They are not specific to the relations builder and could be used outside of it.
325 lines
12 KiB
C++
325 lines
12 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2013 Blender Foundation. All rights reserved. */
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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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#include <cstdio>
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#include <cstring>
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#include "intern/depsgraph_type.h"
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#include "DNA_ID.h"
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#include "RNA_path.h"
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#include "BLI_string.h"
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#include "BLI_utildefines.h"
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#include "intern/builder/deg_builder.h"
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#include "intern/builder/deg_builder_key.h"
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#include "intern/builder/deg_builder_map.h"
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#include "intern/builder/deg_builder_rna.h"
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#include "intern/builder/deg_builder_stack.h"
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#include "intern/depsgraph.h"
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#include "intern/node/deg_node.h"
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#include "intern/node/deg_node_component.h"
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#include "intern/node/deg_node_id.h"
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#include "intern/node/deg_node_operation.h"
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struct CacheFile;
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struct Camera;
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struct Collection;
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struct EffectorWeights;
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struct FCurve;
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struct FreestyleLineSet;
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struct FreestyleLineStyle;
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struct ID;
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struct IDProperty;
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struct Image;
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struct Key;
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struct LayerCollection;
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struct Light;
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struct LightProbe;
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struct ListBase;
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struct Main;
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struct Mask;
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struct Material;
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struct MovieClip;
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struct Object;
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struct ParticleSettings;
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struct ParticleSystem;
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struct Scene;
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struct Simulation;
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struct Speaker;
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struct Tex;
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struct VFont;
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struct ViewLayer;
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struct World;
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struct bAction;
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struct bArmature;
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struct bConstraint;
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struct bGPdata;
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struct bNodeSocket;
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struct bNodeTree;
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struct bPoseChannel;
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struct bSound;
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namespace blender::deg {
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struct ComponentNode;
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struct DepsNodeHandle;
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struct Depsgraph;
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class DepsgraphBuilderCache;
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struct IDNode;
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struct Node;
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struct OperationNode;
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struct Relation;
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struct RootPChanMap;
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struct TimeSourceNode;
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class DepsgraphRelationBuilder : public DepsgraphBuilder {
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public:
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DepsgraphRelationBuilder(Main *bmain, Depsgraph *graph, DepsgraphBuilderCache *cache);
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void begin_build();
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template<typename KeyFrom, typename KeyTo>
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Relation *add_relation(const KeyFrom &key_from,
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const KeyTo &key_to,
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const char *description,
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int flags = 0);
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template<typename KeyTo>
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Relation *add_relation(const TimeSourceKey &key_from,
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const KeyTo &key_to,
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const char *description,
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int flags = 0);
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template<typename KeyType>
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Relation *add_node_handle_relation(const KeyType &key_from,
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const DepsNodeHandle *handle,
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const char *description,
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int flags = 0);
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template<typename KeyTo>
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Relation *add_depends_on_transform_relation(ID *id,
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const KeyTo &key_to,
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const char *description,
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int flags = 0);
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/* Adds relation from proper transformation operation to the modifier.
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* Takes care of checking for possible physics solvers modifying position
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* of this object. */
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void add_depends_on_transform_relation(const DepsNodeHandle *handle, const char *description);
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void add_customdata_mask(Object *object, const DEGCustomDataMeshMasks &customdata_masks);
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void add_special_eval_flag(ID *id, uint32_t flag);
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virtual void build_id(ID *id);
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/* Build function for ID types that do not need their own build_xxx() function. */
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virtual void build_generic_id(ID *id);
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virtual void build_idproperties(IDProperty *id_property);
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virtual void build_scene_render(Scene *scene, ViewLayer *view_layer);
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virtual void build_scene_parameters(Scene *scene);
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virtual void build_scene_compositor(Scene *scene);
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virtual void build_layer_collections(ListBase *lb);
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virtual 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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virtual void build_collection(LayerCollection *from_layer_collection,
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Object *object,
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Collection *collection);
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virtual void build_object(Object *object);
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virtual void build_object_from_view_layer_base(Object *object);
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virtual void build_object_layer_component_relations(Object *object);
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virtual void build_object_modifiers(Object *object);
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virtual void build_object_data(Object *object);
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virtual void build_object_data_camera(Object *object);
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virtual void build_object_data_geometry(Object *object);
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virtual void build_object_data_geometry_datablock(ID *obdata);
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virtual void build_object_data_light(Object *object);
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virtual void build_object_data_lightprobe(Object *object);
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virtual void build_object_data_speaker(Object *object);
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virtual void build_object_parent(Object *object);
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virtual void build_object_pointcache(Object *object);
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virtual void build_constraints(ID *id,
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NodeType component_type,
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const char *component_subdata,
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ListBase *constraints,
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RootPChanMap *root_map);
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virtual void build_animdata(ID *id);
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virtual void build_animdata_curves(ID *id);
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virtual void build_animdata_curves_targets(ID *id,
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ComponentKey &adt_key,
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OperationNode *operation_from,
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ListBase *curves);
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virtual void build_animdata_nlastrip_targets(ID *id,
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ComponentKey &adt_key,
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OperationNode *operation_from,
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ListBase *strips);
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virtual void build_animdata_drivers(ID *id);
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virtual void build_animdata_force(ID *id);
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virtual void build_animation_images(ID *id);
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virtual void build_action(bAction *action);
