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blender-archive/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc

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/*
* 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.
*/
/** \file
* \ingroup depsgraph
*
* Methods for constructing depsgraph's nodes
*/
#include "intern/builder/deg_builder_nodes.h"
#include <stdio.h>
#include <stdlib.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
extern "C" {
#include "DNA_action_types.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_cachefile_types.h"
#include "DNA_camera_types.h"
#include "DNA_collection_types.h"
#include "DNA_constraint_types.h"
#include "DNA_curve_types.h"
#include "DNA_effect_types.h"
#include "DNA_gpencil_types.h"
#include "DNA_key_types.h"
#include "DNA_light_types.h"
#include "DNA_material_types.h"
#include "DNA_mask_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meta_types.h"
#include "DNA_movieclip_types.h"
#include "DNA_node_types.h"
#include "DNA_particle_types.h"
#include "DNA_object_types.h"
#include "DNA_lightprobe_types.h"
#include "DNA_rigidbody_types.h"
#include "DNA_scene_types.h"
#include "DNA_speaker_types.h"
#include "DNA_texture_types.h"
#include "DNA_world_types.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_animsys.h"
#include "BKE_collection.h"
#include "BKE_constraint.h"
#include "BKE_curve.h"
#include "BKE_effect.h"
#include "BKE_fcurve.h"
#include "BKE_gpencil.h"
#include "BKE_gpencil_modifier.h"
#include "BKE_idcode.h"
#include "BKE_image.h"
#include "BKE_key.h"
#include "BKE_lattice.h"
#include "BKE_mask.h"
#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_mball.h"
#include "BKE_modifier.h"
#include "BKE_movieclip.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_particle.h"
#include "BKE_pointcache.h"
#include "BKE_rigidbody.h"
#include "BKE_shader_fx.h"
#include "BKE_sound.h"
#include "BKE_tracking.h"
#include "BKE_world.h"
#include "RNA_access.h"
#include "RNA_types.h"
} /* extern "C" */
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "intern/builder/deg_builder.h"
#include "intern/depsgraph.h"
#include "intern/eval/deg_eval_copy_on_write.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"
#include "intern/depsgraph_type.h"
namespace DEG {
namespace {
void free_copy_on_write_datablock(void *id_info_v)
{
DepsgraphNodeBuilder::IDInfo *id_info = (DepsgraphNodeBuilder::IDInfo *)id_info_v;
if (id_info->id_cow != NULL) {
deg_free_copy_on_write_datablock(id_info->id_cow);
MEM_freeN(id_info->id_cow);
}
MEM_freeN(id_info);
}
} /* namespace */
/* ************ */
/* Node Builder */
/* **** General purpose functions **** */
DepsgraphNodeBuilder::DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph)
: DepsgraphBuilder(bmain, graph),
scene_(NULL),
view_layer_(NULL),
view_layer_index_(-1),
collection_(NULL),
is_parent_collection_visible_(true),
id_info_hash_(NULL)
{
}
DepsgraphNodeBuilder::~DepsgraphNodeBuilder()
{
if (id_info_hash_ != NULL) {
BLI_ghash_free(id_info_hash_, NULL, free_copy_on_write_datablock);
}
}
IDNode *DepsgraphNodeBuilder::add_id_node(ID *id)
{
IDNode *id_node = NULL;
ID *id_cow = NULL;
IDComponentsMask previously_visible_components_mask = 0;
uint32_t previous_eval_flags = 0;
DEGCustomDataMeshMasks previous_customdata_masks;
IDInfo *id_info = (IDInfo *)BLI_ghash_lookup(id_info_hash_, id);
if (id_info != NULL) {
id_cow = id_info->id_cow;
previously_visible_components_mask = id_info->previously_visible_components_mask;
previous_eval_flags = id_info->previous_eval_flags;
previous_customdata_masks = id_info->previous_customdata_masks;
/* Tag ID info to not free the CoW ID pointer. */
id_info->id_cow = NULL;
}
id_node = graph_->add_id_node(id, id_cow);
id_node->previously_visible_components_mask = previously_visible_components_mask;
id_node->previous_eval_flags = previous_eval_flags;
id_node->previous_customdata_masks = previous_customdata_masks;
/* Currently all ID nodes are supposed to have copy-on-write logic.
*
* NOTE: Zero number of components indicates that ID node was just created. */
if (BLI_ghash_len(id_node->components) == 0) {
ComponentNode *comp_cow = id_node->add_component(NodeType::COPY_ON_WRITE);
OperationNode *op_cow = comp_cow->add_operation(
function_bind(deg_evaluate_copy_on_write, _1, id_node),
OperationCode::COPY_ON_WRITE,
"",
-1);
graph_->operations.push_back(op_cow);
}
return id_node;
}
IDNode *DepsgraphNodeBuilder::find_id_node(ID *id)
{
return graph_->find_id_node(id);
}
TimeSourceNode *DepsgraphNodeBuilder::add_time_source()
{
return graph_->add_time_source();
}
ComponentNode *DepsgraphNodeBuilder::add_component_node(ID *id,
NodeType comp_type,
const char *comp_name)
{
IDNode *id_node = add_id_node(id);
ComponentNode *comp_node = id_node->add_component(comp_type, comp_name);
comp_node->owner = id_node;
return comp_node;
}
OperationNode *DepsgraphNodeBuilder::add_operation_node(ComponentNode *comp_node,
OperationCode opcode,
const DepsEvalOperationCb &op,
const char *name,
int name_tag)
{
OperationNode *op_node = comp_node->find_operation(opcode, name, name_tag);
if (op_node == NULL) {
op_node = comp_node->add_operation(op, opcode, name, name_tag);
graph_->operations.push_back(op_node);
}
else {
fprintf(stderr,
"add_operation: Operation already exists - %s has %s at %p\n",
comp_node->identifier().c_str(),
op_node->identifier().c_str(),
op_node);
BLI_assert(!"Should not happen!");
}
return op_node;
}
OperationNode *DepsgraphNodeBuilder::add_operation_node(ID *id,
