- Use the original ID pointer for lookup in DEG_get_eval_flags_for_id. - When the flags change after a DEG rebuild, tag the object for update. - Instead of mixing int and short in different places, use uint32_t. This fixes text not updating when a Follow Curve reference is set.
96 lines
2.5 KiB
C++
96 lines
2.5 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): None Yet
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file depsgraph/intern/nodes/deg_node_id.h
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* \ingroup depsgraph
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*/
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#pragma once
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#include "intern/nodes/deg_node.h"
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#include "BLI_sys_types.h"
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namespace DEG {
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struct ComponentDepsNode;
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typedef uint64_t IDComponentsMask;
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/* ID-Block Reference */
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struct IDDepsNode : public DepsNode {
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struct ComponentIDKey {
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ComponentIDKey(eDepsNode_Type type, const char *name = "");
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bool operator==(const ComponentIDKey &other) const;
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eDepsNode_Type type;
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const char *name;
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};
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void init(const ID *id, const char *subdata);
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void init_copy_on_write(ID *id_cow_hint = NULL);
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~IDDepsNode();
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void destroy();
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virtual string identifier() const;
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ComponentDepsNode *find_component(eDepsNode_Type type,
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const char *name = "") const;
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ComponentDepsNode *add_component(eDepsNode_Type type,
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const char *name = "");
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void tag_update(Depsgraph *graph);
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void finalize_build(Depsgraph *graph);
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IDComponentsMask get_visible_components_mask() const;
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/* ID Block referenced. */
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ID *id_orig;
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ID *id_cow;
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/* Hash to make it faster to look up components. */
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GHash *components;
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/* Additional flags needed for scene evaluation.
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* TODO(sergey): Only needed for until really granular updates
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* of all the entities.
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*/
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uint32_t eval_flags;
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uint32_t previous_eval_flags;
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eDepsNode_LinkedState_Type linked_state;
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/* Indicates the datablock is visible in the evaluated scene. */
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bool is_directly_visible;
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IDComponentsMask visible_components_mask;
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IDComponentsMask previously_visible_components_mask;
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DEG_DEPSNODE_DECLARE;
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};
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} // namespace DEG
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