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blender-archive/source/blender/depsgraph/intern/builder/deg_builder_relations.h
Sergey Sharybin 07ff9e92bb Depsgraph: Add utility function for transform dependency
This is what modifiers are to use to indicate that they depend
on a transformation of the object itself.

Currently should be no functional changes, but in the future
this will allow to easily change transform operation depending
on whether there is a simulation associated with the object.
2019-02-12 12:07:59 +01:00

381 lines
12 KiB
C++

/*
* 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
*/
#pragma once
#include <cstdio>
#include <cstring>
#include "intern/depsgraph_type.h"
#include "DNA_ID.h"
#include "RNA_access.h"
#include "RNA_types.h"
#include "BLI_utildefines.h"
#include "BLI_string.h"
#include "intern/builder/deg_builder_map.h"
#include "intern/depsgraph.h"
#include "intern/node/deg_node.h"
#include "intern/node/deg_node_component.h"
#include "intern/node/deg_node_operation.h"
struct Base;
struct CacheFile;
struct Camera;
struct Collection;
struct EffectorWeights;
struct FCurve;
struct GHash;
struct ID;
struct Key;
struct Lamp;
struct LayerCollection;
struct LightProbe;
struct ListBase;
struct MTex;
struct Main;
struct Mask;
struct Material;
struct ModifierData;
struct MovieClip;
struct Object;
struct ParticleSettings;
struct ParticleSystem;
struct Scene;
struct Speaker;
struct Tex;
struct ViewLayer;
struct World;
struct bAction;
struct bArmature;
struct bConstraint;
struct bGPdata;
struct bNodeTree;
struct bPoseChannel;
struct PropertyRNA;
namespace DEG {
struct ComponentNode;
struct DepsNodeHandle;
struct Depsgraph;
struct IDNode;
struct Node;
struct OperationNode;
struct Relation;
struct RootPChanMap;
struct TimeSourceNode;
struct TimeSourceKey
{
TimeSourceKey();
TimeSourceKey(ID *id);
string identifier() const;
ID *id;
};
struct ComponentKey
{
ComponentKey();
ComponentKey(ID *id, NodeType type, const char *name = "");
string identifier() const;
ID *id;
NodeType type;
const char *name;
};
struct OperationKey
{
OperationKey();
OperationKey(ID *id,
NodeType component_type,
const char *name,
int name_tag = -1);
OperationKey(ID *id,
NodeType component_type,
const char *component_name,
const char *name,
int name_tag);
OperationKey(ID *id,
NodeType component_type,
OperationCode opcode);
OperationKey(ID *id,
NodeType component_type,
const char *component_name,
OperationCode opcode);
OperationKey(ID *id,
NodeType component_type,
OperationCode opcode,
const char *name,
int name_tag = -1);
OperationKey(ID *id,
NodeType component_type,
const char *component_name,
OperationCode opcode,
const char *name,
int name_tag = -1);
string identifier() const;
ID *id;
NodeType component_type;
const char *component_name;
OperationCode opcode;
const char *name;
int name_tag;
};
struct RNAPathKey
{
RNAPathKey(ID *id, const char *path, RNAPointerSource source);
RNAPathKey(ID *id,
const PointerRNA &ptr,
PropertyRNA *prop,
RNAPointerSource source);
string identifier() const;
ID *id;
PointerRNA ptr;
PropertyRNA *prop;
RNAPointerSource source;
};
struct DepsgraphRelationBuilder
{
DepsgraphRelationBuilder(Main *bmain, Depsgraph *graph);
void begin_build();
template <typename KeyFrom, typename KeyTo>
Relation *add_relation(const KeyFrom& key_from,
const KeyTo& key_to,
const char *description,
int flags = 0);
template <typename KeyTo>
Relation *add_relation(const TimeSourceKey& key_from,
const KeyTo& key_to,
const char *description,
int flags = 0);
template <typename KeyType>
Relation *add_node_handle_relation(const KeyType& key_from,
const DepsNodeHandle *handle,
const char *description,
int flags = 0);
/* Adds relation from proper transformation opertation to the modifier.
* Takes care of checking for possible physics solvers modifying position
* of this object. */
void add_modifier_to_transform_relation(const DepsNodeHandle *handle,
const char *description);
void add_customdata_mask(Object *object, uint64_t mask);
void add_special_eval_flag(ID *object, uint32_t flag);
void build_id(ID *id);
void build_layer_collections(ListBase *lb);
void build_view_layer(Scene *scene, ViewLayer *view_layer);
void build_collection(LayerCollection *from_layer_collection,
Object *object,
Collection *collection);
void build_object(Base *base, Object *object);
void build_object_flags(Base *base, Object *object);
void build_object_data(Object *object);
void build_object_data_camera(Object *object);
void build_object_data_geometry(Object *object);
void build_object_data_geometry_datablock(ID *obdata);
void build_object_data_lamp(Object *object);
void build_object_data_lightprobe(Object *object);