NodeType comp_type,
const char *comp_name,
OperationCode opcode,
const DepsEvalOperationCb &op,
const char *name,
int name_tag)
{
ComponentNode *comp_node = add_component_node(id, comp_type, comp_name);
return add_operation_node(comp_node, opcode, op, name, name_tag);
}
OperationNode *DepsgraphNodeBuilder::add_operation_node(ID *id,
NodeType comp_type,
OperationCode opcode,
const DepsEvalOperationCb &op,
const char *name,
int name_tag)
{
return add_operation_node(id, comp_type, "", opcode, op, name, name_tag);
}
OperationNode *DepsgraphNodeBuilder::ensure_operation_node(ID *id,
NodeType comp_type,
OperationCode opcode,
const DepsEvalOperationCb &op,
const char *name,
int name_tag)
{
OperationNode *operation = find_operation_node(id, comp_type, opcode, name, name_tag);
if (operation != NULL) {
return operation;
}
return add_operation_node(id, comp_type, opcode, op, name, name_tag);
}
bool DepsgraphNodeBuilder::has_operation_node(ID *id,
NodeType comp_type,
const char *comp_name,
OperationCode opcode,
const char *name,
int name_tag)
{
return find_operation_node(id, comp_type, comp_name, opcode, name, name_tag) != NULL;
}
OperationNode *DepsgraphNodeBuilder::find_operation_node(ID *id,
NodeType comp_type,
const char *comp_name,
OperationCode opcode,
const char *name,
int name_tag)
{
ComponentNode *comp_node = add_component_node(id, comp_type, comp_name);
return comp_node->find_operation(opcode, name, name_tag);
}
OperationNode *DepsgraphNodeBuilder::find_operation_node(
ID *id, NodeType comp_type, OperationCode opcode, const char *name, int name_tag)
{
return find_operation_node(id, comp_type, "", opcode, name, name_tag);
}
ID *DepsgraphNodeBuilder::get_cow_id(const ID *id_orig) const
{
return graph_->get_cow_id(id_orig);
}
ID *DepsgraphNodeBuilder::ensure_cow_id(ID *id_orig)
{
if (id_orig->tag & LIB_TAG_COPIED_ON_WRITE) {
/* ID is already remapped to copy-on-write. */
return id_orig;
}
IDNode *id_node = add_id_node(id_orig);
return id_node->id_cow;
}
/* **** Build functions for entity nodes **** */
void DepsgraphNodeBuilder::begin_build()
{
/* Store existing copy-on-write versions of datablock, so we can re-use
* them for new ID nodes. */
id_info_hash_ = BLI_ghash_ptr_new("Depsgraph id hash");
for (IDNode *id_node : graph_->id_nodes) {
IDInfo *id_info = (IDInfo *)MEM_mallocN(sizeof(IDInfo), "depsgraph id info");
if (deg_copy_on_write_is_expanded(id_node->id_cow) && id_node->id_orig != id_node->id_cow) {
id_info->id_cow = id_node->id_cow;
}
else {
id_info->id_cow = NULL;
}
id_info->previously_visible_components_mask = id_node->visible_components_mask;
id_info->previous_eval_flags = id_node->eval_flags;
id_info->previous_customdata_masks = id_node->customdata_masks;
BLI_ghash_insert(id_info_hash_, id_node->id_orig, id_info);
id_node->id_cow = NULL;
}
GSET_FOREACH_BEGIN (OperationNode *, op_node, graph_->entry_tags) {
ComponentNode *comp_node = op_node->owner;
IDNode *id_node = comp_node->owner;
SavedEntryTag entry_tag;
entry_tag.id_orig = id_node->id_orig;
entry_tag.component_type = comp_node->type;
entry_tag.opcode = op_node->opcode;
entry_tag.name = op_node->name;
entry_tag.name_tag = op_node->name_tag;
saved_entry_tags_.push_back(entry_tag);
}
GSET_FOREACH_END();
/* Make sure graph has no nodes left from previous state. */
graph_->clear_all_nodes();
graph_->operations.clear();
BLI_gset_clear(graph_->entry_tags, NULL);
}
void DepsgraphNodeBuilder::end_build()
{
for (const SavedEntryTag &entry_tag : saved_entry_tags_) {
IDNode *id_node = find_id_node(entry_tag.id_orig);
if (id_node == NULL) {
continue;
}
ComponentNode *comp_node = id_node->find_component(entry_tag.component_type);
if (comp_node == NULL) {
continue;
}
OperationNode *op_node = comp_node->find_operation(
entry_tag.opcode, entry_tag.name.c_str(), entry_tag.name_tag);
if (op_node == NULL) {
continue;
}
/* Since the tag is coming from a saved copy of entry tags, this means
* that originally node was explicitly tagged for user update. */
op_node->tag_update(graph_, DEG_UPDATE_SOURCE_USER_EDIT);
}
}
void DepsgraphNodeBuilder::build_id(ID *id)
{
if (id == NULL) {
return;
}
switch (GS(id->name)) {
case ID_AC:
build_action((bAction *)id);
break;
case ID_AR:
build_armature((bArmature *)id);
break;
case ID_CA:
build_camera((Camera *)id);
break;
case ID_GR:
build_collection(NULL, (Collection *)id);
break;
case ID_OB:
/* TODO(sergey): Get visibility from a "parent" somehow.
*
* NOTE: Using `false` visibility here should be fine, since if this
* driver affects on something invisible we don't really care if the
* driver gets evaluated (and even don't want this to force object
* to become visible).
*
* If this happened to be affecting visible object, then it is up to
* deg_graph_build_flush_visibility() to ensure visibility of the
* object is true. */
build_object(-1, (Object *)id, DEG_ID_LINKED_INDIRECTLY, false);
break;
case ID_KE:
build_shapekeys((Key *)id);
break;
case ID_LA:
build_light((Light *)id);
break;
case ID_LP:
build_lightprobe((LightProbe *)id);
break;
case ID_NT:
build_nodetree((bNodeTree *)id);
break;
case ID_MA:
build_material((Material *)id);
break;
case ID_TE:
build_texture((Tex *)id);
break;
case ID_IM:
build_image((Image *)id);
break;
case ID_WO:
build_world((World *)id);
break;
case ID_MSK:
build_mask((Mask *)id);
break;
case ID_MC:
build_movieclip((MovieClip *)id);
break;
case ID_ME:
case ID_CU:
case ID_MB:
case ID_LT:
/* TODO(sergey): Get visibility from a "parent" somehow.
