Move all mask-related fields from Object and OperationDepsNode to Object_Runtime and IDDepsNode. Auto-apply DEG_TAG_GEOMETRY if the mask changes after DEG rebuild. Update DEG API and all code that uses it. This fixes "source mesh data is not ready" errors from Data Transfer modifier when parameters are changed in the UI after the recent mesh_get_eval_final fix. Reviewers: sergey Differential Revision: https://developer.blender.org/D4025
298 lines
10 KiB
C++
298 lines
10 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: Lukas Toenne
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* Contributor(s): None Yet
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/depsgraph/intern/builder/deg_builder_nodes.h
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* \ingroup depsgraph
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*/
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#pragma once
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#include "intern/builder/deg_builder_map.h"
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#include "intern/depsgraph_types.h"
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#include "DEG_depsgraph.h"
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#include "intern/nodes/deg_node_id.h"
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struct Base;
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struct bArmature;
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struct bAction;
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struct CacheFile;
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struct Camera;
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struct bGPdata;
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struct ListBase;
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struct GHash;
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struct ID;
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struct Image;
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struct FCurve;
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struct Collection;
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struct Key;
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struct Lamp;
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struct LayerCollection;
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struct LightProbe;
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struct Main;
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struct Material;
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struct Mask;
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struct MTex;
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struct MovieClip;
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struct bNodeTree;
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struct Object;
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struct ParticleSettings;
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struct Probe;
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struct bPoseChannel;
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struct bConstraint;
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struct Scene;
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struct Speaker;
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struct Tex;
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struct World;
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struct PropertyRNA;
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namespace DEG {
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struct Depsgraph;
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struct DepsNode;
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struct IDDepsNode;
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struct TimeSourceDepsNode;
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struct ComponentDepsNode;
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struct OperationDepsNode;
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struct DepsgraphNodeBuilder {
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DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph);
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~DepsgraphNodeBuilder();
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/* For given original ID get ID which is created by CoW system. */
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ID *get_cow_id(const ID *id_orig) const;
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/* Similar to above, but for the cases when there is no ID node we create
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* one.
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*/
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ID *ensure_cow_id(ID *id_orig);
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/* Helper wrapper function which wraps get_cow_id with a needed type cast. */
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template<typename T>
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T *get_cow_datablock(const T *orig) const {
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return (T *)get_cow_id(&orig->id);
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}
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/* For a given COW datablock get corresponding original one. */
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template<typename T>
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T *get_orig_datablock(const T *cow) const {
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return (T *)cow->id.orig_id;
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}
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void begin_build();
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void end_build();
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IDDepsNode *add_id_node(ID *id);
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IDDepsNode *find_id_node(ID *id);
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TimeSourceDepsNode *add_time_source();
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ComponentDepsNode *add_component_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name = "");
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OperationDepsNode *add_operation_node(ComponentDepsNode *comp_node,
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const DepsEvalOperationCb& op,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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OperationDepsNode *add_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name,
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const DepsEvalOperationCb& op,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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OperationDepsNode *add_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const DepsEvalOperationCb& op,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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OperationDepsNode *ensure_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const DepsEvalOperationCb& op,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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bool has_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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OperationDepsNode *find_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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OperationDepsNode *find_operation_node(ID *id,
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eDepsNode_Type comp_type,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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void build_id(ID *id);
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void build_layer_collections(ListBase *lb);
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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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void build_collection(LayerCollection *from_layer_collection,
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Collection *collection);
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void build_object(int base_index,
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Object *object,
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eDepsNode_LinkedState_Type linked_state,
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bool is_visible);
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void build_object_flags(int base_index,
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Object *object,
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eDepsNode_LinkedState_Type linked_state);
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void build_object_data(Object *object, bool is_object_visible);
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void build_object_data_camera(Object *object);
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void build_object_data_geometry(Object *object, bool is_object_visible);
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void build_object_data_geometry_datablock(ID *obdata,
