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blender-archive/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
Sergey Sharybin 34c361db5a Depsgraph: Correct early output in collections
Need to ensure objects from collection which was built but
is became visible in the new "context" are poked for re-built.

This should be rather cheap, since this only will update
their visibility flag.

Can not rely on visibility flush here, since there is no
relations between collection and its objects.
2018-09-19 16:10:12 +02:00

1675 lines
50 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): Based on original depsgraph.c code - Blender Foundation (2005-2013)
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/intern/builder/deg_builder_nodes.cc
* \ingroup depsgraph
*
* Methods for constructing depsgraph's nodes
*/
#include "intern/builder/deg_builder_nodes.h"
#include <stdio.h>
#include <stdlib.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
extern "C" {
#include "DNA_action_types.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_cachefile_types.h"
#include "DNA_camera_types.h"
#include "DNA_collection_types.h"
#include "DNA_constraint_types.h"
#include "DNA_curve_types.h"
#include "DNA_effect_types.h"
#include "DNA_gpencil_types.h"
#include "DNA_key_types.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_mask_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meta_types.h"
#include "DNA_movieclip_types.h"
#include "DNA_node_types.h"
#include "DNA_particle_types.h"
#include "DNA_object_types.h"
#include "DNA_lightprobe_types.h"
#include "DNA_rigidbody_types.h"
#include "DNA_scene_types.h"
#include "DNA_speaker_types.h"
#include "DNA_texture_types.h"
#include "DNA_world_types.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_animsys.h"
#include "BKE_collection.h"
#include "BKE_constraint.h"
#include "BKE_curve.h"
#include "BKE_effect.h"
#include "BKE_fcurve.h"
#include "BKE_gpencil.h"
#include "BKE_gpencil_modifier.h"
#include "BKE_idcode.h"
#include "BKE_key.h"
#include "BKE_lattice.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_mask.h"
#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_mball.h"
#include "BKE_modifier.h"
#include "BKE_movieclip.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_particle.h"
#include "BKE_pointcache.h"
#include "BKE_rigidbody.h"
#include "BKE_shader_fx.h"
#include "BKE_sound.h"
#include "BKE_tracking.h"
#include "BKE_world.h"
#include "RNA_access.h"
#include "RNA_types.h"
} /* extern "C" */
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "intern/builder/deg_builder.h"
#include "intern/eval/deg_eval_copy_on_write.h"
#include "intern/nodes/deg_node.h"
#include "intern/nodes/deg_node_component.h"
#include "intern/nodes/deg_node_id.h"
#include "intern/nodes/deg_node_operation.h"
#include "intern/depsgraph_types.h"
#include "intern/depsgraph_intern.h"
#include "util/deg_util_foreach.h"
namespace DEG {
namespace {
void free_copy_on_write_datablock(void *id_info_v)
{
DepsgraphNodeBuilder::IDInfo *id_info =
(DepsgraphNodeBuilder::IDInfo *)id_info_v;
if (id_info->id_cow != NULL) {
deg_free_copy_on_write_datablock(id_info->id_cow);
MEM_freeN(id_info->id_cow);
}
MEM_freeN(id_info);
}
} /* namespace */
/* ************ */
/* Node Builder */
/* **** General purpose functions **** */
DepsgraphNodeBuilder::DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph)
: bmain_(bmain),
graph_(graph),
scene_(NULL),
view_layer_(NULL),
view_layer_index_(-1),
collection_(NULL),
is_parent_collection_visible_(true),
id_info_hash_(NULL)
{
}
DepsgraphNodeBuilder::~DepsgraphNodeBuilder()
{
if (id_info_hash_ != NULL) {
BLI_ghash_free(id_info_hash_, NULL, free_copy_on_write_datablock);
}
}
IDDepsNode *DepsgraphNodeBuilder::add_id_node(ID *id)
{
IDDepsNode *id_node = NULL;
ID *id_cow = NULL;
bool is_previous_visible = false;
IDInfo *id_info = (IDInfo *)BLI_ghash_lookup(id_info_hash_, id);
if (id_info != NULL) {
id_cow = id_info->id_cow;
is_previous_visible = id_info->is_visible;
/* Tag ID info to not free the CoW ID pointer. */
id_info->id_cow = NULL;
}
id_node = graph_->add_id_node(id, id_cow);
id_node->is_previous_visible = is_previous_visible;
/* Currently all ID nodes are supposed to have copy-on-write logic.
*
* NOTE: Zero number of components indicates that ID node was just created.
