(struct Main *bmain);
void DAG_ids_check_recalc(struct Main *bmain, struct Scene *scene, int time);
void DAG_ids_clear_recalc(struct Main *bmain);
/* Armature: sorts the bones according to dependencies between them */
void DAG_pose_sort(struct Object *ob);
/* Editors: callbacks to notify editors of datablock changes */
void DAG_editors_update_cb(void (*id_func)(struct Main *bmain, struct ID *id),
void (*scene_func)(struct Main *bmain, struct Scene *scene, int updated));
/* ** Threaded update ** */
/* Initialize the DAG for threaded update. */
void DAG_threaded_update_begin(struct Scene *scene,
void (*func)(void *node, void *user_data),
void *user_data);
void DAG_threaded_update_handle_node_updated(void *node_v,
void (*func)(void *node, void *user_data),
void *user_data);
/* Debugging: print dependency graph for scene or armature object to console */
void DAG_print_dependencies(struct Main *bmain, struct Scene *scene, struct Object *ob);
/* ************************ DAG querying ********************* */
struct Object *DAG_get_node_object(void *node_v);
const char *DAG_get_node_name(void *node_v);
#ifdef __cplusplus
}
#endif
#endif
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