1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
|
/*
* ***** 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;
/* 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));
/* Debugging: print dependency graph for scene or armature object to console */
void DAG_print_dependencies(struct Main *bmain, struct Scene *scene, struct Object *ob);
#ifdef __cplusplus
}
#endif
#endif
|