void build_object_data_speaker(Object *object);
void build_object_parent(Object *object);
void build_object_pointcache(Object *object);
void build_constraints(ID *id,
NodeType component_type,
const char *component_subdata,
ListBase *constraints,
RootPChanMap *root_map);
void build_animdata(ID *id);
void build_animdata_curves(ID *id);
void build_animdata_curves_targets(ID *id,
ComponentKey &adt_key,
OperationNode *operation_from,
ListBase *curves);
void build_animdata_nlastrip_targets(ID *id,
ComponentKey &adt_key,
OperationNode *operation_from,
ListBase *strips);
void build_animdata_drivers(ID *id);
void build_action(bAction *action);
void build_driver(ID *id, FCurve *fcurve);
void build_driver_data(ID *id, FCurve *fcurve);
void build_driver_variables(ID *id, FCurve *fcurve);
void build_world(World *world);
void build_rigidbody(Scene *scene);
void build_particle_systems(Object *object);
void build_particle_settings(ParticleSettings *part);
void build_particle_system_visualization_object(Object *object,
ParticleSystem *psys,
Object *draw_object);
void build_ik_pose(Object *object,
bPoseChannel *pchan,
bConstraint *con,
RootPChanMap *root_map);
void build_splineik_pose(Object *object,
bPoseChannel *pchan,
bConstraint *con,
RootPChanMap *root_map);
void build_rig(Object *object);
void build_proxy_rig(Object *object);
void build_shapekeys(Key *key);
void build_armature(bArmature *armature);
void build_camera(Camera *camera);
void build_lamp(Lamp *lamp);
void build_nodetree(bNodeTree *ntree);
void build_material(Material *ma);
void build_texture(Tex *tex);
void build_compositor(Scene *scene);
void build_gpencil(bGPdata *gpd);
void build_cachefile(CacheFile *cache_file);
void build_mask(Mask *mask);
void build_movieclip(MovieClip *clip);
void build_lightprobe(LightProbe *probe);
void build_speaker(Speaker *speaker);
void build_nested_datablock(ID *owner, ID *id);
void build_nested_nodetree(ID *owner, bNodeTree *ntree);
void build_nested_shapekey(ID *owner, Key *key);
void add_particle_collision_relations(const OperationKey &key,
Object *object,
Collection *collection,
const char *name);
void add_particle_forcefield_relations(const OperationKey &key,
Object *object,
ParticleSystem *psys,
EffectorWeights *eff,
bool add_absorption, const char *name);
void build_copy_on_write_relations();
void build_copy_on_write_relations(IDNode *id_node);
template <typename KeyType>
OperationNode *find_operation_node(const KeyType &key);
Depsgraph *getGraph();
protected:
TimeSourceNode *get_node(const TimeSourceKey &key) const;
ComponentNode *get_node(const ComponentKey &key) const;
OperationNode *get_node(const OperationKey &key) const;
Node *get_node(const RNAPathKey &key) const;
OperationNode *find_node(const OperationKey &key) const;
bool has_node(const OperationKey &key) const;
Relation *add_time_relation(TimeSourceNode *timesrc,
Node *node_to,
const char *description,
int flags = 0);
Relation *add_operation_relation(OperationNode *node_from,
OperationNode *node_to,
const char *description,
int flags = 0);
template <typename KeyType>
DepsNodeHandle create_node_handle(const KeyType& key,
const char *default_name = "");
/* TODO(sergey): All those is_same* functions are to be generalized. */
/* Check whether two keys corresponds to the same bone from same armature.
*
* This is used by drivers relations builder to avoid possible fake
* dependency cycle when one bone property drives another property of the
* same bone. */
template <typename KeyFrom, typename KeyTo>
bool is_same_bone_dependency(const KeyFrom& key_from, const KeyTo& key_to);
/* Similar to above, but used to check whether driver is using node from
* the same node tree as a driver variable. */
template <typename KeyFrom, typename KeyTo>
bool is_same_nodetree_node_dependency(const KeyFrom& key_from,
const KeyTo& key_to);
private:
struct BuilderWalkUserData {
DepsgraphRelationBuilder *builder;
};
static void modifier_walk(void *user_data,
struct Object *object,
struct ID **idpoin,
int cb_flag);
static void constraint_walk(bConstraint *con,
ID **idpoin,
bool is_reference,
void *user_data);
/* State which never changes, same for the whole builder time. */
Main *bmain_;
Depsgraph *graph_;
/* State which demotes currently built entities. */
Scene *scene_;
BuilderMap built_map_;
};
struct DepsNodeHandle
{
DepsNodeHandle(DepsgraphRelationBuilder *builder,
OperationNode *node,
const char *default_name = "")
: builder(builder),
node(node),
default_name(default_name)
{
BLI_assert(node != NULL);
}
DepsgraphRelationBuilder *builder;
OperationNode *node;
const char *default_name;
};
} // namespace DEG
#include "intern/builder/deg_builder_relations_impl.h"