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blender-archive/source/blender/depsgraph/intern/builder/deg_builder_relations.h
Alexander Gavrilov bb16167fd8 Depsgraph: completely move customdata_mask to the ID node.
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
2018-12-03 18:29:06 +03:00

402 lines
12 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: Lukas Toenne
* Contributor(s): None Yet
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/intern/builder/deg_builder_relations.h
* \ingroup depsgraph
*/
#pragma once
#include <cstdio>
#include <cstring>
#include "intern/depsgraph_types.h"
#include "DNA_ID.h"
#include "RNA_access.h"
#include "RNA_types.h"
#include "BLI_utildefines.h"
#include "BLI_string.h"
#include "intern/builder/deg_builder_map.h"
#include "intern/depsgraph.h"
#include "intern/nodes/deg_node.h"
#include "intern/nodes/deg_node_component.h"
#include "intern/nodes/deg_node_operation.h"
struct Base;
struct bArmature;
struct bAction;
struct bGPdata;
struct CacheFile;
struct Camera;
struct ListBase;
struct GHash;
struct ID;
struct FCurve;
struct Collection;
struct Key;
struct Lamp;
struct LayerCollection;
struct LightProbe;
struct Main;
struct Mask;
struct Material;
struct MTex;
struct ModifierData;
struct MovieClip;
struct bNodeTree;
struct Object;
struct bPoseChannel;
struct bConstraint;
struct ParticleSystem;
struct ParticleSettings;
struct Scene;
struct Speaker;
struct ViewLayer;
struct Tex;
struct World;
struct EffectorWeights;
struct PropertyRNA;
namespace DEG {
struct Depsgraph;
struct DepsNode;
struct DepsNodeHandle;
struct DepsRelation;
struct RootDepsNode;
struct IDDepsNode;
struct TimeSourceDepsNode;
struct ComponentDepsNode;
struct OperationDepsNode;
struct RootPChanMap;
struct TimeSourceKey
{
TimeSourceKey();
TimeSourceKey(ID *id);
string identifier() const;
ID *id;
};
struct ComponentKey
{
ComponentKey();
ComponentKey(ID *id, eDepsNode_Type type, const char *name = "");
string identifier() const;
ID *id;
eDepsNode_Type type;
const char *name;
};
struct OperationKey
{
OperationKey();
OperationKey(ID *id,
eDepsNode_Type component_type,
const char *name,
int name_tag = -1);
OperationKey(ID *id,
eDepsNode_Type component_type,
const char *component_name,
const char *name,
int name_tag);
OperationKey(ID *id,
eDepsNode_Type component_type,
eDepsOperation_Code opcode);
OperationKey(ID *id,
eDepsNode_Type component_type,
const char *component_name,
eDepsOperation_Code opcode);
OperationKey(ID *id,
eDepsNode_Type component_type,
eDepsOperation_Code opcode,
const char *name,
int name_tag = -1);
OperationKey(ID *id,
eDepsNode_Type component_type,
const char *component_name,
eDepsOperation_Code opcode,
const char *name,
int name_tag = -1);
string identifier() const;
ID *id;
eDepsNode_Type component_type;
const char *component_name;
eDepsOperation_Code opcode;
const char *name;
int name_tag;
};
struct RNAPathKey
{
/* NOTE: see depsgraph_build.cpp for implementation */
RNAPathKey(ID *id, const char *path);
RNAPathKey(ID *id, const PointerRNA &ptr, PropertyRNA *prop);
string identifier() const;
ID *id;
PointerRNA ptr;
PropertyRNA *prop;
};
struct DepsgraphRelationBuilder
{
DepsgraphRelationBuilder(Main *bmain, Depsgraph *graph);
void begin_build();
template <typename KeyFrom, typename KeyTo>
DepsRelation *add_relation(const KeyFrom& key_from,
const KeyTo& key_to,
const char *description,
bool check_unique = false,
int flags = 0);
template <typename KeyFrom, typename KeyTo>
DepsRelation *add_relation(const KeyFrom& key_from,
const KeyTo& key_to,
const char *description,
eDepsRelation_Flag flag);
template <typename KeyTo>
DepsRelation *add_relation(const TimeSourceKey& key_from,
const KeyTo& key_to,
const char *description,
bool check_unique = false,
int flags = 0);
template <typename KeyType>
DepsRelation *add_node_handle_relation(const KeyType& key_from,
const DepsNodeHandle *handle,
const char *description,
bool check_unique = false,
int flags = 0);
void add_customdata_mask(Object *object, uint64_t mask);
void add_special_eval_flag(ID *object, uint32_t flag);
void build_id(ID *id);
void build_layer_collections(ListBase *lb);