*
* NOTE: Similarly to above, we don't want false-positives on
* visibility. */
build_object_data_geometry_datablock(id, false);
break;
case ID_SPK:
build_speaker((Speaker *)id);
break;
case ID_TXT:
/* Not a part of dependency graph. */
break;
case ID_CF:
build_cachefile((CacheFile *)id);
break;
default:
fprintf(stderr, "Unhandled ID %s\n", id->name);
BLI_assert(!"Should never happen");
break;
}
}
void DepsgraphNodeBuilder::build_collection(LayerCollection *from_layer_collection,
Collection *collection)
{
const int restrict_flag = (graph_->mode == DAG_EVAL_VIEWPORT) ? COLLECTION_RESTRICT_VIEW :
COLLECTION_RESTRICT_RENDER;
const bool is_collection_restricted = (collection->flag & restrict_flag);
const bool is_collection_visible = !is_collection_restricted && is_parent_collection_visible_;
IDNode *id_node;
if (built_map_.checkIsBuiltAndTag(collection)) {
id_node = find_id_node(&collection->id);
if (is_collection_visible && id_node->is_directly_visible == false &&
id_node->is_collection_fully_expanded == true) {
/* Collection became visible, make sure nested collections and
* objects are poked with the new visibility flag, since they
* might become visible too. */
}
else if (from_layer_collection == NULL && !id_node->is_collection_fully_expanded) {
/* Initially collection was built from layer now, and was requested
* to not recurs into object. But nw it's asked to recurs into all
* objects. */
}
else {
return;
}
}
else {
/* Collection itself. */
id_node = add_id_node(&collection->id);
id_node->is_directly_visible = is_collection_visible;
}
if (from_layer_collection != NULL) {
/* If we came from layer collection we don't go deeper, view layer
* builder takes care of going deeper. */
return;
}
/* Backup state. */
Collection *current_state_collection = collection_;
const bool is_current_parent_collection_visible = is_parent_collection_visible_;
/* Modify state as we've entered new collection/ */
collection_ = collection;
is_parent_collection_visible_ = is_collection_visible;
/* Build collection objects. */
LISTBASE_FOREACH (CollectionObject *, cob, &collection->gobject) {
build_object(-1, cob->ob, DEG_ID_LINKED_INDIRECTLY, is_collection_visible);
}
/* Build child collections. */
LISTBASE_FOREACH (CollectionChild *, child, &collection->children) {
build_collection(NULL, child->collection);
}
/* Restore state. */
collection_ = current_state_collection;
is_parent_collection_visible_ = is_current_parent_collection_visible;
id_node->is_collection_fully_expanded = true;
}
void DepsgraphNodeBuilder::build_object(int base_index,
Object *object,
eDepsNode_LinkedState_Type linked_state,
bool is_visible)
{
const bool has_object = built_map_.checkIsBuiltAndTag(object);
/* Skip rest of components if the ID node was already there. */
if (has_object) {
IDNode *id_node = find_id_node(&object->id);
/* We need to build some extra stuff if object becomes linked
* directly. */
if (id_node->linked_state == DEG_ID_LINKED_INDIRECTLY) {
build_object_flags(base_index, object, linked_state);
}
id_node->linked_state = max(id_node->linked_state, linked_state);
if (id_node->linked_state == DEG_ID_LINKED_DIRECTLY) {
id_node->is_directly_visible |= is_visible;
}
return;
}
/* Create ID node for object and begin init. */
IDNode *id_node = add_id_node(&object->id);
Object *object_cow = get_cow_datablock(object);
id_node->linked_state = linked_state;
if (object == scene_->camera) {
id_node->is_directly_visible = true;
}
else {
id_node->is_directly_visible = is_visible;
}
/* Various flags, flushing from bases/collections. */
build_object_flags(base_index, object, linked_state);
/* Transform. */
build_object_transform(object);
/* Parent. */
if (object->parent != NULL) {
build_object(-1, object->parent, DEG_ID_LINKED_INDIRECTLY, is_visible);
}
/* Modifiers. */
if (object->modifiers.first != NULL) {
BuilderWalkUserData data;
data.builder = this;
data.is_parent_visible = is_visible;
modifiers_foreachIDLink(object, modifier_walk, &data);
}
/* Grease Pencil Modifiers. */
if (object->greasepencil_modifiers.first != NULL) {
BuilderWalkUserData data;
data.builder = this;
data.is_parent_visible = is_visible;
BKE_gpencil_modifiers_foreachIDLink(object, modifier_walk, &data);
}
/* Shader FX. */
if (object->shader_fx.first != NULL) {
BuilderWalkUserData data;
data.builder = this;
data.is_parent_visible = is_visible;
BKE_shaderfx_foreachIDLink(object, modifier_walk, &data);
}
/* Constraints. */
if (object->constraints.first != NULL) {
BuilderWalkUserData data;
data.builder = this;
data.is_parent_visible = is_visible;
BKE_constraints_id_loop(&object->constraints, constraint_walk, &data);
}
/* Object data. */
build_object_data(object, is_visible);
/* Paramaters, used by both drivers/animation and also to inform dependency
* from object's data. */
build_parameters(&object->id);
/* Build animation data,
*
* Do it now because it's possible object data will affect
* on object's level animation, for example in case of rebuilding
* pose for proxy. */
build_animdata(&object->id);
/* Particle systems. */
if (object->particlesystem.first != NULL) {
build_particle_systems(object, is_visible);
}
/* Proxy object to copy from. */
if (object->proxy_from != NULL) {
build_object(-1, object->proxy_from, DEG_ID_LINKED_INDIRECTLY, is_visible);
}
if (object->proxy_group != NULL) {
build_object(-1, object->proxy_group, DEG_ID_LINKED_INDIRECTLY, is_visible);
}
/* Object dupligroup. */
if (object->instance_collection != NULL) {
const bool is_current_parent_collection_visible = is_parent_collection_visible_;
is_parent_collection_visible_ = is_visible;
build_collection(NULL, object->instance_collection);
is_parent_collection_visible_ = is_current_parent_collection_visible;
add_operation_node(&object->id, NodeType::DUPLI, OperationCode::DUPLI);
}
/* Syncronization back to original object. */
add_operation_node(&object->id,
NodeType::SYNCHRONIZATION,
OperationCode::SYNCHRONIZE_TO_ORIGINAL,
function_bind(BKE_object_synchronize_to_original, _1, object_cow));
}
void DepsgraphNodeBuilder::build_object_flags(int base_index,
Object *object,
eDepsNode_LinkedState_Type linked_state)
{
if (base_index == -1) {
return;
}
Scene *scene_cow = get_cow_datablock(scene_);
Object *object_cow = get_cow_datablock(object);
const bool is_from_set = (linked_state == DEG_ID_LINKED_VIA_SET);
/* TODO(sergey): Is this really best component to be used? */
