This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/depsgraph/intern/depsgraph_query.cc
Brecht Van Lommel 340bfdef2e Depsgraph: store mode and time in depsgraph, add view layer / scene accessors.
Scene, view layer and mode are now set in the constructor and never changed.
Time is updated on frame changes to indicate which frame is being or has been
evaluated last.

This is a step towards making EvaluationContext obsolete.

Differential Revision: https://developer.blender.org/D3144
2018-04-13 14:17:22 +02:00

166 lines
5.0 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2013 Blender Foundation.
* All rights reserved.
*
* Original Author: Joshua Leung
* Contributor(s): None Yet
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/intern/depsgraph_query.cc
* \ingroup depsgraph
*
* Implementation of Querying and Filtering API's
*/
#include "MEM_guardedalloc.h"
extern "C" {
#include "BLI_utildefines.h"
#include "BKE_idcode.h"
#include "BKE_main.h"
#include "BLI_listbase.h"
} /* extern "C" */
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "intern/eval/deg_eval_copy_on_write.h"
#include "intern/depsgraph_intern.h"
#include "intern/nodes/deg_node_id.h"
struct Scene *DEG_get_input_scene(const Depsgraph *graph)
{
const DEG::Depsgraph *deg_graph = reinterpret_cast<const DEG::Depsgraph *>(graph);
return deg_graph->scene;
}
struct ViewLayer *DEG_get_input_view_layer(const Depsgraph *graph)
{
const DEG::Depsgraph *deg_graph = reinterpret_cast<const DEG::Depsgraph *>(graph);
return deg_graph->view_layer;
}
eEvaluationMode DEG_get_mode(const Depsgraph *graph)
{
const DEG::Depsgraph *deg_graph = reinterpret_cast<const DEG::Depsgraph *>(graph);
return deg_graph->mode;
}
float DEG_get_ctime(const Depsgraph *graph)
{
const DEG::Depsgraph *deg_graph = reinterpret_cast<const DEG::Depsgraph *>(graph);
return deg_graph->ctime;
}
bool DEG_id_type_tagged(Main *bmain, short id_type)
{
return bmain->id_tag_update[BKE_idcode_to_index(id_type)] != 0;
}
short DEG_get_eval_flags_for_id(const Depsgraph *graph, ID *id)
{
if (graph == NULL) {
/* Happens when converting objects to mesh from a python script
* after modifying scene graph.
*
* Currently harmless because it's only called for temporary
* objects which are out of the DAG anyway.
*/
return 0;
}
const DEG::Depsgraph *deg_graph = reinterpret_cast<const DEG::Depsgraph *>(graph);
const DEG::IDDepsNode *id_node = deg_graph->find_id_node(id);
if (id_node == NULL) {
/* TODO(sergey): Does it mean we need to check set scene? */
return 0;
}
return id_node->eval_flags;
}
Scene *DEG_get_evaluated_scene(const Depsgraph *graph)
{
const DEG::Depsgraph *deg_graph =
reinterpret_cast<const DEG::Depsgraph *>(graph);
Scene *scene_orig = deg_graph->scene;
Scene *scene_cow =
reinterpret_cast<Scene *>(deg_graph->get_cow_id(&scene_orig->id));
/* TODO(sergey): Shall we expand datablock here? Or is it OK to assume
* that calleer is OK with just a pointer in case scene is not up[dated
* yet?
*/
return scene_cow;
}
ViewLayer *DEG_get_evaluated_view_layer(const Depsgraph *graph)
{
const DEG::Depsgraph *deg_graph =
reinterpret_cast<const DEG::Depsgraph *>(graph);
Scene *scene_cow = DEG_get_evaluated_scene(graph);
/* We update copy-on-write scene in the following cases:
* - It was not expanded yet.
* - It was tagged for update of CoW component.
* This allows us to have proper view layer pointer.
*/
if (DEG_depsgraph_use_copy_on_write() &&
(!DEG::deg_copy_on_write_is_expanded(&scene_cow->id) ||
scene_cow->id.recalc & ID_RECALC_COPY_ON_WRITE))
{
const DEG::IDDepsNode *id_node =
deg_graph->find_id_node(&deg_graph->scene->id);
DEG::deg_update_copy_on_write_datablock(deg_graph, id_node);
}
/* Do name-based lookup. */
/* TODO(sergey): Can this be optimized? */
ViewLayer *view_layer_orig = deg_graph->view_layer;
ViewLayer *view_layer_cow =
(ViewLayer *)BLI_findstring(&scene_cow->view_layers,
view_layer_orig->name,
offsetof(ViewLayer, name));
BLI_assert(view_layer_cow != NULL);
return view_layer_cow;
}
Object *DEG_get_evaluated_object(const Depsgraph *depsgraph, Object *object)
{
return (Object *)DEG_get_evaluated_id(depsgraph, &object->id);
}
ID *DEG_get_evaluated_id(const Depsgraph *depsgraph, ID *id)
{
/* TODO(sergey): This is a duplicate of Depsgraph::get_cow_id(),
* but here we never do assert, since we don't know nature of the
* incoming ID datablock.
*/
const DEG::Depsgraph *deg_graph = (const DEG::Depsgraph *)depsgraph;
const DEG::IDDepsNode *id_node = deg_graph->find_id_node(id);
if (id_node == NULL) {
return id;
}
return id_node->id_cow;
}