*/
if (BLI_ghash_len(id_node->components) == 0) {
ComponentDepsNode *comp_cow =
id_node->add_component(DEG_NODE_TYPE_COPY_ON_WRITE);
OperationDepsNode *op_cow = comp_cow->add_operation(
function_bind(deg_evaluate_copy_on_write, _1, id_node),
DEG_OPCODE_COPY_ON_WRITE,
"", -1);
graph_->operations.push_back(op_cow);
}
return id_node;
}
IDDepsNode *DepsgraphNodeBuilder::find_id_node(ID *id)
{
return graph_->find_id_node(id);
}
TimeSourceDepsNode *DepsgraphNodeBuilder::add_time_source()
{
return graph_->add_time_source();
}
ComponentDepsNode *DepsgraphNodeBuilder::add_component_node(
ID *id,
eDepsNode_Type comp_type,
const char *comp_name)
{
IDDepsNode *id_node = add_id_node(id);
ComponentDepsNode *comp_node = id_node->add_component(comp_type, comp_name);
comp_node->owner = id_node;
return comp_node;
}
OperationDepsNode *DepsgraphNodeBuilder::add_operation_node(
ComponentDepsNode *comp_node,
const DepsEvalOperationCb& op,
eDepsOperation_Code opcode,
const char *name,
int name_tag)
{
OperationDepsNode *op_node = comp_node->find_operation(opcode,
name,
name_tag);
if (op_node == NULL) {
op_node = comp_node->add_operation(op, opcode, name, name_tag);
graph_->operations.push_back(op_node);
}
else {
fprintf(stderr,
"add_operation: Operation already exists - %s has %s at %p\n",
comp_node->identifier().c_str(),
op_node->identifier().c_str(),
op_node);
BLI_assert(!"Should not happen!");
}
return op_node;
}
OperationDepsNode *DepsgraphNodeBuilder::add_operation_node(
ID *id,
eDepsNode_Type comp_type,
const char *comp_name,
const DepsEvalOperationCb& op,
eDepsOperation_Code opcode,
const char *name,
int name_tag)
{
ComponentDepsNode *comp_node = add_component_node(id, comp_type, comp_name);
return add_operation_node(comp_node, op, opcode, name, name_tag);
}
OperationDepsNode *DepsgraphNodeBuilder::add_operation_node(
ID *id,
eDepsNode_Type comp_type,
const DepsEvalOperationCb& op,
eDepsOperation_Code opcode,
const char *name,
int name_tag)
{
return add_operation_node(id,
comp_type,
"",
op,
opcode,
name,
name_tag);
}
OperationDepsNode *DepsgraphNodeBuilder::ensure_operation_node(
ID *id,
eDepsNode_Type comp_type,
const DepsEvalOperationCb& op,
eDepsOperation_Code opcode,
const char *name,
int name_tag)
{
OperationDepsNode *operation =
find_operation_node(id, comp_type, opcode, name, name_tag);
if (operation != NULL) {
return operation;
}
return add_operation_node(id, comp_type, op, opcode, name, name_tag);
}
bool DepsgraphNodeBuilder::has_operation_node(ID *id,
eDepsNode_Type comp_type,
const char *comp_name,
eDepsOperation_Code opcode,
const char *name,
int name_tag)
{
return find_operation_node(id,
comp_type,
comp_name,
opcode,
name,
name_tag) != NULL;
}
OperationDepsNode *DepsgraphNodeBuilder::find_operation_node(
ID *id,
eDepsNode_Type comp_type,
const char *comp_name,
eDepsOperation_Code opcode,
const char *name,
int name_tag)
{
ComponentDepsNode *comp_node = add_component_node(id, comp_type, comp_name);
return comp_node->find_operation(opcode, name, name_tag);
}
OperationDepsNode *DepsgraphNodeBuilder::find_operation_node(
ID *id,
eDepsNode_Type comp_type,
eDepsOperation_Code opcode,
const char *name,
int name_tag)
{
return find_operation_node(id, comp_type, "", opcode, name, name_tag);
}
ID *DepsgraphNodeBuilder::get_cow_id(const ID *id_orig) const
{
return graph_->get_cow_id(id_orig);
}
ID *DepsgraphNodeBuilder::ensure_cow_id(ID *id_orig)
{
if (id_orig->tag & LIB_TAG_COPIED_ON_WRITE) {
/* ID is already remapped to copy-on-write. */
return id_orig;
}
IDDepsNode *id_node = add_id_node(id_orig);
return id_node->id_cow;
}
/* **** Build functions for entity nodes **** */
void DepsgraphNodeBuilder::begin_build()
{
/* Store existing copy-on-write versions of datablock, so we can re-use
* them for new ID nodes.
*/
id_info_hash_ = BLI_ghash_ptr_new("Depsgraph id hash");
foreach (IDDepsNode *id_node, graph_->id_nodes) {
IDInfo *id_info = (IDInfo *)MEM_mallocN(
sizeof(IDInfo), "depsgraph id info");
if (deg_copy_on_write_is_expanded(id_node->id_cow) &&
id_node->id_orig != id_node->id_cow)
{
id_info->id_cow = id_node->id_cow;
}
else {
id_info->id_cow = NULL;
}
id_info->is_visible = id_node->is_visible;
BLI_ghash_insert(id_info_hash_, id_node->id_orig, id_info);
id_node->id_cow = NULL;
}
GSET_FOREACH_BEGIN(OperationDepsNode *, op_node, graph_->entry_tags)
{
ComponentDepsNode *comp_node = op_node->owner;
IDDepsNode *id_node = comp_node->owner;
SavedEntryTag entry_tag;
entry_tag.id_orig = id_node->id_orig;
entry_tag.component_type = comp_node->type;
entry_tag.opcode = op_node->opcode;
saved_entry_tags_.push_back(entry_tag);
};
GSET_FOREACH_END();
/* Make sure graph has no nodes left from previous state. */
graph_->clear_all_nodes();
graph_->operations.clear();
BLI_gset_clear(graph_->entry_tags, NULL);
}
void DepsgraphNodeBuilder::end_build()
{
foreach (const SavedEntryTag& entry_tag, saved_entry_tags_) {
IDDepsNode *id_node = find_id_node(entry_tag.id_orig);
if (id_node == NULL) {
continue;
}
ComponentDepsNode *comp_node =
id_node->find_component(entry_tag.component_type);
if (comp_node == NULL) {
continue;
}
OperationDepsNode *op_node = comp_node->find_operation(entry_tag.opcode);
if (op_node == NULL) {
continue;
}
op_node->tag_update(graph_);
}
}
void DepsgraphNodeBuilder::build_id(ID *id)
{
if (id == NULL) {
return;
}
switch (GS(id->name)) {
case ID_AR:
build_armature((bArmature *)id);
break;
case ID_CA:
build_camera((Camera *)id);
break;
case ID_GR:
build_collection((Collection *)id);
break;
case ID_OB:
/* TODO(sergey): Get visibility from a "parent" somehow.
*
* NOTE: Using `false` visibility here should be fine, since if this
* driver affects on something invisible we don't really care if the
* driver gets evaluated (and even don't want this to force object
* to become visible).
*
* If this happened to be affecting visible object, then it is up to
* deg_graph_build_flush_visibility() to ensure visibility of the
* object is true.
*/
build_object(-1, (Object *)id, DEG_ID_LINKED_INDIRECTLY, false);
break;
case ID_KE:
build_shapekeys((Key *)id);
break;
case ID_LA:
build_lamp((Lamp *)id);
break;
case ID_LP:
build_lightprobe((LightProbe *)id);
break;
case ID_NT:
build_nodetree((bNodeTree *)id);
break;
case ID_MA:
build_material((Material *)id);
break;
case ID_TE:
build_texture((Tex *)id);
break;
case ID_IM:
build_image((Image *)id);
break;
case ID_WO:
build_world((World *)id);
break;
case ID_MSK:
build_mask((Mask *)id);
break;
case ID_MC:
build_movieclip((MovieClip *)id);
break;
case ID_ME:
case ID_CU:
case ID_MB:
case ID_LT:
/* TODO(sergey): Get visibility from a "parent" somehow.
