Before we were re-using newid pointer inside of ID structure where we were storing pointer to an original datablock. It seems there is no way we can avoid requirement of having pointer to an original datablock, so let's stop obusing system which was only designed to be a runtime only thingie. Will be more safe this way, without need to worry about using any API which modifies newid.
237 lines
7.7 KiB
C++
237 lines
7.7 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: Lukas Toenne
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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 blender/depsgraph/intern/builder/deg_builder_nodes.h
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* \ingroup depsgraph
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*/
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#pragma once
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#include "intern/depsgraph_types.h"
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#include "DEG_depsgraph.h" /* used for DEG_depsgraph_use_copy_on_write() */
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struct Base;
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struct CacheFile;
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struct bGPdata;
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struct ListBase;
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struct GHash;
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struct ID;
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struct Image;
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struct FCurve;
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struct Group;
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struct Key;
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struct LayerCollection;
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struct Main;
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struct Material;
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struct Mask;
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struct MTex;
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struct MovieClip;
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struct bNodeTree;
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struct Object;
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struct ParticleSettings;
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struct Probe;
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struct bPoseChannel;
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struct bConstraint;
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struct Scene;
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struct Tex;
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struct World;
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struct PropertyRNA;
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namespace DEG {
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struct Depsgraph;
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struct DepsNode;
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struct IDDepsNode;
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struct TimeSourceDepsNode;
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struct ComponentDepsNode;
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struct OperationDepsNode;
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struct DepsgraphNodeBuilder {
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DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph);
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~DepsgraphNodeBuilder();
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/* For given original ID get ID which is created by CoW system. */
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ID *get_cow_id(const ID *id_orig) const;
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/* Similar to above, but for the cases when there is no ID node we create
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* one.
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*/
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ID *ensure_cow_id(ID *id_orig);
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/* Helper wrapper function which wraps get_cow_id with a needed type cast. */
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template<typename T>
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T *get_cow_datablock(const T *orig) const {
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return (T *)get_cow_id(&orig->id);
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}
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/* Get fully expanded (ready for use) copy-on-write datablock for the given
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* original datablock.
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*/
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ID *expand_cow_id(IDDepsNode *id_node);
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ID *expand_cow_id(ID *id_orig);
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template<typename T>
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T *expand_cow_datablock(T *orig) {
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return (T *)expand_cow_id(&orig->id);
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}
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/* For a given COW datablock get corresponding original one. */
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template<typename T>
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T *get_orig_datablock(const T *cow) const {
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if (DEG_depsgraph_use_copy_on_write()) {
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return (T *)cow->id.orig_id;
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}
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else {
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return (T *)cow;
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}
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}
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void begin_build();
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void end_build();
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IDDepsNode *add_id_node(ID *id, bool do_tag = true);
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IDDepsNode *find_id_node(ID *id);
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TimeSourceDepsNode *add_time_source();
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ComponentDepsNode *add_component_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name = "");
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OperationDepsNode *add_operation_node(ComponentDepsNode *comp_node,
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const DepsEvalOperationCb& op,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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OperationDepsNode *add_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name,
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const DepsEvalOperationCb& op,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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OperationDepsNode *add_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const DepsEvalOperationCb& op,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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bool has_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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OperationDepsNode *find_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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OperationDepsNode *find_operation_node(ID *id,
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eDepsNode_Type comp_type,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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void build_view_layer(Scene *scene,
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ViewLayer *view_layer,
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eDepsNode_LinkedState_Type linked_state);
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void build_group(Group *group);
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void build_object(Base *base,
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Object *object,
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eDepsNode_LinkedState_Type linked_state);
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void build_object_flags(Base *base,
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Object *object,
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eDepsNode_LinkedState_Type linked_state);
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void build_object_data(Object *object);
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void build_object_transform(Object *object);
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void build_object_constraints(Object *object);
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void build_pose_constraints(Object *object, bPoseChannel *pchan);
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void build_rigidbody(Scene *scene);
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void build_particles(Object *object);
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void build_particle_settings(ParticleSettings *part);
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void build_cloth(Object *object);
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void build_animdata(ID *id);
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OperationDepsNode *build_driver(ID *id, FCurve *fcurve);
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void build_ik_pose(Object *object,
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bPoseChannel *pchan,
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bConstraint *con);
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void build_splineik_pose(Object *object,
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bPoseChannel *pchan,
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bConstraint *con);
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void build_rig(Object *object);
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void build_proxy_rig(Object *object);
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void build_shapekeys(Key *key);
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void build_obdata_geom(Object *object);
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void build_camera(Object *object);
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void build_lamp(Object *object);
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void build_nodetree(bNodeTree *ntree);
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void build_material(Material *ma);
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void build_texture(Tex *tex);
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void build_texture_stack(MTex **texture_stack);
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void build_image(Image *image);
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void build_world(World *world);
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void build_compositor(Scene *scene);
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void build_gpencil(bGPdata *gpd);
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void build_cachefile(CacheFile *cache_file);
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void build_mask(Mask *mask);
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void build_movieclip(MovieClip *clip);
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void build_lightprobe(Object *object);
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struct LayerCollectionState {
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int index;
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LayerCollection *parent;
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};
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void build_layer_collection(ID *owner_id,
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LayerCollection *layer_collection,
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LayerCollectionState *state);
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void build_layer_collections(ID *owner_id,
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ListBase *layer_collections,
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LayerCollectionState *state);
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void build_view_layer_collections(ID *owner_id, ViewLayer *view_layer);
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protected:
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struct SavedEntryTag {
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ID *id;
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eDepsNode_Type component_type;
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eDepsOperation_Code opcode;
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};
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vector<SavedEntryTag> saved_entry_tags_;
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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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/* State which demotes currently built entities. */
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Scene *scene_;
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GHash *cow_id_hash_;
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};
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} // namespace DEG
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