Should be no functional changes, just switching code to use more generic checks now. One thing which goes a bit deeper than that is check for whether base is a part of dependency graph. This is now done by explicitly tagging corresponding ID node (of an object) rather than doing animation check again.
52 lines
1.5 KiB
C++
52 lines
1.5 KiB
C++
/*
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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) 2016 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup depsgraph
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*/
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#pragma once
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struct Base;
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struct Main;
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namespace DEG {
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struct Depsgraph;
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class DepsgraphBuilderCache;
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class DepsgraphBuilder {
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public:
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bool need_pull_base_into_graph(Base *base);
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protected:
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/* NOTE: The builder does NOT take ownership over any of those resources. */
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DepsgraphBuilder(Main *bmain, Depsgraph *graph, DepsgraphBuilderCache *cache);
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/* State which never changes, same for the whole builder time. */
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Main *bmain_;
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Depsgraph *graph_;
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DepsgraphBuilderCache *cache_;
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};
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bool deg_check_base_in_depsgraph(const Depsgraph *graph, Base *base);
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void deg_graph_build_finalize(struct Main *bmain, struct Depsgraph *graph);
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} // namespace DEG
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