*
* NOTE: Similarly to above, we don't want false-positives on
* visibility.
*/
build_object_data_geometry_datablock(id, false);
break;
case ID_SPK:
build_speaker((Speaker *)id);
break;
case ID_TXT:
/* Not a part of dependency graph. */
break;
default:
fprintf(stderr, "Unhandled ID %s\n", id->name);
BLI_assert(!"Should never happen");
break;
}
}
void DepsgraphNodeBuilder::build_collection(Collection *collection)
{
const int restrict_flag = (graph_->mode == DAG_EVAL_VIEWPORT)
? COLLECTION_RESTRICT_VIEW
: COLLECTION_RESTRICT_RENDER;
const bool is_collection_restricted = (collection->flag & restrict_flag);
const bool is_collection_visible =
!is_collection_restricted && is_parent_collection_visible_;
if (built_map_.checkIsBuiltAndTag(collection)) {
IDDepsNode *id_node = find_id_node(&collection->id);
if (is_collection_visible && !id_node->is_visible) {
/* Collection became visible, make sure nested collections and
* objects are poked with the new visibility flag, since they
* might become visible too.
*/
}
else {
return;
}
}
else {
/* Collection itself. */
IDDepsNode *id_node = add_id_node(&collection->id);
id_node->is_visible = is_collection_visible;
}
/* Backup state. */
Collection *current_state_collection = collection_;
const bool is_current_parent_collection_visible =
is_parent_collection_visible_;
/* Modify state as we've entered new collection/ */
collection_ = collection;
is_parent_collection_visible_ = is_collection_visible;
/* Build collection objects. */
LISTBASE_FOREACH (CollectionObject *, cob, &collection->gobject) {
build_object(
-1, cob->ob, DEG_ID_LINKED_INDIRECTLY, is_collection_visible);
}
/* Build child collections. */
LISTBASE_FOREACH (CollectionChild *, child, &collection->children) {
build_collection(child->collection);
}
/* Restore state. */
collection_ = current_state_collection;
is_parent_collection_visible_ = is_current_parent_collection_visible;
}
void DepsgraphNodeBuilder::build_object(int base_index,
Object *object,
eDepsNode_LinkedState_Type linked_state,
bool is_visible)
{
const bool has_object = built_map_.checkIsBuiltAndTag(object);
/* Skip rest of components if the ID node was already there. */
if (has_object) {
IDDepsNode *id_node = find_id_node(&object->id);
/* We need to build some extra stuff if object becomes linked
* directly.
*/
if (id_node->linked_state == DEG_ID_LINKED_INDIRECTLY) {
build_object_flags(base_index, object, linked_state);
}
id_node->linked_state = max(id_node->linked_state, linked_state);
id_node->is_visible |= is_visible;
return;
}
/* Create ID node for object and begin init. */
IDDepsNode *id_node = add_id_node(&object->id);
id_node->linked_state = linked_state;
id_node->is_visible = is_visible;
object->customdata_mask = 0;
/* Various flags, flushing from bases/collections. */
build_object_flags(base_index, object, linked_state);
/* Transform. */
build_object_transform(object);
/* Parent. */
if (object->parent != NULL) {
build_object(
-1, object->parent, DEG_ID_LINKED_INDIRECTLY, is_visible);
}
/* Modifiers. */
if (object->modifiers.first != NULL) {
BuilderWalkUserData data;
data.builder = this;
data.is_parent_visible = is_visible;
modifiers_foreachIDLink(object, modifier_walk, &data);
}
/* Grease Pencil Modifiers. */
if (object->greasepencil_modifiers.first != NULL) {
BuilderWalkUserData data;
data.builder = this;
data.is_parent_visible = is_visible;
BKE_gpencil_modifiers_foreachIDLink(object, modifier_walk, &data);
}
/* Shader FX. */
if (object->shader_fx.first != NULL) {
BuilderWalkUserData data;
data.builder = this;
data.is_parent_visible = is_visible;
BKE_shaderfx_foreachIDLink(object, modifier_walk, &data);
}
/* Constraints. */
if (object->constraints.first != NULL) {
BuilderWalkUserData data;
data.builder = this;
data.is_parent_visible = is_visible;
BKE_constraints_id_loop(&object->constraints, constraint_walk, &data);
}
/* Object data. */
build_object_data(object, is_visible);
/* Build animation data,
*
* Do it now because it's possible object data will affect
* on object's level animation, for example in case of rebuilding
* pose for proxy.
*/
OperationDepsNode *op_node = add_operation_node(&object->id,
DEG_NODE_TYPE_PARAMETERS,
NULL,
DEG_OPCODE_PARAMETERS_EVAL);
op_node->set_as_exit();
build_animdata(&object->id);
/* Particle systems. */
if (object->particlesystem.first != NULL) {
build_particles(object, is_visible);
}
/* Proxy object to copy from. */
if (object->proxy_from != NULL) {
build_object(
-1, object->proxy_from, DEG_ID_LINKED_INDIRECTLY, is_visible);
}
if (object->proxy_group != NULL) {
build_object(
-1, object->proxy_group, DEG_ID_LINKED_INDIRECTLY, is_visible);
}
/* Object dupligroup. */
if (object->dup_group != NULL) {
const bool is_current_parent_collection_visible =
is_parent_collection_visible_;
is_parent_collection_visible_ = is_visible;
build_collection(object->dup_group);
is_parent_collection_visible_ = is_current_parent_collection_visible;
}
}
void DepsgraphNodeBuilder::build_object_flags(
int base_index,
Object *object,
eDepsNode_LinkedState_Type linked_state)
{
if (base_index == -1) {
return;
}
Scene *scene_cow = get_cow_datablock(scene_);
Object *object_cow = get_cow_datablock(object);
const bool is_from_set = (linked_state == DEG_ID_LINKED_VIA_SET);
/* TODO(sergey): Is this really best component to be used? */
add_operation_node(&object->id,
DEG_NODE_TYPE_OBJECT_FROM_LAYER,
function_bind(BKE_object_eval_flush_base_flags,
_1,
scene_cow,
view_layer_index_,
object_cow, base_index,
is_from_set),
DEG_OPCODE_OBJECT_BASE_FLAGS);
}
void DepsgraphNodeBuilder::build_object_data(
Object *object, bool is_object_visible)
{
if (object->data == NULL) {
return;
}
IDDepsNode *id_node = graph_->find_id_node(&object->id);
/* type-specific data. */
switch (object->type) {
case OB_MESH:
case OB_CURVE:
case OB_FONT:
case OB_SURF:
case OB_MBALL:
case OB_LATTICE:
case OB_GPENCIL:
build_object_data_geometry(object, is_object_visible);
/* TODO(sergey): Only for until we support granular
* update of curves.