add_operation_node(&object->id,
NodeType::OBJECT_FROM_LAYER,
OperationCode::OBJECT_BASE_FLAGS,
function_bind(BKE_object_eval_eval_base_flags,
_1,
scene_cow,
view_layer_index_,
object_cow,
base_index,
is_from_set));
}
void DepsgraphNodeBuilder::build_object_data(Object *object, bool is_object_visible)
{
if (object->data == NULL) {
return;
}
/* type-specific data. */
switch (object->type) {
case OB_MESH:
case OB_CURVE:
case OB_FONT:
case OB_SURF:
case OB_MBALL:
case OB_LATTICE:
case OB_GPENCIL:
build_object_data_geometry(object, is_object_visible);
break;
case OB_ARMATURE:
if (ID_IS_LINKED(object) && object->proxy_from != NULL) {
build_proxy_rig(object);
}
else {
build_rig(object, is_object_visible);
}
break;
case OB_LAMP:
build_object_data_light(object);
break;
case OB_CAMERA:
build_object_data_camera(object);
break;
case OB_LIGHTPROBE:
build_object_data_lightprobe(object);
break;
case OB_SPEAKER:
build_object_data_speaker(object);
break;
default: {
ID *obdata = (ID *)object->data;
if (built_map_.checkIsBuilt(obdata) == 0) {
build_animdata(obdata);
}
break;
}
}
}
void DepsgraphNodeBuilder::build_object_data_camera(Object *object)
{
Camera *camera = (Camera *)object->data;
build_camera(camera);
}
void DepsgraphNodeBuilder::build_object_data_light(Object *object)
{
Light *lamp = (Light *)object->data;
build_light(lamp);
}
void DepsgraphNodeBuilder::build_object_data_lightprobe(Object *object)
{
LightProbe *probe = (LightProbe *)object->data;
build_lightprobe(probe);
add_operation_node(&object->id, NodeType::PARAMETERS, OperationCode::LIGHT_PROBE_EVAL);
}
void DepsgraphNodeBuilder::build_object_data_speaker(Object *object)
{
Speaker *speaker = (Speaker *)object->data;
build_speaker(speaker);
add_operation_node(&object->id, NodeType::PARAMETERS, OperationCode::SPEAKER_EVAL);
}
void DepsgraphNodeBuilder::build_object_transform(Object *object)
{
OperationNode *op_node;
Object *ob_cow = get_cow_datablock(object);
/* Transform entry operation. */
op_node = add_operation_node(&object->id, NodeType::TRANSFORM, OperationCode::TRANSFORM_INIT);
op_node->set_as_entry();
/* Local transforms (from transform channels - loc/rot/scale + deltas). */
add_operation_node(&object->id,
NodeType::TRANSFORM,
OperationCode::TRANSFORM_LOCAL,
function_bind(BKE_object_eval_local_transform, _1, ob_cow));
/* Object parent. */
if (object->parent != NULL) {
add_operation_node(&object->id,
NodeType::TRANSFORM,
OperationCode::TRANSFORM_PARENT,
function_bind(BKE_object_eval_parent, _1, ob_cow));
}
/* Object constraints. */
if (object->constraints.first != NULL) {
build_object_constraints(object);
}
/* Rest of transformation update. */
add_operation_node(&object->id,
NodeType::TRANSFORM,
OperationCode::TRANSFORM_EVAL,
function_bind(BKE_object_eval_uber_transform, _1, ob_cow));
/* Operation to take of rigid body simulation. soft bodies and other firends
* in the context of point cache invalidation. */
add_operation_node(&object->id, NodeType::TRANSFORM, OperationCode::TRANSFORM_SIMULATION_INIT);
/* Object transform is done. */
op_node = add_operation_node(&object->id,
NodeType::TRANSFORM,
OperationCode::TRANSFORM_FINAL,
function_bind(BKE_object_eval_transform_final, _1, ob_cow));
op_node->set_as_exit();
}
/**
* Constraints Graph Notes
*
* For constraints, we currently only add a operation node to the Transform
* or Bone components (depending on whichever type of owner we have).
* This represents the entire constraints stack, which is for now just
* executed as a single monolithic block. At least initially, this should
* be sufficient for ensuring that the porting/refactoring process remains
* manageable.
*
* However, when the time comes for developing "node-based" constraints,
* we'll need to split this up into pre/post nodes for "constraint stack
* evaluation" + operation nodes for each constraint (i.e. the contents
* of the loop body used in the current "solve_constraints()" operation).
*
* -- Aligorith, August 2013
*/
void DepsgraphNodeBuilder::build_object_constraints(Object *object)
{
/* create node for constraint stack */
add_operation_node(
&object->id,
NodeType::TRANSFORM,
OperationCode::TRANSFORM_CONSTRAINTS,
function_bind(
BKE_object_eval_constraints, _1, get_cow_datablock(scene_), get_cow_datablock(object)));
}
void DepsgraphNodeBuilder::build_object_pointcache(Object *object)
{
if (!BKE_ptcache_object_has(scene_, object, 0)) {
return;
}
Scene *scene_cow = get_cow_datablock(scene_);
Object *object_cow = get_cow_datablock(object);
add_operation_node(&object->id,
NodeType::POINT_CACHE,
OperationCode::POINT_CACHE_RESET,
function_bind(BKE_object_eval_ptcache_reset, _1, scene_cow, object_cow));
}
/**
* Build graph nodes for AnimData block and any animated images used.
* \param id: ID-Block which hosts the AnimData
*/
void DepsgraphNodeBuilder::build_animdata(ID *id)
{
/* Special handling for animated images/sequences. */
build_animation_images(id);
/* Regular animation. */
AnimData *adt = BKE_animdata_from_id(id);
if (adt == NULL) {
return;
}
if (adt->action != NULL) {
build_action(adt->action);
}
/* Make sure ID node exists. */
(void)add_id_node(id);
ID *id_cow = get_cow_id(id);
if (adt->action != NULL || !BLI_listbase_is_empty(&adt->nla_tracks)) {
OperationNode *operation_node;
/* Explicit entry operation. */
operation_node = add_operation_node(id, NodeType::ANIMATION, OperationCode::ANIMATION_ENTRY);
operation_node->set_as_entry();
/* All the evaluation nodes. */
add_operation_node(id,
NodeType::ANIMATION,
OperationCode::ANIMATION_EVAL,
function_bind(BKE_animsys_eval_animdata, _1, id_cow));
/* Explicit exit operation. */
operation_node = add_operation_node(id, NodeType::ANIMATION, OperationCode::ANIMATION_EXIT);
operation_node->set_as_exit();
}
/* NLA strips contain actions. */
LISTBASE_FOREACH (NlaTrack *, nlt, &adt->nla_tracks) {
build_animdata_nlastrip_targets(&nlt->strips);
}
/* Drivers. */
int driver_index = 0;
LISTBASE_FOREACH (FCurve *, fcu, &adt->drivers) {
/* create driver */
build_driver(id, fcu, driver_index++);
}
}
void DepsgraphNodeBuilder::build_animdata_nlastrip_targets(ListBase *strips)
{
LISTBASE_FOREACH (NlaStrip *, strip, strips) {
if (strip->act != NULL) {
build_action(strip->act);
}
else if (strip->strips.first != NULL) {
build_animdata_nlastrip_targets(&strip->strips);
}
}
}
/**
* Build graph nodes to update the current frame in image users.
