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blender-archive/source/blender/depsgraph/DEG_depsgraph_build.h
Brecht Van Lommel 17bd5c9d4b Collections and groups unification
OVERVIEW

* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
  which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
  and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
  for each. For many workflows one view layer can be used, these are more of an
  advanced feature now.

OUTLINER

* The outliner now has a "View Layer" display mode instead of "Collections",
  which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
  These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
  can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
  text gives different results, we'll unify this later.

LINKING AND OVERRIDES

* Collections can now be linked into the scene without creating an instance,
  with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
  but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
  into collections with overrides directly in the scene.

PERFORMANCE

* We tried to make performance not worse than before and improve it in some
  cases. The main thing that's still a bit slower is multiple scenes, we have to
  change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
  updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
  lookups internally and in API functions like visible_get().

VERSIONING

* Compatibility with 2.7 files should be improved due to the new visibility
  controls. Of course users may not want to set up their scenes differently
  now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
  files. There's a few things which are know to be not quite compatible, like
  nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
  #ifdef so it can be removed at the end of the release cycle.

KNOWN ISSUES

* The G-key group operators in the 3D viewport were left mostly as is, they
  need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
  still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
  be done later, we'll have to see how important this is as all objects within
  the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.

Differential Revision: https://developer.blender.org/D3383

https://code.blender.org/2018/05/collections-and-groups/
2018-05-18 13:34:24 +02:00

182 lines
6.2 KiB
C++

/*
* ***** 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): Lukas Toenne
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/DEG_depsgraph_build.h
* \ingroup depsgraph
*
* Public API for Depsgraph
*/
#ifndef __DEG_DEPSGRAPH_BUILD_H__
#define __DEG_DEPSGRAPH_BUILD_H__
/* ************************************************* */
/* Dependency Graph */
struct Depsgraph;
/* ------------------------------------------------ */
struct CacheFile;
struct EffectorWeights;
struct Collection;
struct Main;
struct ModifierData;
struct Object;
struct Scene;
struct ViewLayer;
#ifdef __cplusplus
extern "C" {
#endif
/* Graph Building -------------------------------- */
/* Build depsgraph for the given scene, and dump results in given
* graph container.
*/
void DEG_graph_build_from_view_layer(struct Depsgraph *graph,
struct Main *bmain,
struct Scene *scene,
struct ViewLayer *view_layer);
/* Tag relations from the given graph for update. */
void DEG_graph_tag_relations_update(struct Depsgraph *graph);
/* Create or update relations in the specified graph. */
void DEG_graph_relations_update(struct Depsgraph *graph,
struct Main *bmain,
struct Scene *scene,
struct ViewLayer *view_layer);
/* Tag all relations in the database for update.*/
void DEG_relations_tag_update(struct Main *bmain);
/* Add Dependencies ----------------------------- */
/* Handle for components to define their dependencies from callbacks.
* This is generated by the depsgraph and passed to dependency callbacks
* as a symbolic reference to the current DepsNode.
* All relations will be defined in reference to that node.
*/
struct DepsNodeHandle;
typedef enum eDepsSceneComponentType {
/* Parameters Component - Default when nothing else fits
* (i.e. just SDNA property setting).
*/
DEG_SCENE_COMP_PARAMETERS,
/* Animation Component
* TODO(sergey): merge in with parameters?
*/
DEG_SCENE_COMP_ANIMATION,
/* Sequencer Component (Scene Only). */
DEG_SCENE_COMP_SEQUENCER,
} eDepsSceneComponentType;
typedef enum eDepsObjectComponentType {
/* Parameters Component - Default when nothing else fits
* (i.e. just SDNA property setting).
*/
DEG_OB_COMP_PARAMETERS,
/* Generic "Proxy-Inherit" Component.
* TODO(sergey): Also for instancing of subgraphs?
*/
DEG_OB_COMP_PROXY,
/* Animation Component.
*
* TODO(sergey): merge in with parameters?
*/
DEG_OB_COMP_ANIMATION,
/* Transform Component (Parenting/Constraints) */
DEG_OB_COMP_TRANSFORM,
/* Geometry Component (DerivedMesh/Displist) */
DEG_OB_COMP_GEOMETRY,
/* Evaluation-Related Outer Types (with Subdata) */
/* Pose Component - Owner/Container of Bones Eval */
DEG_OB_COMP_EVAL_POSE,
/* Bone Component - Child/Subcomponent of Pose */
DEG_OB_COMP_BONE,
/* Particle Systems Component */
DEG_OB_COMP_EVAL_PARTICLES,
/* Material Shading Component */
DEG_OB_COMP_SHADING,
/* Cache Component */
DEG_OB_COMP_CACHE,
} eDepsObjectComponentType;
void DEG_add_scene_relation(struct DepsNodeHandle *node,
struct Scene *scene,
eDepsSceneComponentType component,
const char *description);
void DEG_add_object_relation(struct DepsNodeHandle *node,
struct Object *object,
eDepsObjectComponentType component,
const char *description);
void DEG_add_bone_relation(struct DepsNodeHandle *handle,
struct Object *object,
const char *bone_name,
eDepsObjectComponentType component,
const char *description);
void DEG_add_object_cache_relation(struct DepsNodeHandle *handle,
struct CacheFile *cache_file,
eDepsObjectComponentType component,
const char *description);
struct Depsgraph *DEG_get_graph_from_handle(struct DepsNodeHandle *handle);
void DEG_add_special_eval_flag(struct Depsgraph *graph, struct ID *id, short flag);
/* Utility functions for physics modifiers */
typedef bool (*DEG_CollobjFilterFunction)(struct Object *obj, struct ModifierData *md);
void DEG_add_collision_relations(struct DepsNodeHandle *handle,
struct Scene *scene,
struct Object *object,
struct Collection *collection,
unsigned int modifier_type,
DEG_CollobjFilterFunction fn,
bool dupli,
const char *name);
void DEG_add_forcefield_relations(struct DepsNodeHandle *handle,
struct Scene *scene,
struct Object *object,
struct EffectorWeights *eff,
bool add_absorption,
int skip_forcefield,
const char *name);
/* ************************************************ */
#ifdef __cplusplus
} /* extern "C" */
#endif
#endif /* __DEG_DEPSGRAPH_BUILD_H__ */