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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: Joshua Leung
* Contributor(s): Based on original depsgraph.c code - Blender Foundation (2005-2013)
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc
* \ingroup depsgraph
*
* Methods for constructing depsgraph's nodes
*/
#include "intern/builder/deg_builder_nodes.h"
#include <stdio.h>
#include <stdlib.h>
#include "MEM_guardedalloc.h"
#include "BLI_utildefines.h"
#include "BLI_blenlib.h"
#include "BLI_string.h"
extern "C" {
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BKE_main.h"
#include "BKE_node.h"
} /* extern "C" */
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "intern/builder/deg_builder.h"
#include "intern/nodes/deg_node.h"
#include "intern/nodes/deg_node_component.h"
#include "intern/nodes/deg_node_operation.h"
#include "intern/depsgraph_types.h"
#include "intern/depsgraph_intern.h"
#include "util/deg_util_foreach.h"
namespace DEG {
void DepsgraphNodeBuilder::build_scene(Scene *scene)
{
/* Scene ID block. */
add_id_node(&scene->id);
/* timesource */
add_time_source();
/* build subgraph for set, and link this in... */
// XXX: depending on how this goes, that scene itself could probably store its
// own little partial depsgraph?
if (scene->set != NULL) {
build_scene(scene->set);
}
/* Setup currently building context. */
scene_ = scene;
/* scene objects */
LISTBASE_FOREACH (Base *, base, &scene->base) {
Object *object = base->object;
build_object(base, object);
}
/* Rigidbody. */
if (scene->rigidbody_world != NULL) {
build_rigidbody(scene);
}
/* Scene's animation and drivers. */
if (scene->adt != NULL) {
build_animdata(&scene->id);
}
/* World. */
if (scene->world != NULL) {
build_world(scene->world);
}
/* Compositor nodes. */
if (scene->nodetree != NULL) {
build_compositor(scene);
}
/* Grease pencil. */
if (scene->gpd != NULL) {
build_gpencil(scene->gpd);
}
/* Cache file. */
LISTBASE_FOREACH (CacheFile *, cachefile, &bmain_->cachefiles) {
build_cachefile(cachefile);
}
/* Masks. */
LISTBASE_FOREACH (Mask *, mask, &bmain_->mask) {
build_mask(mask);
}
/* Movie clips. */
LISTBASE_FOREACH (MovieClip *, clip, &bmain_->movieclip) {
build_movieclip(clip);
}
/* Parameters evaluation for scene relations mainly. */
add_operation_node(&scene->id,
DEG_NODE_TYPE_PARAMETERS,
NULL,
DEG_OPCODE_PLACEHOLDER,
"Scene Eval");
}
} // namespace DEG
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