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blender-archive/source/blender/depsgraph/intern/builder/deg_builder_relations_scene.cc

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/*
* ***** 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 <stdio.h>
#include <stdlib.h>
#include <cstring> /* 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