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bool is_object_visible);
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void build_object_data_lamp(Object *object);
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void build_object_data_lightprobe(Object *object);
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void build_object_data_speaker(Object *object);
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void build_object_transform(Object *object);
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void build_object_constraints(Object *object);
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void build_object_pointcache(Object *object);
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void build_pose_constraints(Object *object,
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bPoseChannel *pchan,
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int pchan_index,
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bool is_object_visible);
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void build_rigidbody(Scene *scene);
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void build_particles(Object *object, bool is_object_visible);
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void build_particle_settings(ParticleSettings *part);
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void build_animdata(ID *id);
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void build_animdata_nlastrip_targets(ListBase *strips);
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void build_action(bAction *action);
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void build_driver(ID *id, FCurve *fcurve, int driver_index);
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void build_driver_variables(ID *id, FCurve *fcurve);
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void build_driver_id_property(ID *id, const char *rna_path);
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void build_ik_pose(Object *object,
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bPoseChannel *pchan,
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bConstraint *con);
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void build_splineik_pose(Object *object,
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bPoseChannel *pchan,
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bConstraint *con);
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void build_rig(Object *object, bool is_object_visible);
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void build_proxy_rig(Object *object);
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void build_armature(bArmature *armature);
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void build_shapekeys(Key *key);
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void build_camera(Camera *camera);
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void build_lamp(Lamp *lamp);
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void build_nodetree(bNodeTree *ntree);
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void build_material(Material *ma);
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void build_texture(Tex *tex);
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void build_image(Image *image);
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void build_world(World *world);
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void build_compositor(Scene *scene);
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void build_gpencil(bGPdata *gpd);
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void build_cachefile(CacheFile *cache_file);
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void build_mask(Mask *mask);
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void build_movieclip(MovieClip *clip);
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void build_lightprobe(LightProbe *probe);
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void build_speaker(Speaker *speaker);
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/* Per-ID information about what was already in the dependency graph.
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* Allows to re-use certain values, to speed up following evaluation.
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*/
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struct IDInfo {
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/* Copy-on-written pointer of the corresponding ID. */
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ID *id_cow;
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/* Mask of visible components from previous state of the
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* dependency graph.
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*/
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IDComponentsMask previously_visible_components_mask;
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/* Special evaluation flag mask from the previous depsgraph. */
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uint32_t previous_eval_flags;
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/* Mesh CustomData mask from the previous depsgraph. */
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uint64_t previous_customdata_mask;
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};
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protected:
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/* Allows to identify an operation which was tagged for update at the time
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* relations are being updated. We can not reuse operation node pointer
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* since it will change during dependency graph construction.
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*/
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struct SavedEntryTag {
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ID *id_orig;
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eDepsNode_Type component_type;
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eDepsOperation_Code opcode;
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const char *name;
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int name_tag;
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};
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vector<SavedEntryTag> saved_entry_tags_;
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struct BuilderWalkUserData {
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DepsgraphNodeBuilder *builder;
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/* Denotes whether object the walk is invoked from is visible. */
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bool is_parent_visible;
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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 *constraint,
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ID **idpoin,
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bool is_reference,
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void *user_data);
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/* State which never changes, same for the whole builder time. */
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Main *bmain_;
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Depsgraph *graph_;
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/* State which demotes currently built entities. */
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Scene *scene_;
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ViewLayer *view_layer_;
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int view_layer_index_;
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/* NOTE: Collection are possibly built recursively, so be careful when
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* setting the current state.
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*/
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Collection *collection_;
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/* Accumulated flag over the hierarchy opf currently building collections.
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* Denotes whether all the hierarchy from parent of collection_ to the
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* very root is visible (aka not restricted.).
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*/
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bool is_parent_collection_visible_;
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/* Indexed by original ID, values are IDInfo. */
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GHash *id_info_hash_;
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/* Set of IDs which were already build. Makes it easier to keep track of
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* what was already built and what was not.
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*/
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BuilderMap built_map_;
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};
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} // namespace DEG
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