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blender-archive/source/blender/depsgraph/intern/nodes/deg_node_component.h
Kévin Dietrich 61050f75b1 Basic Alembic support
All in all, this patch adds an Alembic importer, an Alembic exporter,
and a new CacheFile data block which, for now, wraps around an Alembic
archive. This data block is made available through a new modifier ("Mesh
Sequence Cache") as well as a new constraint ("Transform Cache") to
somewhat properly support respectively geometric and transformation data
streaming from alembic caches.

A more in-depth documentation is to be found on the wiki, as well as a
 guide to compile alembic: https://wiki.blender.org/index.php/
User:Kevindietrich/AlembicBasicIo.

Many thanks to everyone involved in this little project, and huge shout
out to "cgstrive" for the thorough testings with Maya, 3ds Max, Houdini
and Realflow as well as @fjuhec, @jensverwiebe and @jasperge for the
custom builds and compile fixes.

Reviewers: sergey, campbellbarton, mont29

Reviewed By: sergey, campbellbarton, mont29

Differential Revision: https://developer.blender.org/D2060
2016-08-06 10:58:13 +02:00

220 lines
6.0 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 blender/depsgraph/intern/nodes/deg_node_component.h
* \ingroup depsgraph
*/
#pragma once
#include "intern/nodes/deg_node.h"
#include "BLI_utildefines.h"
#include "BLI_string.h"
struct ID;
struct bPoseChannel;
struct GHash;
struct EvaluationContext;
namespace DEG {
struct Depsgraph;
struct OperationDepsNode;
struct BoneComponentDepsNode;
/* ID Component - Base type for all components */
struct ComponentDepsNode : public DepsNode {
/* Key used to look up operations within a component */
struct OperationIDKey
{
eDepsOperation_Code opcode;
string name;
OperationIDKey() :
opcode(DEG_OPCODE_OPERATION), name("")
{}
OperationIDKey(eDepsOperation_Code opcode) :
opcode(opcode), name("")
{}
OperationIDKey(eDepsOperation_Code opcode, const string &name) :
opcode(opcode), name(name)
{}
string identifier() const
{
char codebuf[5];
BLI_snprintf(codebuf, sizeof(codebuf), "%d", opcode);
return string("OperationIDKey(") + codebuf + ", " + name + ")";
}
bool operator==(const OperationIDKey &other) const
{
return (opcode == other.opcode) && (name == other.name);
}
};
/* Typedef for container of operations */
ComponentDepsNode();
~ComponentDepsNode();
void init(const ID *id, const string &subdata);
string identifier() const;
/* Find an existing operation, will throw an assert() if it does not exist. */
OperationDepsNode *find_operation(OperationIDKey key) const;
OperationDepsNode *find_operation(eDepsOperation_Code opcode,
const string &name) const;
/* Check operation exists and return it. */
OperationDepsNode *has_operation(OperationIDKey key) const;
OperationDepsNode *has_operation(eDepsOperation_Code opcode,
const string &name) const;
/**
* Create a new node for representing an operation and add this to graph
* \warning If an existing node is found, it will be modified. This helps
* when node may have been partially created earlier (e.g. parent ref before
* parent item is added)
*
* \param type: Operation node type (corresponding to context/component that
* it operates in)
* \param optype: Role that operation plays within component
* (i.e. where in eval process)
* \param op: The operation to perform
* \param name: Identifier for operation - used to find/locate it again
*/
OperationDepsNode *add_operation(eDepsOperation_Type optype,
DepsEvalOperationCb op,
eDepsOperation_Code opcode,
const string &name);
void remove_operation(eDepsOperation_Code opcode, const string &name);
void clear_operations();
void tag_update(Depsgraph *graph);
/* Evaluation Context Management .................. */
/* Initialize component's evaluation context used for the specified
* purpose.
*/
virtual bool eval_context_init(EvaluationContext * /*eval_ctx*/) { return false; }
/* Free data in component's evaluation context which is used for
* the specified purpose
*
* NOTE: this does not free the actual context in question
*/
virtual void eval_context_free(EvaluationContext * /*eval_ctx*/) {}
OperationDepsNode *get_entry_operation();
OperationDepsNode *get_exit_operation();
void finalize_build();
IDDepsNode *owner;
/* ** Inner nodes for this component ** */
/* Operations stored as a hash map, for faster build.
* This hash map will be freed when graph is fully built.
*/
GHash *operations_map;
/* This is a "normal" list of operations, used by evaluation
* and other routines after construction.
*/
vector<OperationDepsNode *> operations;
OperationDepsNode *entry_operation;
OperationDepsNode *exit_operation;
// XXX: a poll() callback to check if component's first node can be started?
/* Temporary bitmask, used during graph construction. */
unsigned int layers;
};
/* ---------------------------------------- */
struct ParametersComponentDepsNode : public ComponentDepsNode {
DEG_DEPSNODE_DECLARE;
};
struct AnimationComponentDepsNode : public ComponentDepsNode {
DEG_DEPSNODE_DECLARE;
};
struct TransformComponentDepsNode : public ComponentDepsNode {
DEG_DEPSNODE_DECLARE;
};
struct ProxyComponentDepsNode : public ComponentDepsNode {
DEG_DEPSNODE_DECLARE;
};
struct GeometryComponentDepsNode : public ComponentDepsNode {
DEG_DEPSNODE_DECLARE;
};
struct SequencerComponentDepsNode : public ComponentDepsNode {
DEG_DEPSNODE_DECLARE;
};
struct PoseComponentDepsNode : public ComponentDepsNode {
DEG_DEPSNODE_DECLARE;
};
/* Bone Component */
struct BoneComponentDepsNode : public ComponentDepsNode {
void init(const ID *id, const string &subdata);
struct bPoseChannel *pchan; /* the bone that this component represents */
DEG_DEPSNODE_DECLARE;
};
struct ParticlesComponentDepsNode : public ComponentDepsNode {
DEG_DEPSNODE_DECLARE;
};
struct ShadingComponentDepsNode : public ComponentDepsNode {
DEG_DEPSNODE_DECLARE;
};
struct CacheComponentDepsNode : public ComponentDepsNode {
DEG_DEPSNODE_DECLARE;
};
void deg_register_component_depsnodes();
} // namespace DEG