*/
void DepsgraphNodeBuilder::build_animation_images(ID *id)
{
if (BKE_image_user_id_has_animation(id)) {
ID *id_cow = get_cow_id(id);
add_operation_node(id,
NodeType::ANIMATION,
OperationCode::IMAGE_ANIMATION,
function_bind(BKE_image_user_id_eval_animation, _1, id_cow));
}
}
void DepsgraphNodeBuilder::build_action(bAction *action)
{
if (built_map_.checkIsBuiltAndTag(action)) {
return;
}
add_operation_node(&action->id, NodeType::ANIMATION, OperationCode::ANIMATION_EVAL);
}
/**
* Build graph node(s) for Driver
* \param id: ID-Block that driver is attached to
* \param fcu: Driver-FCurve
* \param driver_index: Index in animation data drivers list
*/
void DepsgraphNodeBuilder::build_driver(ID *id, FCurve *fcurve, int driver_index)
{
/* Create data node for this driver */
ID *id_cow = get_cow_id(id);
ChannelDriver *driver_orig = fcurve->driver;
/* TODO(sergey): ideally we could pass the COW of fcu, but since it
* has not yet been allocated at this point we can't. As a workaround
* the animation systems allocates an array so we can do a fast lookup
* with the driver index. */
ensure_operation_node(
id,
NodeType::PARAMETERS,
OperationCode::DRIVER,
function_bind(BKE_animsys_eval_driver, _1, id_cow, driver_index, driver_orig),
fcurve->rna_path ? fcurve->rna_path : "",
fcurve->array_index);
build_driver_variables(id, fcurve);
}
void DepsgraphNodeBuilder::build_driver_variables(ID *id, FCurve *fcurve)
{
build_driver_id_property(id, fcurve->rna_path);
LISTBASE_FOREACH (DriverVar *, dvar, &fcurve->driver->variables) {
DRIVER_TARGETS_USED_LOOPER_BEGIN (dvar) {
if (dtar->id == NULL) {
continue;
}
build_id(dtar->id);
build_driver_id_property(dtar->id, dtar->rna_path);
/* Corresponds to dtar_id_ensure_proxy_from(). */
if ((GS(dtar->id->name) == ID_OB) && (((Object *)dtar->id)->proxy_from != NULL)) {
Object *proxy_from = ((Object *)dtar->id)->proxy_from;
build_id(&proxy_from->id);
build_driver_id_property(&proxy_from->id, dtar->rna_path);
}
}
DRIVER_TARGETS_LOOPER_END;
}
}
void DepsgraphNodeBuilder::build_driver_id_property(ID *id, const char *rna_path)
{
if (id == NULL || rna_path == NULL) {
return;
}
PointerRNA id_ptr, ptr;
PropertyRNA *prop;
RNA_id_pointer_create(id, &id_ptr);
if (!RNA_path_resolve_full(&id_ptr, rna_path, &ptr, &prop, NULL)) {
return;
}
if (prop == NULL) {
return;
}
if (!RNA_property_is_idprop(prop)) {
return;
}
const char *prop_identifier = RNA_property_identifier((PropertyRNA *)prop);
ensure_operation_node(
id, NodeType::PARAMETERS, OperationCode::ID_PROPERTY, NULL, prop_identifier);
}
void DepsgraphNodeBuilder::build_parameters(ID *id)
{
(void)add_id_node(id);
OperationNode *op_node;
/* Explicit entry. */
op_node = add_operation_node(id, NodeType::PARAMETERS, OperationCode::PARAMETERS_ENTRY);
op_node->set_as_entry();
/* Generic evaluation node. */
add_operation_node(id, NodeType::PARAMETERS, OperationCode::PARAMETERS_EVAL);
/* Explicit exit operation. */
op_node = add_operation_node(id, NodeType::PARAMETERS, OperationCode::PARAMETERS_EXIT);
op_node->set_as_exit();
}
/* Recursively build graph for world */
void DepsgraphNodeBuilder::build_world(World *world)
{
if (built_map_.checkIsBuiltAndTag(world)) {
return;
}
/* World itself. */
add_id_node(&world->id);
World *world_cow = get_cow_datablock(world);
/* Shading update. */
add_operation_node(&world->id,
NodeType::SHADING,
OperationCode::WORLD_UPDATE,
function_bind(BKE_world_eval, _1, world_cow));
/* Animation. */
build_animdata(&world->id);
build_parameters(&world->id);
/* World's nodetree. */
build_nodetree(world->nodetree);
}
/* Rigidbody Simulation - Scene Level */
void DepsgraphNodeBuilder::build_rigidbody(Scene *scene)
{
RigidBodyWorld *rbw = scene->rigidbody_world;
Scene *scene_cow = get_cow_datablock(scene);
/**
* Rigidbody Simulation Nodes
* ==========================
*
* There are 3 nodes related to Rigidbody Simulation:
* 1) "Initialize/Rebuild World" - this is called sparingly, only when the
* simulation needs to be rebuilt (mainly after file reload, or moving
* back to start frame)
* 2) "Do Simulation" - perform a simulation step - interleaved between the
* evaluation steps for clusters of objects (i.e. between those affected
* and/or not affected by the sim for instance).
*
* 3) "Pull Results" - grab the specific transforms applied for a specific
* object - performed as part of object's transform-stack building. */
/* Create nodes --------------------------------------------------------- */
/* XXX: is this the right component, or do we want to use another one
* instead? */
/* Init/rebuild operation. */
add_operation_node(&scene->id,
NodeType::TRANSFORM,
OperationCode::RIGIDBODY_REBUILD,
function_bind(BKE_rigidbody_rebuild_sim, _1, scene_cow));
/* Do-sim operation. */
OperationNode *sim_node = add_operation_node(
&scene->id,
NodeType::TRANSFORM,
OperationCode::RIGIDBODY_SIM,
function_bind(BKE_rigidbody_eval_simulation, _1, scene_cow));
sim_node->set_as_entry();
sim_node->set_as_exit();
sim_node->owner->entry_operation = sim_node;
/* Objects - simulation participants. */
if (rbw->group != NULL) {
build_collection(NULL, rbw->group);
FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN (rbw->group, object) {
if (object->type != OB_MESH) {
continue;
}
/* Create operation for flushing results. */
/* Object's transform component - where the rigidbody operation
* lives. */
add_operation_node(
&object->id,
NodeType::TRANSFORM,
OperationCode::RIGIDBODY_TRANSFORM_COPY,
function_bind(
BKE_rigidbody_object_sync_transforms, _1, scene_cow, get_cow_datablock(object)));
}
FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
}
/* Constraints. */
if (rbw->constraints != NULL) {
FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN (rbw->constraints, object) {
RigidBodyCon *rbc = object->rigidbody_constraint;
if (rbc == NULL || rbc->ob1 == NULL || rbc->ob2 == NULL) {
/* When either ob1 or ob2 is NULL, the constraint doesn't work. */
continue;
}
/* Make sure indirectly linked objects are fully built. */
build_object(-1, object, DEG_ID_LINKED_INDIRECTLY, false);
build_object(-1, rbc->ob1, DEG_ID_LINKED_INDIRECTLY, false);
build_object(-1, rbc->ob2, DEG_ID_LINKED_INDIRECTLY, false);
}
FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
}
}
void DepsgraphNodeBuilder::build_particle_systems(Object *object, bool is_object_visible)
{
/**
* Particle Systems Nodes
* ======================
*
* There are two types of nodes associated with representing
* particle systems:
* 1) Component (EVAL_PARTICLES) - This is the particle-system
* evaluation context for an object. It acts as the container
* for all the nodes associated with a particular set of particle
* systems.
