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blender-archive/source/blender/depsgraph/intern/nodes/deg_node_id.h
Alexander Gavrilov 97ec802da7 Depsgraph: fixes for the eval_flags API behavior.
- 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.
2018-10-24 22:14:32 +03:00

96 lines
2.5 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): None Yet
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file depsgraph/intern/nodes/deg_node_id.h
* \ingroup depsgraph
*/
#pragma once
#include "intern/nodes/deg_node.h"
#include "BLI_sys_types.h"
namespace DEG {
struct ComponentDepsNode;
typedef uint64_t IDComponentsMask;
/* ID-Block Reference */
struct IDDepsNode : public DepsNode {
struct ComponentIDKey {
ComponentIDKey(eDepsNode_Type type, const char *name = "");
bool operator==(const ComponentIDKey &other) const;
eDepsNode_Type type;
const char *name;
};
void init(const ID *id, const char *subdata);
void init_copy_on_write(ID *id_cow_hint = NULL);
~IDDepsNode();
void destroy();
virtual string identifier() const;
ComponentDepsNode *find_component(eDepsNode_Type type,
const char *name = "") const;
ComponentDepsNode *add_component(eDepsNode_Type type,
const char *name = "");
void tag_update(Depsgraph *graph);
void finalize_build(Depsgraph *graph);
IDComponentsMask get_visible_components_mask() const;
/* ID Block referenced. */
ID *id_orig;
ID *id_cow;
/* Hash to make it faster to look up components. */
GHash *components;
/* Additional flags needed for scene evaluation.
* TODO(sergey): Only needed for until really granular updates
* of all the entities.
*/
uint32_t eval_flags;
uint32_t previous_eval_flags;
eDepsNode_LinkedState_Type linked_state;
/* Indicates the datablock is visible in the evaluated scene. */
bool is_directly_visible;
IDComponentsMask visible_components_mask;
IDComponentsMask previously_visible_components_mask;
DEG_DEPSNODE_DECLARE;
};
} // namespace DEG