The first character of the ID type was used to tag IDs for updates which is weak since different IDs can have the same first character (for example meshes, materials and metaballs), causing unnecessary updates of unrelated IDs. Now we use a unique index per ID type to tag for updates, unifying IDs arrays indexing along the way. Reviewers: sergey, mont29 Differential Revision: https://developer.blender.org/D2139
71 lines
1.9 KiB
C++
71 lines
1.9 KiB
C++
/*
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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: Joshua Leung
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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/depsgraph_query.cc
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* \ingroup depsgraph
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*
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* Implementation of Querying and Filtering API's
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*/
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#include "MEM_guardedalloc.h"
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extern "C" {
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#include "BKE_idcode.h"
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#include "BKE_main.h"
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#include "DEG_depsgraph_query.h"
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} /* extern "C" */
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#include "intern/depsgraph_intern.h"
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bool DEG_id_type_tagged(Main *bmain, short idtype)
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{
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return bmain->id_tag_update[BKE_idcode_to_index(idtype)] != 0;
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}
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short DEG_get_eval_flags_for_id(Depsgraph *graph, ID *id)
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{
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if (graph == NULL) {
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/* Happens when converting objects to mesh from a python script
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* after modifying scene graph.
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*
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* Currently harmless because it's only called for temporary
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* objects which are out of the DAG anyway.
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*/
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return 0;
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}
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DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
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DEG::IDDepsNode *id_node = deg_graph->find_id_node(id);
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if (id_node == NULL) {
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/* TODO(sergey): Does it mean we need to check set scene? */
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return 0;
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}
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return id_node->eval_flags;
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}
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