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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) 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_nodes.h
* \ingroup depsgraph
*/
#pragma once
#include "intern/builder/deg_builder_map.h"
#include "intern/depsgraph_types.h"
#include "DEG_depsgraph.h"
struct Base;
struct bArmature;
struct bAction;
struct CacheFile;
struct Camera;
struct bGPdata;
struct ListBase;
struct GHash;
struct ID;
struct Image;
struct FCurve;
struct Collection;
struct Key;
struct Lamp;
struct LayerCollection;
struct LightProbe;
struct Main;
struct Material;
struct Mask;
struct MTex;
struct MovieClip;
struct bNodeTree;
struct Object;
struct ParticleSettings;
struct Probe;
struct bPoseChannel;
struct bConstraint;
struct Scene;
struct Speaker;
struct Tex;
struct World;
struct PropertyRNA;
namespace DEG {
struct Depsgraph;
struct DepsNode;
struct IDDepsNode;
struct TimeSourceDepsNode;
struct ComponentDepsNode;
struct OperationDepsNode;
struct DepsgraphNodeBuilder {
DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph);
~DepsgraphNodeBuilder();
/* For given original ID get ID which is created by CoW system. */
ID *get_cow_id(const ID *id_orig) const;
/* Similar to above, but for the cases when there is no ID node we create
* one.
*/
ID *ensure_cow_id(ID *id_orig);
/* Helper wrapper function which wraps get_cow_id with a needed type cast. */
template<typename T>
T *get_cow_datablock(const T *orig) const {
return (T *)get_cow_id(&orig->id);
}
/* For a given COW datablock get corresponding original one. */
template<typename T>
T *get_orig_datablock(const T *cow) const {
return (T *)cow->id.orig_id;
}
void begin_build();
void end_build();
IDDepsNode *add_id_node(ID *id);
IDDepsNode *find_id_node(ID *id);
TimeSourceDepsNode *add_time_source();
ComponentDepsNode *add_component_node(ID *id,
eDepsNode_Type comp_type,
const char *comp_name = "");
OperationDepsNode *add_operation_node(ComponentDepsNode *comp_node,
const DepsEvalOperationCb& op,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
OperationDepsNode *add_operation_node(ID *id,
eDepsNode_Type comp_type,
const char *comp_name,
const DepsEvalOperationCb& op,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
OperationDepsNode *add_operation_node(ID *id,
eDepsNode_Type comp_type,
const DepsEvalOperationCb& op,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
OperationDepsNode *ensure_operation_node(ID *id,
eDepsNode_Type comp_type,
const DepsEvalOperationCb& op,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
bool has_operation_node(ID *id,
eDepsNode_Type comp_type,
const char *comp_name,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
OperationDepsNode *find_operation_node(ID *id,
eDepsNode_Type comp_type,
const char *comp_name,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
OperationDepsNode *find_operation_node(ID *id,
eDepsNode_Type comp_type,
eDepsOperation_Code opcode,
const char *name = "",
int name_tag = -1);
void build_id(ID *id);
void build_layer_collections(ListBase *lb);
void build_view_layer(Scene *scene,
ViewLayer *view_layer,
eDepsNode_LinkedState_Type linked_state);
void build_collection(Collection *collection);
void build_object(int base_index,
Object *object,
eDepsNode_LinkedState_Type linked_state,
bool is_visible = true);
void build_object_flags(int base_index,
Object *object,
eDepsNode_LinkedState_Type linked_state);
void build_object_data(Object *object);
void build_object_data_camera(Object *object);
void build_object_data_geometry(Object *object);
void build_object_data_geometry_datablock(ID *obdata);
void build_object_data_lamp(Object *object);
void build_object_data_lightprobe(Object *object);
void build_object_data_speaker(Object *object);
void build_object_transform(Object *object);
void build_object_constraints(Object *object);
void build_pose_constraints(Object *object, bPoseChannel *pchan, int pchan_index);
void build_rigidbody(Scene *scene);
void build_particles(Object *object);
void build_particle_settings(ParticleSettings *part);
void build_cloth(Object *object);
void build_animdata(ID *id);
void build_action(bAction *action);
void build_driver(ID *id, FCurve *fcurve, int driver_index);
void build_driver_variables(ID *id, FCurve *fcurve);
void build_driver_id_property(ID *id, const char *rna_path);
void build_ik_pose(Object *object,
bPoseChannel *pchan,
bConstraint *con);
void build_splineik_pose(Object *object,
bPoseChannel *pchan,
bConstraint *con);
void build_rig(Object *object);
void build_proxy_rig(Object *object);
void build_armature(bArmature *armature);
void build_shapekeys(Key *key);
void build_camera(Camera *camera);
void build_lamp(Lamp *lamp);
void build_nodetree(bNodeTree *ntree);
void build_material(Material *ma);
void build_texture(Tex *tex);
void build_image(Image *image);
void build_world(World *world);
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(LightProbe *probe);
void build_speaker(Speaker *speaker);
protected:
struct SavedEntryTag {
ID *id;
eDepsNode_Type component_type;
eDepsOperation_Code opcode;
};
vector<SavedEntryTag> saved_entry_tags_;
struct BuilderWalkUserData {
DepsgraphNodeBuilder *builder;
};
static void modifier_walk(void *user_data,
struct Object *object,
struct ID **idpoin,
int cb_flag);
static void constraint_walk(bConstraint *constraint,
ID **idpoin,
bool is_reference,
void *user_data);
/* State which never changes, same for the whole builder time. */
Main *bmain_;
Depsgraph *graph_;
/* State which demotes currently built entities. */
Scene *scene_;
ViewLayer *view_layer_;
int view_layer_index_;
/* NOTE: Collection are possibly built recursively, so be careful when
* setting the current state.
*/
Collection *collection_;
/* Accumulated flag over the hierarchy opf currently building collections.
* Denotes whether all the hierarchy from parent of collection_ to the
* very root is visible (aka not restricted.).
*/
bool is_parent_collection_visible_;
GHash *cow_id_hash_;
BuilderMap built_map_;
};
} // namespace DEG
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