*/
if (object->type == OB_FONT) {
Curve *curve = (Curve *)object->data;
if (curve->textoncurve) {
id_node->eval_flags |= DAG_EVAL_NEED_CURVE_PATH;
}
}
break;
case OB_ARMATURE:
if (ID_IS_LINKED(object) && object->proxy_from != NULL) {
build_proxy_rig(object);
}
else {
build_rig(object, is_object_visible);
}
break;
case OB_LAMP:
build_object_data_lamp(object);
break;
case OB_CAMERA:
build_object_data_camera(object);
break;
case OB_LIGHTPROBE:
build_object_data_lightprobe(object);
break;
case OB_SPEAKER:
build_object_data_speaker(object);
break;
default:
{
ID *obdata = (ID *)object->data;
if (built_map_.checkIsBuilt(obdata) == 0) {
build_animdata(obdata);
}
break;
}
}
}
void DepsgraphNodeBuilder::build_object_data_camera(Object *object)
{
Camera *camera = (Camera *)object->data;
build_camera(camera);
}
void DepsgraphNodeBuilder::build_object_data_lamp(Object *object)
{
Lamp *lamp = (Lamp *)object->data;
build_lamp(lamp);
}
void DepsgraphNodeBuilder::build_object_data_lightprobe(Object *object)
{
LightProbe *probe = (LightProbe *)object->data;
build_lightprobe(probe);
add_operation_node(&object->id,
DEG_NODE_TYPE_PARAMETERS,
NULL,
DEG_OPCODE_LIGHT_PROBE_EVAL);
}
void DepsgraphNodeBuilder::build_object_data_speaker(Object *object)
{
Speaker *speaker = (Speaker *)object->data;
build_speaker(speaker);
add_operation_node(&object->id,
DEG_NODE_TYPE_PARAMETERS,
NULL,
DEG_OPCODE_SPEAKER_EVAL);
}
void DepsgraphNodeBuilder::build_object_transform(Object *object)
{
OperationDepsNode *op_node;
Scene *scene_cow = get_cow_datablock(scene_);
Object *ob_cow = get_cow_datablock(object);
/* local transforms (from transform channels - loc/rot/scale + deltas) */
op_node = add_operation_node(&object->id, DEG_NODE_TYPE_TRANSFORM,
function_bind(BKE_object_eval_local_transform,
_1,
ob_cow),
DEG_OPCODE_TRANSFORM_LOCAL);
op_node->set_as_entry();
/* object parent */
if (object->parent != NULL) {
add_operation_node(&object->id, DEG_NODE_TYPE_TRANSFORM,
function_bind(BKE_object_eval_parent,
_1,
scene_cow,
ob_cow),
DEG_OPCODE_TRANSFORM_PARENT);
}
/* object constraints */
if (object->constraints.first != NULL) {
build_object_constraints(object);
}
/* Rest of transformation update. */
add_operation_node(&object->id, DEG_NODE_TYPE_TRANSFORM,
function_bind(BKE_object_eval_uber_transform,
_1,
ob_cow),
DEG_OPCODE_TRANSFORM_OBJECT_UBEREVAL);
/* object transform is done */
op_node = add_operation_node(&object->id, DEG_NODE_TYPE_TRANSFORM,
function_bind(BKE_object_eval_done,
_1,
ob_cow),
DEG_OPCODE_TRANSFORM_FINAL);
op_node->set_as_exit();
}
/**
* Constraints Graph Notes
*
* For constraints, we currently only add a operation node to the Transform
* or Bone components (depending on whichever type of owner we have).
* This represents the entire constraints stack, which is for now just
* executed as a single monolithic block. At least initially, this should
* be sufficient for ensuring that the porting/refactoring process remains
* manageable.
*
* However, when the time comes for developing "node-based" constraints,
* we'll need to split this up into pre/post nodes for "constraint stack
* evaluation" + operation nodes for each constraint (i.e. the contents
* of the loop body used in the current "solve_constraints()" operation).
*
* -- Aligorith, August 2013
*/
void DepsgraphNodeBuilder::build_object_constraints(Object *object)
{
/* create node for constraint stack */
add_operation_node(&object->id, DEG_NODE_TYPE_TRANSFORM,
function_bind(BKE_object_eval_constraints,
_1,
get_cow_datablock(scene_),
get_cow_datablock(object)),
DEG_OPCODE_TRANSFORM_CONSTRAINTS);
}
/**
* Build graph nodes for AnimData block
* \param id: ID-Block which hosts the AnimData
*/
void DepsgraphNodeBuilder::build_animdata(ID *id)
{
AnimData *adt = BKE_animdata_from_id(id);
if (adt == NULL) {
return;
}
if (adt->action != NULL) {
build_action(adt->action);
}
/* animation */
if (adt->action || adt->nla_tracks.first || adt->drivers.first) {
(void) add_id_node(id);
ID *id_cow = get_cow_id(id);
// XXX: Hook up specific update callbacks for special properties which
// may need it...
/* actions and NLA - as a single unit for now, as it gets complicated to
* schedule otherwise.
