This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
119 lines
4.5 KiB
C++
119 lines
4.5 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): Lukas Toenne
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/depsgraph/DEG_depsgraph_build.h
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* \ingroup depsgraph
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*
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* Public API for Depsgraph
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*/
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#ifndef __DEG_DEPSGRAPH_BUILD_H__
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#define __DEG_DEPSGRAPH_BUILD_H__
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/* ************************************************* */
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/* Dependency Graph */
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struct Depsgraph;
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/* ------------------------------------------------ */
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struct Main;
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struct Scene;
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* Graph Building -------------------------------- */
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/* Build depsgraph for the given scene, and dump results in given graph container */
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void DEG_graph_build_from_scene(struct Depsgraph *graph, struct Main *bmain, struct Scene *scene);
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/* Tag relations from the given graph for update. */
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void DEG_graph_tag_relations_update(struct Depsgraph *graph);
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/* Tag all relations in the database for update.*/
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void DEG_relations_tag_update(struct Main *bmain);
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/* Create new graph if didn't exist yet,
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* or update relations if graph was tagged for update.
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*/
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void DEG_scene_relations_update(struct Main *bmain, struct Scene *scene);
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/* Rebuild dependency graph only for a given scene. */
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void DEG_scene_relations_rebuild(struct Main *bmain,
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struct Scene *scene);
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/* Delete scene graph. */
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void DEG_scene_graph_free(struct Scene *scene);
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/* Add Dependencies ----------------------------- */
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/* Handle for components to define their dependencies from callbacks.
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* This is generated by the depsgraph and passed to dependency callbacks
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* as a symbolic reference to the current DepsNode.
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* All relations will be defined in reference to that node.
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*/
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struct DepsNodeHandle;
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struct Object;
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typedef enum eDepsSceneComponentType {
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DEG_SCENE_COMP_PARAMETERS, /* Parameters Component - Default when nothing else fits (i.e. just SDNA property setting) */
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DEG_SCENE_COMP_ANIMATION, /* Animation Component */ // XXX: merge in with parameters?
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DEG_SCENE_COMP_SEQUENCER, /* Sequencer Component (Scene Only) */
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} eDepsSceneComponentType;
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typedef enum eDepsObjectComponentType {
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DEG_OB_COMP_PARAMETERS, /* Parameters Component - Default when nothing else fits (i.e. just SDNA property setting) */
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DEG_OB_COMP_PROXY, /* Generic "Proxy-Inherit" Component */ // XXX: Also for instancing of subgraphs?
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DEG_OB_COMP_ANIMATION, /* Animation Component */ // XXX: merge in with parameters?
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DEG_OB_COMP_TRANSFORM, /* Transform Component (Parenting/Constraints) */
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DEG_OB_COMP_GEOMETRY, /* Geometry Component (DerivedMesh/Displist) */
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/* Evaluation-Related Outer Types (with Subdata) */
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DEG_OB_COMP_EVAL_POSE, /* Pose Component - Owner/Container of Bones Eval */
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DEG_OB_COMP_BONE, /* Bone Component - Child/Subcomponent of Pose */
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DEG_OB_COMP_EVAL_PARTICLES, /* Particle Systems Component */
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DEG_OB_COMP_SHADING, /* Material Shading Component */
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} eDepsObjectComponentType;
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void DEG_add_scene_relation(struct DepsNodeHandle *node, struct Scene *scene, eDepsSceneComponentType component, const char *description);
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void DEG_add_object_relation(struct DepsNodeHandle *node, struct Object *ob, eDepsObjectComponentType component, const char *description);
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void DEG_add_bone_relation(struct DepsNodeHandle *handle, struct Object *ob, const char *bone_name, eDepsObjectComponentType component, const char *description);
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/* TODO(sergey): Remove once all geometry update is granular. */
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void DEG_add_special_eval_flag(struct Depsgraph *graph, struct ID *id, short flag);
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/* ************************************************ */
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#ifdef __cplusplus
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} /* extern "C" */
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#endif
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#endif /* __DEG_DEPSGRAPH_BUILD_H__ */
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