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blender-archive/source/blender/depsgraph/intern/builder/deg_builder_relations.h
Sergey Sharybin f948ffaa9f Refactor: Move depsgraph node keys to own file
They are not specific to the relations builder and could be
used outside of it.
2022-09-21 16:48:48 +02:00

325 lines
12 KiB
C++

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