*/
if ((adt->action) || (adt->nla_tracks.first)) {
/* create the node */
add_operation_node(id, DEG_NODE_TYPE_ANIMATION,
function_bind(BKE_animsys_eval_animdata,
_1,
id_cow),
DEG_OPCODE_ANIMATION,
id->name);
/* TODO: for each channel affected, we might also want to add some
* support for running RNA update callbacks on them
* (which will be needed for proper handling of drivers later)
*/
}
/* drivers */
int driver_index = 0;
LISTBASE_FOREACH (FCurve *, fcu, &adt->drivers) {
/* create driver */
build_driver(id, fcu, driver_index++);
}
}
}
void DepsgraphNodeBuilder::build_action(bAction *action)
{
if (built_map_.checkIsBuiltAndTag(action)) {
return;
}
add_operation_node(&action->id,
DEG_NODE_TYPE_ANIMATION,
NULL,
DEG_OPCODE_ANIMATION);
}
/**
* Build graph node(s) for Driver
* \param id: ID-Block that driver is attached to
* \param fcu: Driver-FCurve
* \param driver_index: Index in animation data drivers list
*/
void DepsgraphNodeBuilder::build_driver(ID *id, FCurve *fcurve, int driver_index)
{
/* Create data node for this driver */
ID *id_cow = get_cow_id(id);
ChannelDriver *driver_orig = fcurve->driver;
/* TODO(sergey): ideally we could pass the COW of fcu, but since it
* has not yet been allocated at this point we can't. As a workaround
* the animation systems allocates an array so we can do a fast lookup
* with the driver index. */
ensure_operation_node(id,
DEG_NODE_TYPE_PARAMETERS,
function_bind(BKE_animsys_eval_driver, _1, id_cow, driver_index, driver_orig),
DEG_OPCODE_DRIVER,
fcurve->rna_path ? fcurve->rna_path : "",
fcurve->array_index);
build_driver_variables(id, fcurve);
}
void DepsgraphNodeBuilder::build_driver_variables(ID * id, FCurve *fcurve)
{
build_driver_id_property(id, fcurve->rna_path);
LISTBASE_FOREACH (DriverVar *, dvar, &fcurve->driver->variables) {
DRIVER_TARGETS_USED_LOOPER(dvar)
{
if (dtar->id == NULL) {
continue;
}
build_id(dtar->id);
build_driver_id_property(dtar->id, dtar->rna_path);
/* Corresponds to dtar_id_ensure_proxy_from(). */
if ((GS(dtar->id->name) == ID_OB) &&
(((Object *)dtar->id)->proxy_from != NULL))
{
Object *proxy_from = ((Object *)dtar->id)->proxy_from;
build_id(&proxy_from->id);
build_driver_id_property(&proxy_from->id, dtar->rna_path);
}
}
DRIVER_TARGETS_LOOPER_END
}
}
void DepsgraphNodeBuilder::build_driver_id_property(ID *id,
const char *rna_path)
{
if (id == NULL || rna_path == NULL) {
return;
}
PointerRNA id_ptr, ptr;
PropertyRNA *prop;
RNA_id_pointer_create(id, &id_ptr);
if (!RNA_path_resolve_full(&id_ptr, rna_path, &ptr, &prop, NULL)) {
return;
}
if (prop == NULL) {
return;
}
if (!RNA_property_is_idprop(prop)) {
return;
}
const char *prop_identifier = RNA_property_identifier((PropertyRNA *)prop);
ensure_operation_node(id,
DEG_NODE_TYPE_PARAMETERS,
NULL,
DEG_OPCODE_ID_PROPERTY,
prop_identifier);
}
/* Recursively build graph for world */
void DepsgraphNodeBuilder::build_world(World *world)
{
if (built_map_.checkIsBuiltAndTag(world)) {
return;
}
/* Animation. */
build_animdata(&world->id);
/* world itself */
add_operation_node(&world->id,
DEG_NODE_TYPE_SHADING,
NULL,
DEG_OPCODE_WORLD_UPDATE);
/* world's nodetree */
if (world->nodetree != NULL) {
build_nodetree(world->nodetree);
}
}
/* Rigidbody Simulation - Scene Level */
void DepsgraphNodeBuilder::build_rigidbody(Scene *scene)
{
RigidBodyWorld *rbw = scene->rigidbody_world;
Scene *scene_cow = get_cow_datablock(scene);
/**
* Rigidbody Simulation Nodes
* ==========================
*
* There are 3 nodes related to Rigidbody Simulation:
* 1) "Initialize/Rebuild World" - this is called sparingly, only when the
* simulation needs to be rebuilt (mainly after file reload, or moving
* back to start frame)
* 2) "Do Simulation" - perform a simulation step - interleaved between the
* evaluation steps for clusters of objects (i.e. between those affected
* and/or not affected by the sim for instance).
*
* 3) "Pull Results" - grab the specific transforms applied for a specific
* object - performed as part of object's transform-stack building.
*/
/* Create nodes --------------------------------------------------------- */
/* XXX: is this the right component, or do we want to use another one
* instead?
*/
/* init/rebuild operation */
/*OperationDepsNode *init_node =*/ add_operation_node(
&scene->id, DEG_NODE_TYPE_TRANSFORM,
function_bind(BKE_rigidbody_rebuild_sim, _1, scene_cow),
DEG_OPCODE_RIGIDBODY_REBUILD);
/* do-sim operation */
// XXX: what happens if we need to split into several groups?
OperationDepsNode *sim_node = add_operation_node(
&scene->id, DEG_NODE_TYPE_TRANSFORM,
function_bind(BKE_rigidbody_eval_simulation, _1, scene_cow),
DEG_OPCODE_RIGIDBODY_SIM);
/* XXX: For now, the sim node is the only one that really matters here.
* If any other sims get added later, we may have to remove these hacks...
*/
sim_node->owner->entry_operation = sim_node;
sim_node->owner->exit_operation = sim_node;
/* objects - simulation participants */
if (rbw->group) {
build_collection(rbw->group);
FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN(rbw->group, object)
{
if (object->type != OB_MESH)
continue;
/* 2) create operation for flushing results */
/* object's transform component - where the rigidbody operation
* lives. */
add_operation_node(&object->id, DEG_NODE_TYPE_TRANSFORM,
function_bind(
BKE_rigidbody_object_sync_transforms,
_1,
scene_cow,
get_cow_datablock(object)),
DEG_OPCODE_RIGIDBODY_TRANSFORM_COPY);
}
FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
}
}
void DepsgraphNodeBuilder::build_particles(Object *object,
bool is_object_visible)
{
/**
* Particle Systems Nodes
* ======================
*
* There are two types of nodes associated with representing
* particle systems:
* 1) Component (EVAL_PARTICLES) - This is the particle-system
* evaluation context for an object. It acts as the container
* for all the nodes associated with a particular set of particle
* systems.
* 2) Particle System Eval Operation - This operation node acts as a
* blackbox evaluation step for one particle system referenced by
* the particle systems stack. All dependencies link to this operation.
