2017-12-20 16:35:48 +01:00
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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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2019-02-18 08:08:12 +11:00
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/** \file
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* \ingroup depsgraph
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2017-12-20 16:35:48 +01:00
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*/
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#pragma once
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2020-04-28 12:49:52 +02:00
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#include "BLI_ghash.h"
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2018-09-19 15:46:03 +02:00
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#include "BLI_sys_types.h"
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2020-03-11 17:25:17 +01:00
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#include "DNA_ID.h"
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2020-03-19 09:33:03 +01:00
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#include "intern/node/deg_node.h"
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2017-12-20 16:35:48 +01:00
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2020-06-29 15:19:56 +02:00
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namespace blender {
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namespace deg {
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2017-12-20 16:35:48 +01:00
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2019-01-31 12:56:40 +01:00
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struct ComponentNode;
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2017-12-20 16:35:48 +01:00
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2018-09-19 15:46:03 +02:00
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typedef uint64_t IDComponentsMask;
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2019-01-31 12:56:40 +01:00
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/* NOTE: We use max comparison to mark an id node that is linked more than once
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* So keep this enum ordered accordingly. */
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enum eDepsNode_LinkedState_Type {
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2019-04-17 06:17:24 +02:00
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/* Generic indirectly linked id node. */
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DEG_ID_LINKED_INDIRECTLY = 0,
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/* Id node present in the set (background) only. */
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DEG_ID_LINKED_VIA_SET = 1,
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/* Id node directly linked via the SceneLayer. */
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DEG_ID_LINKED_DIRECTLY = 2,
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2019-01-31 12:56:40 +01:00
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};
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const char *linkedStateAsString(eDepsNode_LinkedState_Type linked_state);
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2017-12-20 16:35:48 +01:00
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/* ID-Block Reference */
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2019-01-31 12:56:40 +01:00
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struct IDNode : public Node {
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2019-04-17 06:17:24 +02:00
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struct ComponentIDKey {
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ComponentIDKey(NodeType type, const char *name = "");
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2020-06-09 10:10:56 +02:00
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uint32_t hash() const;
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2019-04-17 06:17:24 +02:00
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bool operator==(const ComponentIDKey &other) const;
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2017-12-20 16:35:48 +01:00
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2019-04-17 06:17:24 +02:00
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NodeType type;
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const char *name;
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};
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2017-12-20 16:35:48 +01:00
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2019-04-17 06:17:24 +02:00
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virtual void init(const ID *id, const char *subdata) override;
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2020-01-28 14:50:13 +01:00
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void init_copy_on_write(ID *id_cow_hint = nullptr);
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2019-04-17 06:17:24 +02:00
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~IDNode();
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void destroy();
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2017-12-20 16:35:48 +01:00
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2019-04-17 06:17:24 +02:00
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virtual string identifier() const override;
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2018-04-30 17:31:04 +02:00
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2019-04-17 06:17:24 +02:00
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ComponentNode *find_component(NodeType type, const char *name = "") const;
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ComponentNode *add_component(NodeType type, const char *name = "");
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2017-12-20 16:35:48 +01:00
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2019-04-17 06:17:24 +02:00
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virtual void tag_update(Depsgraph *graph, eUpdateSource source) override;
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2017-12-20 16:35:48 +01:00
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2019-04-17 06:17:24 +02:00
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void finalize_build(Depsgraph *graph);
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2017-12-20 16:35:48 +01:00
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2019-04-17 06:17:24 +02:00
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IDComponentsMask get_visible_components_mask() const;
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2018-09-19 15:46:03 +02:00
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2019-04-17 06:17:24 +02:00
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/* ID Block referenced. */
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2020-03-11 17:25:17 +01:00
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/* Type of the ID stored separately, so it's possible to perform check whether CoW is needed
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* without de-referencing the id_cow (which is not safe when ID is NOT covered by CoW and has
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* been deleted from the main database.) */
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ID_Type id_type;
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2019-04-17 06:17:24 +02:00
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ID *id_orig;
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ID *id_cow;
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2017-12-20 16:35:48 +01:00
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2019-04-17 06:17:24 +02:00
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/* Hash to make it faster to look up components. */
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2020-04-28 12:49:52 +02:00
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Map<ComponentIDKey, ComponentNode *> components;
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2017-12-20 16:35:48 +01:00
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2019-04-17 06:17:24 +02:00
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/* Additional flags needed for scene evaluation.
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* TODO(sergey): Only needed for until really granular updates
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* of all the entities. */
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uint32_t eval_flags;
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uint32_t previous_eval_flags;
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2017-12-20 16:35:48 +01:00
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2019-04-17 06:17:24 +02:00
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/* Extra customdata mask which needs to be evaluated for the mesh object. */
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DEGCustomDataMeshMasks customdata_masks;
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DEGCustomDataMeshMasks previous_customdata_masks;
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2018-12-03 18:09:45 +03:00
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2019-04-17 06:17:24 +02:00
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eDepsNode_LinkedState_Type linked_state;
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2017-12-20 16:40:49 +01:00
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2019-04-17 06:17:24 +02:00
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/* Indicates the datablock is visible in the evaluated scene. */
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bool is_directly_visible;
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2018-09-19 15:46:03 +02:00
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2019-04-17 06:17:24 +02:00
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/* For the collection type of ID, denotes whether collection was fully
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* recursed into. */
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bool is_collection_fully_expanded;
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2018-11-14 16:50:59 +01:00
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2019-04-29 14:11:32 +02:00
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/* Is used to figure out whether object came to the dependency graph via a base. */
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bool has_base;
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2019-06-04 11:33:41 +02:00
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/* Accumulated flag from operation. Is initialized and used during updates flush. */
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bool is_user_modified;
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2019-04-17 06:17:24 +02:00
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IDComponentsMask visible_components_mask;
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IDComponentsMask previously_visible_components_mask;
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2018-08-23 16:17:06 +02:00
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2019-04-17 06:17:24 +02:00
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DEG_DEPSNODE_DECLARE;
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2017-12-20 16:35:48 +01:00
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};
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2020-06-29 15:19:56 +02:00
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} // namespace deg
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} // namespace blender
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