This is kind of doesn't matter where macro itself is defined. We should stick to the following: - If some macro is actually more an inline function, follow regular function name conventions. - If macro is a macro, type it in capitals. Use module prefix if that helps readability or it if helps avoiding accidents.
126 lines
3.4 KiB
C++
126 lines
3.4 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): Based on original depsgraph.c code - Blender Foundation (2005-2013)
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc
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* \ingroup depsgraph
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*
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* Methods for constructing depsgraph's nodes
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*/
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#include "intern/builder/deg_builder_nodes.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_utildefines.h"
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#include "BLI_blenlib.h"
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#include "BLI_string.h"
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extern "C" {
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "BKE_main.h"
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#include "BKE_node.h"
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} /* extern "C" */
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_build.h"
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#include "intern/builder/deg_builder.h"
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#include "intern/nodes/deg_node.h"
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#include "intern/nodes/deg_node_component.h"
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#include "intern/nodes/deg_node_operation.h"
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#include "intern/depsgraph_types.h"
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#include "intern/depsgraph_intern.h"
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#include "util/deg_util_foreach.h"
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namespace DEG {
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void DepsgraphNodeBuilder::build_scene(Scene *scene)
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{
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/* Scene ID block. */
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add_id_node(&scene->id);
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/* timesource */
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add_time_source();
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/* build subgraph for set, and link this in... */
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// XXX: depending on how this goes, that scene itself could probably store its
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// own little partial depsgraph?
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if (scene->set != NULL) {
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build_scene(scene->set);
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}
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/* Setup currently building context. */
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scene_ = scene;
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/* scene objects */
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LISTBASE_FOREACH (Base *, base, &scene->base) {
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Object *object = base->object;
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build_object(base, object);
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}
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/* Rigidbody. */
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if (scene->rigidbody_world != NULL) {
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build_rigidbody(scene);
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}
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/* Scene's animation and drivers. */
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if (scene->adt != NULL) {
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build_animdata(&scene->id);
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}
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/* World. */
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if (scene->world != NULL) {
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build_world(scene->world);
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}
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/* Compositor nodes. */
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if (scene->nodetree != NULL) {
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build_compositor(scene);
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}
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/* Grease pencil. */
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if (scene->gpd != NULL) {
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build_gpencil(scene->gpd);
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}
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/* Cache file. */
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LISTBASE_FOREACH (CacheFile *, cachefile, &bmain_->cachefiles) {
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build_cachefile(cachefile);
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}
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/* Masks. */
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LISTBASE_FOREACH (Mask *, mask, &bmain_->mask) {
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build_mask(mask);
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}
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/* Movie clips. */
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LISTBASE_FOREACH (MovieClip *, clip, &bmain_->movieclip) {
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build_movieclip(clip);
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}
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/* Parameters evaluation for scene relations mainly. */
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add_operation_node(&scene->id,
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DEG_NODE_TYPE_PARAMETERS,
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NULL,
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DEG_OPCODE_PLACEHOLDER,
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"Scene Eval");
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}
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} // namespace DEG
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