*/
/* Component for all particle systems. */
ComponentDepsNode *psys_comp =
add_component_node(&object->id, DEG_NODE_TYPE_EVAL_PARTICLES);
/* TODO(sergey): Need to get COW of PSYS. */
Scene *scene_cow = get_cow_datablock(scene_);
Object *ob_cow = get_cow_datablock(object);
add_operation_node(psys_comp,
function_bind(BKE_particle_system_eval_init,
_1,
scene_cow,
ob_cow),
DEG_OPCODE_PARTICLE_SYSTEM_EVAL_INIT);
/* Build all particle systems. */
LISTBASE_FOREACH (ParticleSystem *, psys, &object->particlesystem) {
ParticleSettings *part = psys->part;
/* Build particle settings operations.
*
* NOTE: The call itself ensures settings are only build once.
*/
build_particle_settings(part);
/* Particle system evaluation. */
add_operation_node(psys_comp,
NULL,
DEG_OPCODE_PARTICLE_SYSTEM_EVAL,
psys->name);
/* Visualization of particle system. */
switch (part->ren_as) {
case PART_DRAW_OB:
if (part->dup_ob != NULL) {
build_object(-1,
part->dup_ob,
DEG_ID_LINKED_INDIRECTLY,
is_object_visible);
}
break;
case PART_DRAW_GR:
if (part->dup_group != NULL) {
build_collection(part->dup_group);
}
break;
}
}
/* TODO(sergey): Do we need a point cache operations here? */
add_operation_node(&object->id,
DEG_NODE_TYPE_CACHE,
function_bind(BKE_ptcache_object_reset,
scene_cow,
ob_cow,
PTCACHE_RESET_DEPSGRAPH),
DEG_OPCODE_POINT_CACHE_RESET);
}
void DepsgraphNodeBuilder::build_particle_settings(ParticleSettings *part) {
if (built_map_.checkIsBuiltAndTag(part)) {
return;
}
/* Animation data. */
build_animdata(&part->id);
/* Parameters change. */
add_operation_node(&part->id,
DEG_NODE_TYPE_PARAMETERS,
NULL,
DEG_OPCODE_PARTICLE_SETTINGS_EVAL);
}
void DepsgraphNodeBuilder::build_cloth(Object *object)
{
Scene *scene_cow = get_cow_datablock(scene_);
Object *object_cow = get_cow_datablock(object);
add_operation_node(&object->id,
DEG_NODE_TYPE_CACHE,
function_bind(BKE_object_eval_cloth,
_1,
scene_cow,
object_cow),
DEG_OPCODE_GEOMETRY_CLOTH_MODIFIER);
}
/* Shapekeys */
void DepsgraphNodeBuilder::build_shapekeys(Key *key)
{
if (built_map_.checkIsBuiltAndTag(key)) {
return;
}
build_animdata(&key->id);
add_operation_node(&key->id,
DEG_NODE_TYPE_GEOMETRY,
NULL,
DEG_OPCODE_GEOMETRY_SHAPEKEY);
}
/* ObData Geometry Evaluation */
// XXX: what happens if the datablock is shared!
void DepsgraphNodeBuilder::build_object_data_geometry(
Object *object,
bool is_object_visible)
{
OperationDepsNode *op_node;
Scene *scene_cow = get_cow_datablock(scene_);
Object *object_cow = get_cow_datablock(object);
/* Temporary uber-update node, which does everything.
* It is for the being we're porting old dependencies into the new system.
* We'll get rid of this node as soon as all the granular update functions
* are filled in.
*
* TODO(sergey): Get rid of this node.
*/
op_node = add_operation_node(&object->id,
DEG_NODE_TYPE_GEOMETRY,
function_bind(BKE_object_eval_uber_data,
_1,
scene_cow,
object_cow),
DEG_OPCODE_GEOMETRY_UBEREVAL);
op_node->set_as_exit();
op_node = add_operation_node(&object->id,
DEG_NODE_TYPE_GEOMETRY,
NULL,
DEG_OPCODE_PLACEHOLDER,
"Eval Init");
op_node->set_as_entry();
// TODO: "Done" operation
/* Cloth modifier. */
LISTBASE_FOREACH (ModifierData *, md, &object->modifiers) {
if (md->type == eModifierType_Cloth) {
build_cloth(object);
}
}
/* Materials. */
if (object->totcol != 0) {
if (object->type == OB_MESH) {
add_operation_node(&object->id,
DEG_NODE_TYPE_SHADING,
function_bind(BKE_object_eval_update_shading,
_1,
object_cow),
DEG_OPCODE_SHADING);
}
for (int a = 1; a <= object->totcol; a++) {
Material *ma = give_current_material(object, a);
if (ma != NULL) {
build_material(ma);
}
}
}
/* Geometry collision. */
if (ELEM(object->type, OB_MESH, OB_CURVE, OB_LATTICE)) {
// add geometry collider relations
}
build_object_data_geometry_datablock((ID *)object->data, is_object_visible);
}
void DepsgraphNodeBuilder::build_object_data_geometry_datablock(
ID *obdata,
bool is_object_visible)
{
if (built_map_.checkIsBuiltAndTag(obdata)) {
return;
}
OperationDepsNode *op_node;
/* Make sure we've got an ID node before requesting CoW pointer. */
(void) add_id_node((ID *)obdata);
ID *obdata_cow = get_cow_id(obdata);
/* Animation. */
build_animdata(obdata);
/* ShapeKeys */
Key *key = BKE_key_from_id(obdata);
if (key) {
build_shapekeys(key);
}
/* Nodes for result of obdata's evaluation, and geometry
* evaluation on object.
*/
const ID_Type id_type = GS(obdata->name);
switch (id_type) {
case ID_ME:
{
op_node = add_operation_node(obdata,
DEG_NODE_TYPE_GEOMETRY,
function_bind(BKE_mesh_eval_geometry,
_1,
(Mesh *)obdata_cow),
DEG_OPCODE_PLACEHOLDER,
"Geometry Eval");
op_node->set_as_entry();
break;
}
case ID_MB:
{
op_node = add_operation_node(obdata,
DEG_NODE_TYPE_GEOMETRY,
NULL,
DEG_OPCODE_PLACEHOLDER,
"Geometry Eval");
op_node->set_as_entry();
break;
}
case ID_CU:
{
op_node = add_operation_node(obdata,
DEG_NODE_TYPE_GEOMETRY,
function_bind(BKE_curve_eval_geometry,
_1,
(Curve *)obdata_cow),
DEG_OPCODE_PLACEHOLDER,
"Geometry Eval");
op_node->set_as_entry();
/* Make sure objects used for bevel.taper are in the graph.
