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
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
|
/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2013 Blender Foundation. All rights reserved. */
/** \file
* \ingroup depsgraph
*
* Datatypes for internal use in the Depsgraph
*
* All of these datatypes are only really used within the "core" depsgraph.
* In particular, node types declared here form the structure of operations
* in the graph.
*/
#pragma once
#include <stdlib.h>
#include "MEM_guardedalloc.h"
#include "DNA_ID.h" /* for ID_Type and INDEX_ID_MAX */
#include "BLI_threads.h" /* for SpinLock */
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_physics.h"
#include "intern/debug/deg_debug.h"
#include "intern/depsgraph_type.h"
struct ID;
struct Scene;
struct ViewLayer;
namespace blender::deg {
struct IDNode;
struct Node;
struct OperationNode;
struct Relation;
struct TimeSourceNode;
/* Dependency Graph object */
struct Depsgraph {
typedef Vector<OperationNode *> OperationNodes;
typedef Vector<IDNode *> IDDepsNodes;
Depsgraph(Main *bmain, Scene *scene, ViewLayer *view_layer, eEvaluationMode mode);
~Depsgraph();
TimeSourceNode *add_time_source();
TimeSourceNode *find_time_source() const;
void tag_time_source();
IDNode *find_id_node(const ID *id) const;
IDNode *add_id_node(ID *id, ID *id_cow_hint = nullptr);
void clear_id_nodes();
/** Add new relationship between two nodes. */
Relation *add_new_relation(Node *from, Node *to, const char *description, int flags = 0);
/* Check whether two nodes are connected by relation with given
* description. Description might be nullptr to check ANY relation between
* given nodes. */
Relation *check_nodes_connected(const Node *from, const Node *to, const char *description);
/* Tag a specific node as needing updates. */
void add_entry_tag(OperationNode *node);
/* Clear storage used by all nodes. */
void clear_all_nodes();
/* Copy-on-Write Functionality ........ */
/* For given original ID get ID which is created by CoW system. */
ID *get_cow_id(const ID *id_orig) const;
/* Core Graph Functionality ........... */
/* <ID : IDNode> mapping from ID blocks to nodes representing these
* blocks, used for quick lookups. */
Map<const ID *, IDNode *> id_hash;
/* Ordered list of ID nodes, order matches ID allocation order.
* Used for faster iteration, especially for areas which are critical to
* keep exact order of iteration. */
IDDepsNodes id_nodes;
/* Top-level time source node. */
TimeSourceNode *time_source;
/* Indicates whether relations needs to be updated. */
bool need_update;
/* Indicated whether IDs in this graph are to be tagged as if they first appear visible, with
* an optional tag for their animation (time) update. */
bool need_tag_id_on_graph_visibility_update;
bool need_tag_id_on_graph_visibility_time_update;
/* Indicates which ID types were updated. */
char id_type_updated[INDEX_ID_MAX];
/* Indicates type of IDs present in the depsgraph. */
char id_type_exist[INDEX_ID_MAX];
/* Quick-Access Temp Data ............. */
/* Nodes which have been tagged as "directly modified". */
Set<OperationNode *> entry_tags;
/* Convenience Data ................... */
/* XXX: should be collected after building (if actually needed?) */
/* All operation nodes, sorted in order of single-thread traversal order. */
OperationNodes operations;
/* Spin lock for threading-critical operations.
* Mainly used by graph evaluation. */
SpinLock lock;
/* Main, scene, layer, mode this dependency graph is built for. */
Main *bmain;
Scene *scene;
ViewLayer *view_layer;
eEvaluationMode mode;
/* Time at which dependency graph is being or was last evaluated.
* frame is the value before, and ctime the value after time remapping. */
float frame;
float ctime;
/* Evaluated version of datablocks we access a lot.
* Stored here to save us form doing hash lookup. */
Scene *scene_cow;
/* Active dependency graph is a dependency graph which is used by the
* currently active window. When dependency graph is active, it is allowed
* for evaluation functions to write animation f-curve result, drivers
* result and other selective things (object matrix?) to original object.
*
* This way we simplify operators, which don't need to worry about where
* to read stuff from. */
bool is_active;
DepsgraphDebug debug;
bool is_evaluating;
/* Is set to truth for dependency graph which are used for post-processing (compositor and
* sequencer).
* Such dependency graph needs all view layers (so render pipeline can access names), but it
* does not need any bases. */
bool is_render_pipeline_depsgraph;
/* Notify editors about changes to IDs in this depsgraph. */
bool use_editors_update;
/* Cached list of colliders/effectors for collections and the scene
* created along with relations, for fast lookup during evaluation. */
Map<const ID *, ListBase *> *physics_relations[DEG_PHYSICS_RELATIONS_NUM];
MEM_CXX_CLASS_ALLOC_FUNCS("Depsgraph");
};
} // namespace blender::deg
|