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blender-archive/source/blender/depsgraph/intern/node/deg_node_id.h

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/*
* 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
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*/
#pragma once
#include "BLI_ghash.h"
#include "BLI_sys_types.h"
#include "DNA_ID.h"
#include "intern/node/deg_node.h"
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namespace blender {
namespace deg {
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struct ComponentNode;
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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);
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/* ID-Block Reference */
struct IDNode : public Node {
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struct ComponentIDKey {
ComponentIDKey(NodeType type, const char *name = "");
uint64_t hash() const;
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bool operator==(const ComponentIDKey &other) const;
NodeType type;
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const char *name;
};
virtual void init(const ID *id, const char *subdata) override;
void init_copy_on_write(ID *id_cow_hint = nullptr);
~IDNode();
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void destroy();
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virtual string identifier() const override;
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ComponentNode *find_component(NodeType type, const char *name = "") const;
ComponentNode *add_component(NodeType type, const char *name = "");
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virtual void tag_update(Depsgraph *graph, eUpdateSource source) override;
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void finalize_build(Depsgraph *graph);
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IDComponentsMask get_visible_components_mask() const;
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/* ID Block referenced. */
/* Type of the ID stored separately, so it's possible to perform check whether CoW is needed
* without de-referencing the id_cow (which is not safe when ID is NOT covered by CoW and has
* been deleted from the main database.) */
ID_Type id_type;
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ID *id_orig;
ID *id_cow;
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/* Hash to make it faster to look up components. */
Map<ComponentIDKey, ComponentNode *> components;
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/* 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;
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/* Extra customdata mask which needs to be evaluated for the mesh object. */
DEGCustomDataMeshMasks customdata_masks;
DEGCustomDataMeshMasks previous_customdata_masks;
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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;
/* Is used to figure out whether object came to the dependency graph via a base. */
bool has_base;
/* Accumulated flag from operation. Is initialized and used during updates flush. */
bool is_user_modified;
IDComponentsMask visible_components_mask;
IDComponentsMask previously_visible_components_mask;
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DEG_DEPSNODE_DECLARE;
};
} // namespace deg
} // namespace blender