* NOTE: This objects might be not linked to the scene.
*/
Curve *cu = (Curve *)obdata;
if (cu->bevobj != NULL) {
build_object(-1,
cu->bevobj,
DEG_ID_LINKED_INDIRECTLY,
is_object_visible);
}
if (cu->taperobj != NULL) {
build_object(-1,
cu->taperobj,
DEG_ID_LINKED_INDIRECTLY,
is_object_visible);
}
if (cu->textoncurve != NULL) {
build_object(-1,
cu->textoncurve,
DEG_ID_LINKED_INDIRECTLY,
is_object_visible);
}
break;
}
case ID_LT:
{
op_node = add_operation_node(obdata,
DEG_NODE_TYPE_GEOMETRY,
function_bind(BKE_lattice_eval_geometry,
_1,
(Lattice *)obdata_cow),
DEG_OPCODE_PLACEHOLDER,
"Geometry Eval");
op_node->set_as_entry();
break;
}
case ID_GD:
{
/* GPencil evaluation operations. */
op_node = add_operation_node(obdata,
DEG_NODE_TYPE_GEOMETRY,
function_bind(BKE_gpencil_eval_geometry,
_1,
(bGPdata *)obdata_cow),
DEG_OPCODE_PLACEHOLDER,
"Geometry Eval");
op_node->set_as_entry();
break;
}
default:
BLI_assert(!"Should not happen");
break;
}
op_node = add_operation_node(obdata, DEG_NODE_TYPE_GEOMETRY, NULL,
DEG_OPCODE_PLACEHOLDER, "Eval Done");
op_node->set_as_exit();
/* Parameters for driver sources. */
add_operation_node(obdata,
DEG_NODE_TYPE_PARAMETERS,
NULL,
DEG_OPCODE_PARAMETERS_EVAL);
/* Batch cache. */
add_operation_node(obdata,
DEG_NODE_TYPE_BATCH_CACHE,
function_bind(BKE_object_data_select_update,
_1,
obdata_cow),
DEG_OPCODE_GEOMETRY_SELECT_UPDATE);
}
void DepsgraphNodeBuilder::build_armature(bArmature *armature)
{
if (built_map_.checkIsBuiltAndTag(armature)) {
return;
}
build_animdata(&armature->id);
/* Make sure pose is up-to-date with armature updates. */
add_operation_node(&armature->id,
DEG_NODE_TYPE_PARAMETERS,
NULL,
DEG_OPCODE_PLACEHOLDER,
"Armature Eval");
}
void DepsgraphNodeBuilder::build_camera(Camera *camera)
{
if (built_map_.checkIsBuiltAndTag(camera)) {
return;
}
OperationDepsNode *op_node;
build_animdata(&camera->id);
op_node = add_operation_node(&camera->id,
DEG_NODE_TYPE_PARAMETERS,
NULL,
DEG_OPCODE_PARAMETERS_EVAL);
op_node->set_as_exit();
}
void DepsgraphNodeBuilder::build_lamp(Lamp *lamp)
{
if (built_map_.checkIsBuiltAndTag(lamp)) {
return;
}
OperationDepsNode *op_node;
build_animdata(&lamp->id);
op_node = add_operation_node(&lamp->id,
DEG_NODE_TYPE_PARAMETERS,
NULL,
DEG_OPCODE_PARAMETERS_EVAL);
op_node->set_as_exit();
/* lamp's nodetree */
build_nodetree(lamp->nodetree);
}
void DepsgraphNodeBuilder::build_nodetree(bNodeTree *ntree)
{
if (ntree == NULL) {
return;
}
if (built_map_.checkIsBuiltAndTag(ntree)) {
return;
}
/* nodetree itself */
add_id_node(&ntree->id);
bNodeTree *ntree_cow = get_cow_datablock(ntree);
/* Animation, */
build_animdata(&ntree->id);
/* Shading update. */
add_operation_node(&ntree->id,
DEG_NODE_TYPE_SHADING,
NULL,
DEG_OPCODE_MATERIAL_UPDATE);
/* NOTE: We really pass original and CoW node trees here, this is how the
* callback works. Ideally we need to find a better way for that.
*/
add_operation_node(&ntree->id,
DEG_NODE_TYPE_SHADING_PARAMETERS,
function_bind(BKE_nodetree_shading_params_eval,
_1,
ntree_cow,
ntree),
DEG_OPCODE_MATERIAL_UPDATE);
/* nodetree's nodes... */
LISTBASE_FOREACH (bNode *, bnode, &ntree->nodes) {
ID *id = bnode->id;
if (id == NULL) {
continue;
}
ID_Type id_type = GS(id->name);
if (id_type == ID_MA) {
build_material((Material *)id);
}
else if (id_type == ID_TE) {
build_texture((Tex *)id);
}
else if (id_type == ID_IM) {
build_image((Image *)id);
}
else if (id_type == ID_OB) {
/* TODO(sergey): Use visibility of owner of the node tree. */
build_object(-1, (Object *)id, DEG_ID_LINKED_INDIRECTLY, true);
}
else if (id_type == ID_SCE) {
/* Scenes are used by compositor trees, and handled by render
* pipeline. No need to build dependencies for them here.
*/
}
else if (id_type == ID_TXT) {
/* Ignore script nodes. */
}
else if (id_type == ID_MC) {
build_movieclip((MovieClip *)id);
}
else if (bnode->type == NODE_GROUP) {
bNodeTree *group_ntree = (bNodeTree *)id;
build_nodetree(group_ntree);
}
else {
BLI_assert(!"Unknown ID type used for node");
}
}
// TODO: link from nodetree to owner_component?