* 2) Particle System Eval Operation - This operation node acts as a
* blackbox evaluation step for one particle system referenced by
* the particle systems stack. All dependencies link to this operation. */
/* Component for all particle systems. */
ComponentNode *psys_comp = add_component_node(&object->id, NodeType::PARTICLE_SYSTEM);
Object *ob_cow = get_cow_datablock(object);
OperationNode *op_node;
op_node = add_operation_node(psys_comp,
OperationCode::PARTICLE_SYSTEM_INIT,
function_bind(BKE_particle_system_eval_init, _1, ob_cow));
op_node->set_as_entry();
/* Build all particle systems. */
LISTBASE_FOREACH (ParticleSystem *, psys, &object->particlesystem) {
ParticleSettings *part = psys->part;
/* Build particle settings operations.
*
* NOTE: The call itself ensures settings are only build once. */
build_particle_settings(part);
/* Particle system evaluation. */
add_operation_node(psys_comp, OperationCode::PARTICLE_SYSTEM_EVAL, NULL, psys->name);
/* Keyed particle targets. */
if (part->phystype == PART_PHYS_KEYED) {
LISTBASE_FOREACH (ParticleTarget *, particle_target, &psys->targets) {
if (particle_target->ob == NULL || particle_target->ob == object) {
continue;
}
build_object(-1, particle_target->ob, DEG_ID_LINKED_INDIRECTLY, is_object_visible);
}
}
/* Visualization of particle system. */
switch (part->ren_as) {
case PART_DRAW_OB:
if (part->instance_object != NULL) {
build_object(-1, part->instance_object, DEG_ID_LINKED_INDIRECTLY, is_object_visible);
}
break;
case PART_DRAW_GR:
if (part->instance_collection != NULL) {
build_collection(NULL, part->instance_collection);
}
break;
}
}
op_node = add_operation_node(psys_comp, OperationCode::PARTICLE_SYSTEM_DONE);
op_node->set_as_exit();
}
void DepsgraphNodeBuilder::build_particle_settings(ParticleSettings *particle_settings)
{
if (built_map_.checkIsBuiltAndTag(particle_settings)) {
return;
}
/* Make sure we've got proper copied ID pointer. */
add_id_node(&particle_settings->id);
ParticleSettings *particle_settings_cow = get_cow_datablock(particle_settings);
/* Animation data. */
build_animdata(&particle_settings->id);
build_parameters(&particle_settings->id);
/* Parameters change. */
OperationNode *op_node;
op_node = add_operation_node(
&particle_settings->id, NodeType::PARTICLE_SETTINGS, OperationCode::PARTICLE_SETTINGS_INIT);
op_node->set_as_entry();
add_operation_node(&particle_settings->id,
NodeType::PARTICLE_SETTINGS,
OperationCode::PARTICLE_SETTINGS_RESET,
function_bind(BKE_particle_settings_eval_reset, _1, particle_settings_cow));
op_node = add_operation_node(
&particle_settings->id, NodeType::PARTICLE_SETTINGS, OperationCode::PARTICLE_SETTINGS_EVAL);
op_node->set_as_exit();
/* Texture slots. */
for (int mtex_index = 0; mtex_index < MAX_MTEX; ++mtex_index) {
MTex *mtex = particle_settings->mtex[mtex_index];
if (mtex == NULL || mtex->tex == NULL) {
continue;
}
build_texture(mtex->tex);
}
}
/* Shapekeys */
void DepsgraphNodeBuilder::build_shapekeys(Key *key)
{
if (built_map_.checkIsBuiltAndTag(key)) {
return;
}
build_animdata(&key->id);
build_parameters(&key->id);
/* This is an exit operation for the entire key datablock, is what is used
* as dependency for modifiers evaluation. */
add_operation_node(&key->id, NodeType::GEOMETRY, OperationCode::GEOMETRY_SHAPEKEY);
/* Create per-key block properties, allowing tricky inter-dependnecies for
* drivers evaluation. */
LISTBASE_FOREACH (KeyBlock *, key_block, &key->block) {
add_operation_node(
&key->id, NodeType::PARAMETERS, OperationCode::PARAMETERS_EVAL, NULL, key_block->name);
}
}
/* ObData Geometry Evaluation */
// XXX: what happens if the datablock is shared!
