Welcome to mirror list, hosted at ThFree Co, Russian Federation.

deg_node_id.h « node « intern « depsgraph « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: fed8cfbdb2ebcae31576dd4fce4a059857191170 (plain)
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
/*
 * 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.
 */

/** \file \ingroup depsgraph
 */

#pragma once

#include "intern/node/deg_node.h"
#include "BLI_sys_types.h"

namespace DEG {

struct ComponentNode;

typedef uint64_t IDComponentsMask;

/* NOTE: We use max comparison to mark an id node that is linked more than once
 * So keep this enum ordered accordingly. */
enum eDepsNode_LinkedState_Type {
	/* Generic indirectly linked id node. */
	DEG_ID_LINKED_INDIRECTLY       = 0,
	/* Id node present in the set (background) only. */
	DEG_ID_LINKED_VIA_SET          = 1,
	/* Id node directly linked via the SceneLayer. */
	DEG_ID_LINKED_DIRECTLY         = 2,
};
const char *linkedStateAsString(eDepsNode_LinkedState_Type linked_state);

/* ID-Block Reference */
struct IDNode : public Node {
	struct ComponentIDKey {
		ComponentIDKey(NodeType type, const char *name = "");
		bool operator==(const ComponentIDKey &other) const;

		NodeType type;
		const char *name;
	};

	virtual void init(const ID *id, const char *subdata) override;
	void init_copy_on_write(ID *id_cow_hint = NULL);
	~IDNode();
	void destroy();

	virtual string identifier() const override;

	ComponentNode *find_component(NodeType type, const char *name = "") const;
	ComponentNode *add_component(NodeType type, const char *name = "");

	virtual void tag_update(Depsgraph *graph, eUpdateSource source) override;

	void finalize_build(Depsgraph *graph);

	IDComponentsMask get_visible_components_mask() const;

	/* ID Block referenced. */
	ID *id_orig;
	ID *id_cow;

	/* Hash to make it faster to look up components. */
	GHash *components;

	/* Additional flags needed for scene evaluation.
	 * TODO(sergey): Only needed for until really granular updates
	 * of all the entities. */
	uint32_t eval_flags;
	uint32_t previous_eval_flags;

	/* Extra customdata mask which needs to be evaluated for the mesh object. */
	uint64_t customdata_mask;
	uint64_t previous_customdata_mask;

	eDepsNode_LinkedState_Type linked_state;

	/* Indicates the datablock is visible in the evaluated scene. */
	bool is_directly_visible;

	/* For the collection type of ID, denotes whether collection was fully
	 * recursed into. */
	bool is_collection_fully_expanded;

	IDComponentsMask visible_components_mask;
	IDComponentsMask previously_visible_components_mask;

	DEG_DEPSNODE_DECLARE;
};

}  // namespace DEG