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