void DepsgraphNodeBuilder::build_object_data_geometry(Object *object, bool is_object_visible)
{
OperationNode *op_node;
Scene *scene_cow = get_cow_datablock(scene_);
Object *object_cow = get_cow_datablock(object);
/* Entry operation, takes care of initialization, and some other
* relations which needs to be run prior actual geometry evaluation. */
op_node = add_operation_node(&object->id, NodeType::GEOMETRY, OperationCode::GEOMETRY_EVAL_INIT);
op_node->set_as_entry();
/* Geometry evaluation. */
op_node = add_operation_node(
&object->id,
NodeType::GEOMETRY,
OperationCode::GEOMETRY_EVAL,
function_bind(BKE_object_eval_uber_data, _1, scene_cow, object_cow));
op_node->set_as_exit();
/* Materials. */
if (object->totcol != 0) {
if (object->type == OB_MESH) {
add_operation_node(&object->id,
NodeType::SHADING,
OperationCode::SHADING,
function_bind(BKE_object_eval_update_shading, _1, object_cow));
}
for (int a = 1; a <= object->totcol; a++) {
Material *ma = give_current_material(object, a);
if (ma != NULL) {
build_material(ma);
}
}
}
/* Point caches. */
build_object_pointcache(object);
/* Geometry. */
build_object_data_geometry_datablock((ID *)object->data, is_object_visible);
}
void DepsgraphNodeBuilder::build_object_data_geometry_datablock(ID *obdata, bool is_object_visible)
{
if (built_map_.checkIsBuiltAndTag(obdata)) {
return;
}
OperationNode *op_node;
/* Make sure we've got an ID node before requesting CoW pointer. */
(void)add_id_node((ID *)obdata);
ID *obdata_cow = get_cow_id(obdata);
/* Animation. */
build_animdata(obdata);
/* ShapeKeys */
Key *key = BKE_key_from_id(obdata);
if (key) {
build_shapekeys(key);
}
/* Nodes for result of obdata's evaluation, and geometry
* evaluation on object. */
const ID_Type id_type = GS(obdata->name);
switch (id_type) {
case ID_ME: {
op_node = add_operation_node(obdata,
NodeType::GEOMETRY,
OperationCode::GEOMETRY_EVAL,
function_bind(BKE_mesh_eval_geometry, _1, (Mesh *)obdata_cow));
op_node->set_as_entry();
break;
}
case ID_MB: {
op_node = add_operation_node(obdata, NodeType::GEOMETRY, OperationCode::GEOMETRY_EVAL);
op_node->set_as_entry();
break;
}
case ID_CU: {
op_node = add_operation_node(
obdata,
NodeType::GEOMETRY,
OperationCode::GEOMETRY_EVAL,
function_bind(BKE_curve_eval_geometry, _1, (Curve *)obdata_cow));
op_node->set_as_entry();
/* Make sure objects used for bevel.taper are in the graph.
* NOTE: This objects might be not linked to the scene. */
Curve *cu = (Curve *)obdata;
if (cu->bevobj != NULL) {
build_object(-1, cu->bevobj, DEG_ID_LINKED_INDIRECTLY, is_object_visible);
}
if (cu->taperobj != NULL) {
build_object(-1, cu->taperobj, DEG_ID_LINKED_INDIRECTLY, is_object_visible);
}
if (cu->textoncurve != NULL) {
build_object(-1, cu->textoncurve, DEG_ID_LINKED_INDIRECTLY, is_object_visible);
}
break;
}
case ID_LT: {
op_node = add_operation_node(
obdata,
NodeType::GEOMETRY,
OperationCode::GEOMETRY_EVAL,
function_bind(BKE_lattice_eval_geometry, _1, (Lattice *)obdata_cow));
op_node->set_as_entry();
break;
}
case ID_GD: {
/* GPencil evaluation operations. */
op_node = add_operation_node(
obdata,
NodeType::GEOMETRY,
OperationCode::GEOMETRY_EVAL,
function_bind(BKE_gpencil_eval_geometry, _1, (bGPdata *)obdata_cow));
op_node->set_as_entry();
break;
}
default:
BLI_assert(!"Should not happen");
break;
}
op_node = add_operation_node(obdata, NodeType::GEOMETRY, OperationCode::GEOMETRY_EVAL_DONE);
op_node->set_as_exit();
/* Parameters for driver sources. */
build_parameters(obdata);
/* Batch cache. */
add_operation_node(obdata,
NodeType::BATCH_CACHE,
OperationCode::GEOMETRY_SELECT_UPDATE,
function_bind(BKE_object_data_select_update, _1, obdata_cow));
}
void DepsgraphNodeBuilder::build_armature(bArmature *armature)
{
if (built_map_.checkIsBuiltAndTag(armature)) {
return;
}
build_animdata(&armature->id);
build_parameters(&armature->id);
/* Make sure pose is up-to-date with armature updates. */
add_operation_node(&armature->id, NodeType::PARAMETERS, OperationCode::ARMATURE_EVAL);
}
void DepsgraphNodeBuilder::build_camera(Camera *camera)
{
if (built_map_.checkIsBuiltAndTag(camera)) {
return;
}
build_animdata(&camera->id);
build_parameters(&camera->id);
}
void DepsgraphNodeBuilder::build_light(Light *lamp)
{
if (built_map_.checkIsBuiltAndTag(lamp)) {
return;
}
build_animdata(&lamp->id);
build_parameters(&lamp->id);
/* light's nodetree */
build_nodetree(lamp->nodetree);
}
void DepsgraphNodeBuilder::build_nodetree(bNodeTree *ntree)
{
if (ntree == NULL) {
return;
}
if (built_map_.checkIsBuiltAndTag(ntree)) {
return;
}
/* nodetree itself */
add_id_node(&ntree->id);
bNodeTree *ntree_cow = get_cow_datablock(ntree);
/* General parameters. */
build_parameters(&ntree->id);
/* Animation, */
build_animdata(&ntree->id);
/* Shading update. */
add_operation_node(&ntree->id, NodeType::SHADING, OperationCode::MATERIAL_UPDATE);
/* NOTE: We really pass original and CoW node trees here, this is how the
* callback works. Ideally we need to find a better way for that. */
add_operation_node(&ntree->id,
NodeType::SHADING_PARAMETERS,
OperationCode::MATERIAL_UPDATE,
function_bind(BKE_nodetree_shading_params_eval, _1, ntree_cow, ntree));
/* nodetree's nodes... */
LISTBASE_FOREACH (bNode *, bnode, &ntree->nodes) {
ID *id = bnode->id;
if (id == NULL) {
continue;
}
ID_Type id_type = GS(id->name);
if (id_type == ID_MA) {
build_material((Material *)id);
}
else if (id_type == ID_TE) {
build_texture((Tex *)id);
}
else if (id_type == ID_IM) {
build_image((Image *)id);
}
else if (id_type == ID_OB) {
/* TODO(sergey): Use visibility of owner of the node tree. */
build_object(-1, (Object *)id, DEG_ID_LINKED_INDIRECTLY, true);
}
else if (id_type == ID_SCE) {
/* Scenes are used by compositor trees, and handled by render
* pipeline. No need to build dependencies for them here. */
}
else if (id_type == ID_TXT) {
/* Ignore script nodes. */
}
else if (id_type == ID_MSK) {
build_mask((Mask *)id);
}
else if (id_type == ID_MC) {
build_movieclip((MovieClip *)id);
}
else if (ELEM(bnode->type, NODE_GROUP, NODE_CUSTOM_GROUP)) {
bNodeTree *group_ntree = (bNodeTree *)id;
build_nodetree(group_ntree);
}
else {
BLI_assert(!"Unknown ID type used for node");
}
}
// TODO: link from nodetree to owner_component?
