/* * ***** BEGIN GPL LICENSE BLOCK ***** * * 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. * * Original Author: Joshua Leung * Contributor(s): Based on original depsgraph.c code - Blender Foundation (2005-2013) * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/depsgraph/intern/builder/deg_builder_relations_scene.cc * \ingroup depsgraph * * Methods for constructing depsgraph */ #include "intern/builder/deg_builder_relations.h" #include #include #include /* required for STREQ later on. */ #include "MEM_guardedalloc.h" #include "BLI_utildefines.h" #include "BLI_blenlib.h" extern "C" { #include "DNA_node_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "BKE_layer.h" #include "BKE_main.h" #include "BKE_node.h" } /* extern "C" */ #include "DEG_depsgraph.h" #include "DEG_depsgraph_build.h" #include "intern/builder/deg_builder.h" #include "intern/builder/deg_builder_pchanmap.h" #include "intern/nodes/deg_node.h" #include "intern/nodes/deg_node_component.h" #include "intern/nodes/deg_node_operation.h" #include "intern/depsgraph_intern.h" #include "intern/depsgraph_types.h" #include "util/deg_util_foreach.h" namespace DEG { void DepsgraphRelationBuilder::build_scene(Main *bmain, Scene *scene) { if (scene->set) { build_scene(bmain, scene->set); } /* XXX store scene to access from DAG_get_scene */ m_graph->bmain = bmain; m_graph->scene = scene; /* scene objects */ for (SceneLayer *sl = (SceneLayer *)scene->render_layers.first; sl; sl = sl->next) { for (Base *base = (Base *)sl->object_bases.first; base; base = base->next) { build_object(bmain, scene, base->object); } } if (scene->camera != NULL) { build_object(bmain, scene, scene->camera); } /* rigidbody */ if (scene->rigidbody_world) { build_rigidbody(scene); } /* scene's animation and drivers */ if (scene->adt) { build_animdata(&scene->id); } /* world */ if (scene->world) { build_world(scene->world); } /* compo nodes */ if (scene->nodetree) { build_compositor(scene); } /* grease pencil */ if (scene->gpd) { build_gpencil(scene->gpd); } /* Masks. */ LINKLIST_FOREACH (Mask *, mask, &bmain->mask) { build_mask(mask); } /* Movie clips. */ LINKLIST_FOREACH (MovieClip *, clip, &bmain->movieclip) { build_movieclip(clip); } /* Collections. */ build_scene_layer_collections(scene); /* TODO(sergey): Do this flush on CoW object? */ for (Depsgraph::OperationNodes::const_iterator it_op = m_graph->operations.begin(); it_op != m_graph->operations.end(); ++it_op) { OperationDepsNode *node = *it_op; IDDepsNode *id_node = node->owner->owner; ID *id = id_node->id_orig; if (GS(id->name) == ID_OB) { Object *object = (Object *)id; object->customdata_mask |= node->customdata_mask; } } } } // namespace DEG