154 lines
5.4 KiB
C++
154 lines
5.4 KiB
C++
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/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2013 Blender Foundation.
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* All rights reserved.
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*
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* Original Author: Lukas Toenne
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* Contributor(s): None Yet
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/depsgraph/intern/builder/deg_builder_nodes.h
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* \ingroup depsgraph
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*/
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#pragma once
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#include "intern/depsgraph_types.h"
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struct Base;
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struct bGPdata;
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struct ListBase;
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struct GHash;
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struct ID;
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struct FCurve;
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struct Group;
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struct Key;
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struct Main;
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struct Material;
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struct MTex;
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struct bNodeTree;
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struct Object;
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struct bPoseChannel;
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struct bConstraint;
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struct Scene;
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struct Tex;
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struct World;
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struct PropertyRNA;
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namespace DEG {
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struct Depsgraph;
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struct DepsNode;
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struct RootDepsNode;
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struct SubgraphDepsNode;
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struct IDDepsNode;
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struct TimeSourceDepsNode;
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struct ComponentDepsNode;
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struct OperationDepsNode;
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struct DepsgraphNodeBuilder {
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DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph);
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~DepsgraphNodeBuilder();
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RootDepsNode *add_root_node();
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IDDepsNode *add_id_node(ID *id);
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TimeSourceDepsNode *add_time_source(ID *id);
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ComponentDepsNode *add_component_node(ID *id,
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eDepsNode_Type comp_type,
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const string& comp_name = "");
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OperationDepsNode *add_operation_node(ComponentDepsNode *comp_node,
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eDepsOperation_Type optype,
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DepsEvalOperationCb op,
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eDepsOperation_Code opcode,
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const string& description = "");
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OperationDepsNode *add_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const string& comp_name,
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eDepsOperation_Type optype,
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DepsEvalOperationCb op,
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eDepsOperation_Code opcode,
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const string& description = "");
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OperationDepsNode *add_operation_node(ID *id,
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eDepsNode_Type comp_type,
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eDepsOperation_Type optype,
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DepsEvalOperationCb op,
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eDepsOperation_Code opcode,
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const string& description = "");
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bool has_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const string& comp_name,
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eDepsOperation_Code opcode,
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const string& description = "");
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OperationDepsNode *find_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const string &comp_name,
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eDepsOperation_Code opcode,
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const string &description = "");
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OperationDepsNode *find_operation_node(ID *id,
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eDepsNode_Type comp_type,
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eDepsOperation_Code opcode,
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const string &description = "");
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void build_scene(Main *bmain, Scene *scene);
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SubgraphDepsNode *build_subgraph(Group *group);
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void build_group(Scene *scene, Base *base, Group *group);
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void build_object(Scene *scene, Base *base, Object *ob);
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void build_object_transform(Scene *scene, Object *ob);
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void build_object_constraints(Scene *scene, Object *ob);
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void build_pose_constraints(Object *ob, bPoseChannel *pchan);
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void build_rigidbody(Scene *scene);
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void build_particles(Scene *scene, Object *ob);
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void build_animdata(ID *id);
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OperationDepsNode *build_driver(ID *id, FCurve *fcurve);
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void build_ik_pose(Scene *scene,
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Object *ob,
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bPoseChannel *pchan,
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bConstraint *con);
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void build_splineik_pose(Scene *scene,
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Object *ob,
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bPoseChannel *pchan,
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bConstraint *con);
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void build_rig(Scene *scene, Object *ob);
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void build_proxy_rig(Object *ob);
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void build_shapekeys(Key *key);
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void build_obdata_geom(Scene *scene, Object *ob);
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void build_camera(Object *ob);
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void build_lamp(Object *ob);
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void build_nodetree(DepsNode *owner_node, bNodeTree *ntree);
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void build_material(DepsNode *owner_node, Material *ma);
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void build_texture(DepsNode *owner_node, Tex *tex);
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void build_texture_stack(DepsNode *owner_node, MTex **texture_stack);
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void build_world(World *world);
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void build_compositor(Scene *scene);
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void build_gpencil(bGPdata *gpd);
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protected:
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Main *m_bmain;
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Depsgraph *m_graph;
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};
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} // namespace DEG
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