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virtual void build_driver(ID *id, FCurve *fcurve);
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virtual void build_driver_data(ID *id, FCurve *fcurve);
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virtual void build_driver_variables(ID *id, FCurve *fcurve);
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virtual void build_driver_id_property(ID *id, const char *rna_path);
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virtual void build_parameters(ID *id);
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virtual void build_dimensions(Object *object);
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virtual void build_world(World *world);
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virtual void build_rigidbody(Scene *scene);
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virtual void build_particle_systems(Object *object);
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virtual void build_particle_settings(ParticleSettings *part);
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virtual void build_particle_system_visualization_object(Object *object,
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ParticleSystem *psys,
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Object *draw_object);
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virtual void build_ik_pose(Object *object,
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bPoseChannel *pchan,
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bConstraint *con,
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RootPChanMap *root_map);
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virtual void build_splineik_pose(Object *object,
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bPoseChannel *pchan,
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bConstraint *con,
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RootPChanMap *root_map);
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virtual void build_inter_ik_chains(Object *object,
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const OperationKey &solver_key,
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const bPoseChannel *rootchan,
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const RootPChanMap *root_map);
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virtual void build_rig(Object *object);
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virtual void build_shapekeys(Key *key);
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virtual void build_armature(bArmature *armature);
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virtual void build_armature_bones(ListBase *bones);
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virtual void build_camera(Camera *camera);
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virtual void build_light(Light *lamp);
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virtual void build_nodetree(bNodeTree *ntree);
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virtual void build_nodetree_socket(bNodeSocket *socket);
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virtual void build_material(Material *ma);
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virtual void build_materials(Material **materials, int num_materials);
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virtual void build_freestyle_lineset(FreestyleLineSet *fls);
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virtual void build_freestyle_linestyle(FreestyleLineStyle *linestyle);
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virtual void build_texture(Tex *tex);
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virtual void build_image(Image *image);
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virtual void build_cachefile(CacheFile *cache_file);
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virtual void build_mask(Mask *mask);
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virtual void build_movieclip(MovieClip *clip);
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virtual void build_lightprobe(LightProbe *probe);
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virtual void build_speaker(Speaker *speaker);
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virtual void build_sound(bSound *sound);
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virtual void build_simulation(Simulation *simulation);
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virtual void build_scene_sequencer(Scene *scene);
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virtual void build_scene_audio(Scene *scene);
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virtual void build_scene_speakers(Scene *scene, ViewLayer *view_layer);
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virtual void build_vfont(VFont *vfont);
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virtual void build_nested_datablock(ID *owner, ID *id, bool flush_cow_changes);
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virtual void build_nested_nodetree(ID *owner, bNodeTree *ntree);
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virtual void build_nested_shapekey(ID *owner, Key *key);
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void add_particle_collision_relations(const OperationKey &key,
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Object *object,
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Collection *collection,
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const char *name);
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void add_particle_forcefield_relations(const OperationKey &key,
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Object *object,
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ParticleSystem *psys,
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EffectorWeights *eff,
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bool add_absorption,
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const char *name);
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virtual void build_copy_on_write_relations();
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virtual void build_copy_on_write_relations(IDNode *id_node);
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virtual void build_driver_relations();
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virtual void build_driver_relations(IDNode *id_node);
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template<typename KeyType> OperationNode *find_operation_node(const KeyType &key);
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Depsgraph *getGraph();
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protected:
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TimeSourceNode *get_node(const TimeSourceKey &key) const;
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ComponentNode *get_node(const ComponentKey &key) const;
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OperationNode *get_node(const OperationKey &key) const;
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Node *get_node(const RNAPathKey &key);
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OperationNode *find_node(const OperationKey &key) const;
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bool has_node(const OperationKey &key) const;
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Relation *add_time_relation(TimeSourceNode *timesrc,
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Node *node_to,
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const char *description,
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int flags = 0);
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/* Add relation which ensures visibility of `id_from` when `id_to` is visible.
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* For the more detailed explanation see comment for `NodeType::VISIBILITY`. */
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void add_visibility_relation(ID *id_from, ID *id_to);
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Relation *add_operation_relation(OperationNode *node_from,
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OperationNode *node_to,
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const char *description,
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int flags = 0);
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template<typename KeyType>
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DepsNodeHandle create_node_handle(const KeyType &key, const char *default_name = "");
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/* TODO(sergey): All those is_same* functions are to be generalized. */
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/* Check whether two keys corresponds to the same bone from same armature.
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*
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* This is used by drivers relations builder to avoid possible fake
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* dependency cycle when one bone property drives another property of the
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* same bone. */
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template<typename KeyFrom, typename KeyTo>
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bool is_same_bone_dependency(const KeyFrom &key_from, const KeyTo &key_to);
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/* Similar to above, but used to check whether driver is using node from
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* the same node tree as a driver variable. */
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template<typename KeyFrom, typename KeyTo>
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bool is_same_nodetree_node_dependency(const KeyFrom &key_from, const KeyTo &key_to);
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private:
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struct BuilderWalkUserData {
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DepsgraphRelationBuilder *builder;
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};
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static void modifier_walk(void *user_data,
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struct Object *object,
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struct ID **idpoin,
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int cb_flag);
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static void constraint_walk(bConstraint *con, ID **idpoin, bool is_reference, void *user_data);
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/* State which demotes currently built entities. */
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Scene *scene_;
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BuilderMap built_map_;
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RNANodeQuery rna_node_query_;
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BuilderStack stack_;
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};
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struct DepsNodeHandle {
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DepsNodeHandle(DepsgraphRelationBuilder *builder,
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OperationNode *node,
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const char *default_name = "")
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: builder(builder), node(node), default_name(default_name)
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{
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BLI_assert(node != nullptr);
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}
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DepsgraphRelationBuilder *builder;
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OperationNode *node;
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const char *default_name;
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};
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} // namespace blender::deg
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#include "intern/builder/deg_builder_relations_impl.h"
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