}
/* Recursively build graph for material */
void DepsgraphNodeBuilder::build_material(Material *material)
{
if (built_map_.checkIsBuiltAndTag(material)) {
return;
}
/* Material itself. */
add_id_node(&material->id);
Material *material_cow = get_cow_datablock(material);
/* Shading update. */
add_operation_node(&material->id,
NodeType::SHADING,
OperationCode::MATERIAL_UPDATE,
function_bind(BKE_material_eval, _1, material_cow));
/* Material animation. */
build_animdata(&material->id);
build_parameters(&material->id);
/* Material's nodetree. */
build_nodetree(material->nodetree);
}
/* Recursively build graph for texture */
void DepsgraphNodeBuilder::build_texture(Tex *texture)
{
if (built_map_.checkIsBuiltAndTag(texture)) {
return;
}
/* Texture itself. */
build_animdata(&texture->id);
build_parameters(&texture->id);
/* Texture's nodetree. */
build_nodetree(texture->nodetree);
/* Special cases for different IDs which texture uses. */
if (texture->type == TEX_IMAGE) {
if (texture->ima != NULL) {
build_image(texture->ima);
}
}
add_operation_node(
&texture->id, NodeType::GENERIC_DATABLOCK, OperationCode::GENERIC_DATABLOCK_UPDATE);
}
void DepsgraphNodeBuilder::build_image(Image *image)
{
if (built_map_.checkIsBuiltAndTag(image)) {
return;
}
build_parameters(&image->id);
add_operation_node(
&image->id, NodeType::GENERIC_DATABLOCK, OperationCode::GENERIC_DATABLOCK_UPDATE);
}
void DepsgraphNodeBuilder::build_compositor(Scene *scene)
{
/* For now, just a plain wrapper? */
// TODO: create compositing component?
// XXX: component type undefined!
//graph->get_node(&scene->id, NULL, NodeType::COMPOSITING, NULL);
/* for now, nodetrees are just parameters; compositing occurs in internals
* of renderer... */
add_component_node(&scene->id, NodeType::PARAMETERS);
build_nodetree(scene->nodetree);
}
void DepsgraphNodeBuilder::build_gpencil(bGPdata *gpd)
{
if (built_map_.checkIsBuiltAndTag(gpd)) {
return;
}
ID *gpd_id = &gpd->id;
/* TODO(sergey): what about multiple users of same datablock? This should
* only get added once. */
/* The main reason Grease Pencil is included here is because the animation
* (and drivers) need to be hosted somewhere. */
build_animdata(gpd_id);
build_parameters(gpd_id);
}
void DepsgraphNodeBuilder::build_cachefile(CacheFile *cache_file)
{
if (built_map_.checkIsBuiltAndTag(cache_file)) {
return;
}
ID *cache_file_id = &cache_file->id;
/* Animation, */
build_animdata(cache_file_id);
build_parameters(cache_file_id);
/* Cache evaluation itself. */
add_operation_node(cache_file_id, NodeType::CACHE, OperationCode::FILE_CACHE_UPDATE);
}
void DepsgraphNodeBuilder::build_mask(Mask *mask)
{
if (built_map_.checkIsBuiltAndTag(mask)) {
return;
}
ID *mask_id = &mask->id;
Mask *mask_cow = get_cow_datablock(mask);
/* F-Curve based animation. */
build_animdata(mask_id);
build_parameters(mask_id);
/* Animation based on mask's shapes. */
add_operation_node(mask_id,
NodeType::ANIMATION,
OperationCode::MASK_ANIMATION,
function_bind(BKE_mask_eval_animation, _1, mask_cow));
/* Final mask evaluation. */
add_operation_node(mask_id,
NodeType::PARAMETERS,
OperationCode::MASK_EVAL,
function_bind(BKE_mask_eval_update, _1, mask_cow));
}
void DepsgraphNodeBuilder::build_movieclip(MovieClip *clip)
{
if (built_map_.checkIsBuiltAndTag(clip)) {
return;
}
ID *clip_id = &clip->id;
MovieClip *clip_cow = (MovieClip *)ensure_cow_id(clip_id);
/* Animation. */
build_animdata(clip_id);
build_parameters(clip_id);
/* Movie clip evaluation. */
add_operation_node(clip_id,
NodeType::PARAMETERS,
OperationCode::MOVIECLIP_EVAL,
function_bind(BKE_movieclip_eval_update, _1, clip_cow));
add_operation_node(clip_id,
NodeType::BATCH_CACHE,
OperationCode::MOVIECLIP_SELECT_UPDATE,
function_bind(BKE_movieclip_eval_selection_update, _1, clip_cow));
}
void DepsgraphNodeBuilder::build_lightprobe(LightProbe *probe)
{
if (built_map_.checkIsBuiltAndTag(probe)) {
return;
}
/* Placeholder so we can add relations and tag ID node for update. */
add_operation_node(&probe->id, NodeType::PARAMETERS, OperationCode::LIGHT_PROBE_EVAL);
build_animdata(&probe->id);
build_parameters(&probe->id);
}
void DepsgraphNodeBuilder::build_speaker(Speaker *speaker)
{
if (built_map_.checkIsBuiltAndTag(speaker)) {
return;
}
/* Placeholder so we can add relations and tag ID node for update. */
add_operation_node(&speaker->id, NodeType::PARAMETERS, OperationCode::SPEAKER_EVAL);
build_animdata(&speaker->id);
build_parameters(&speaker->id);
}
/* **** ID traversal callbacks functions **** */
void DepsgraphNodeBuilder::modifier_walk(void *user_data,
struct Object * /*object*/,
struct ID **idpoin,
int /*cb_flag*/)
{
BuilderWalkUserData *data = (BuilderWalkUserData *)user_data;
ID *id = *idpoin;
if (id == NULL) {
return;
}
switch (GS(id->name)) {
case ID_OB:
/* Special case for object, so we take owner visibility into
* account. */
data->builder->build_object(
-1, (Object *)id, DEG_ID_LINKED_INDIRECTLY, data->is_parent_visible);
break;
default:
data->builder->build_id(id);
break;
}
}
void DepsgraphNodeBuilder::constraint_walk(bConstraint * /*con*/,
ID **idpoin,
bool /*is_reference*/,
void *user_data)
{
BuilderWalkUserData *data = (BuilderWalkUserData *)user_data;
ID *id = *idpoin;
if (id == NULL) {
return;
}
switch (GS(id->name)) {
case ID_OB:
/* Special case for object, so we take owner visibility into
* account. */
data->builder->build_object(
-1, (Object *)id, DEG_ID_LINKED_INDIRECTLY, data->is_parent_visible);
break;
default:
data->builder->build_id(id);
break;
}
}
} // namespace DEG