}
/* Recursively build graph for material */
void DepsgraphNodeBuilder::build_material(Material *material)
{
if (built_map_.checkIsBuiltAndTag(material)) {
return;
}
/* Material itself. */
add_id_node(&material->id);
Material *material_cow = get_cow_datablock(material);
/* Shading update. */
add_operation_node(&material->id,
DEG_NODE_TYPE_SHADING,
function_bind(BKE_material_eval,
_1,
material_cow),
DEG_OPCODE_MATERIAL_UPDATE);
/* Material animation. */
build_animdata(&material->id);
/* Material's nodetree. */
build_nodetree(material->nodetree);
}
/* Recursively build graph for texture */
void DepsgraphNodeBuilder::build_texture(Tex *texture)
{
if (built_map_.checkIsBuiltAndTag(texture)) {
return;
}
/* Texture itself. */
build_animdata(&texture->id);
/* Texture's nodetree. */
build_nodetree(texture->nodetree);
/* Special cases for different IDs which texture uses. */
if (texture->type == TEX_IMAGE) {
if (texture->ima != NULL) {
build_image(texture->ima);
}
}
/* Placeholder so we can add relations and tag ID node for update. */
add_operation_node(&texture->id,
DEG_NODE_TYPE_PARAMETERS,
NULL,
DEG_OPCODE_PLACEHOLDER);
}
void DepsgraphNodeBuilder::build_image(Image *image) {
if (built_map_.checkIsBuiltAndTag(image)) {
return;
}
/* Placeholder so we can add relations and tag ID node for update. */
add_operation_node(&image->id,
DEG_NODE_TYPE_PARAMETERS,
NULL,
DEG_OPCODE_PLACEHOLDER,
"Image Eval");
}
void DepsgraphNodeBuilder::build_compositor(Scene *scene)
{
/* For now, just a plain wrapper? */
// TODO: create compositing component?
// XXX: component type undefined!
//graph->get_node(&scene->id, NULL, DEG_NODE_TYPE_COMPOSITING, NULL);
/* for now, nodetrees are just parameters; compositing occurs in internals
* of renderer...
*/
add_component_node(&scene->id, DEG_NODE_TYPE_PARAMETERS);
build_nodetree(scene->nodetree);
}
void DepsgraphNodeBuilder::build_gpencil(bGPdata *gpd)
{
if (built_map_.checkIsBuiltAndTag(gpd)) {
return;
}
ID *gpd_id = &gpd->id;
/* TODO(sergey): what about multiple users of same datablock? This should
* only get added once.
*/
/* The main reason Grease Pencil is included here is because the animation
* (and drivers) need to be hosted somewhere.
*/
build_animdata(gpd_id);
}
void DepsgraphNodeBuilder::build_cachefile(CacheFile *cache_file)
{
if (built_map_.checkIsBuiltAndTag(cache_file)) {
return;
}
ID *cache_file_id = &cache_file->id;
/* Animation, */
build_animdata(cache_file_id);
/* Cache evaluation itself. */
add_operation_node(cache_file_id, DEG_NODE_TYPE_CACHE, NULL,
DEG_OPCODE_PLACEHOLDER, "Cache File Update");
}
void DepsgraphNodeBuilder::build_mask(Mask *mask)
{
if (built_map_.checkIsBuiltAndTag(mask)) {
return;
}
ID *mask_id = &mask->id;
Mask *mask_cow = get_cow_datablock(mask);
/* F-Curve based animation. */
build_animdata(mask_id);
/* Animation based on mask's shapes. */
add_operation_node(mask_id,
DEG_NODE_TYPE_ANIMATION,
function_bind(BKE_mask_eval_animation, _1, mask_cow),
DEG_OPCODE_MASK_ANIMATION);
/* Final mask evaluation. */
add_operation_node(mask_id,
DEG_NODE_TYPE_PARAMETERS,
function_bind(BKE_mask_eval_update, _1, mask_cow),
DEG_OPCODE_MASK_EVAL);
}
void DepsgraphNodeBuilder::build_movieclip(MovieClip *clip)
{
if (built_map_.checkIsBuiltAndTag(clip)) {
return;
}
ID *clip_id = &clip->id;
MovieClip *clip_cow = (MovieClip *)ensure_cow_id(clip_id);
/* Animation. */
build_animdata(clip_id);
/* Movie clip evaluation. */
add_operation_node(clip_id,
DEG_NODE_TYPE_PARAMETERS,
function_bind(BKE_movieclip_eval_update, _1, clip_cow),
DEG_OPCODE_MOVIECLIP_EVAL);
add_operation_node(clip_id,
DEG_NODE_TYPE_BATCH_CACHE,
function_bind(BKE_movieclip_eval_selection_update, _1, clip_cow),
DEG_OPCODE_MOVIECLIP_SELECT_UPDATE);
}
void DepsgraphNodeBuilder::build_lightprobe(LightProbe *probe)
{
if (built_map_.checkIsBuiltAndTag(probe)) {
return;
}
/* Placeholder so we can add relations and tag ID node for update. */
add_operation_node(&probe->id,
DEG_NODE_TYPE_PARAMETERS,
NULL,
DEG_OPCODE_LIGHT_PROBE_EVAL);
build_animdata(&probe->id);
}
void DepsgraphNodeBuilder::build_speaker(Speaker *speaker)
{
if (built_map_.checkIsBuiltAndTag(speaker)) {
return;
}
/* Placeholder so we can add relations and tag ID node for update. */
add_operation_node(&speaker->id,
DEG_NODE_TYPE_PARAMETERS,
NULL,
DEG_OPCODE_SPEAKER_EVAL);
build_animdata(&speaker->id);
}
/* **** ID traversal callbacks functions **** */
void DepsgraphNodeBuilder::modifier_walk(void *user_data,
struct Object * /*object*/,
struct ID **idpoin,
int /*cb_flag*/)
{
BuilderWalkUserData *data = (BuilderWalkUserData *)user_data;
ID *id = *idpoin;
if (id == NULL) {
return;
}
switch (GS(id->name)) {
case ID_OB:
/* TODO(sergey): Use visibility of owner of modifier stack. */
data->builder->build_object(-1,
(Object *)id,
DEG_ID_LINKED_INDIRECTLY,
data->is_parent_visible);
break;
case ID_TE:
data->builder->build_texture((Tex *)id);
break;
default:
/* pass */
break;
}
}
void DepsgraphNodeBuilder::constraint_walk(bConstraint * /*con*/,
ID **idpoin,
bool /*is_reference*/,
void *user_data)
{
BuilderWalkUserData *data = (BuilderWalkUserData *)user_data;
ID *id = *idpoin;
if (id == NULL) {
return;
}
switch (GS(id->name)) {
case ID_OB:
/* TODO(sergey): Use visibility of owner of modifier stack. */
data->builder->build_object(-1,
(Object *)id,
DEG_ID_LINKED_INDIRECTLY,
data->is_parent_visible);
break;
default:
/* pass */
break;
}
}
} // namespace DEG