void build_view_layer(Scene *scene, ViewLayer *view_layer);
void build_collection(LayerCollection *from_layer_collection,
Object *object,
Collection *collection);
void build_object(Base *base, Object *object);
void build_object_flags(Base *base, Object *object);
void build_object_data(Object *object);
void build_object_data_camera(Object *object);
void build_object_data_geometry(Object *object);
void build_object_data_geometry_datablock(ID *obdata);
void build_object_data_lamp(Object *object);
void build_object_data_lightprobe(Object *object);
void build_object_data_speaker(Object *object);
void build_object_parent(Object *object);
void build_object_pointcache(Object *object);
void build_constraints(ID *id,
eDepsNode_Type component_type,
const char *component_subdata,
ListBase *constraints,
RootPChanMap *root_map);
void build_animdata(ID *id);
void build_animdata_curves(ID *id);
void build_animdata_curves_targets(ID *id,
ComponentKey &adt_key,
OperationDepsNode *operation_from,
ListBase *curves);
void build_animdata_nlastrip_targets(ID *id,
ComponentKey &adt_key,
OperationDepsNode *operation_from,
ListBase *strips);
void build_animdata_drivers(ID *id);
void build_action(bAction *action);
void build_driver(ID *id, FCurve *fcurve);
void build_driver_data(ID *id, FCurve *fcurve);
void build_driver_variables(ID *id, FCurve *fcurve);
void build_world(World *world);
void build_rigidbody(Scene *scene);
void build_particles(Object *object);
void build_particle_settings(ParticleSettings *part);
void build_particles_visualization_object(Object *object,
ParticleSystem *psys,
Object *draw_object);
void build_ik_pose(Object *object,
bPoseChannel *pchan,
bConstraint *con,
RootPChanMap *root_map);
void build_splineik_pose(Object *object,
bPoseChannel *pchan,
bConstraint *con,
RootPChanMap *root_map);
void build_rig(Object *object);
void build_proxy_rig(Object *object);
void build_shapekeys(Key *key);
void build_armature(bArmature *armature);
void build_camera(Camera *camera);
void build_lamp(Lamp *lamp);
void build_nodetree(bNodeTree *ntree);
void build_material(Material *ma);
void build_texture(Tex *tex);
void build_compositor(Scene *scene);
void build_gpencil(bGPdata *gpd);
void build_cachefile(CacheFile *cache_file);
void build_mask(Mask *mask);
void build_movieclip(MovieClip *clip);
void build_lightprobe(LightProbe *probe);
void build_speaker(Speaker *speaker);
void build_nested_datablock(ID *owner, ID *id);
void build_nested_nodetree(ID *owner, bNodeTree *ntree);
void build_nested_shapekey(ID *owner, Key *key);
void add_collision_relations(const OperationKey &key,
Object *object,
Collection *collection,
const char *name);
void add_forcefield_relations(const OperationKey &key,
Object *object,
ParticleSystem *psys,
EffectorWeights *eff,
bool add_absorption, const char *name);
void build_copy_on_write_relations();
void build_copy_on_write_relations(IDDepsNode *id_node);
template <typename KeyType>
OperationDepsNode *find_operation_node(const KeyType &key);
Depsgraph *getGraph();
protected:
TimeSourceDepsNode *get_node(const TimeSourceKey &key) const;
ComponentDepsNode *get_node(const ComponentKey &key) const;
OperationDepsNode *get_node(const OperationKey &key) const;
DepsNode *get_node(const RNAPathKey &key) const;
OperationDepsNode *find_node(const OperationKey &key) const;
bool has_node(const OperationKey &key) const;
DepsRelation *add_time_relation(TimeSourceDepsNode *timesrc,
DepsNode *node_to,
const char *description,
bool check_unique = false,
int flags = 0);
DepsRelation *add_operation_relation(OperationDepsNode *node_from,
OperationDepsNode *node_to,
const char *description,
bool check_unique = false,
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);
/* Similar to above, but used to check whether driver is using key from
* the same key datablock as a driver variable.
*/
template <typename KeyFrom, typename KeyTo>
bool is_same_shapekey_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 never changes, same for the whole builder time. */
Main *bmain_;
Depsgraph *graph_;
/* State which demotes currently built entities. */
Scene *scene_;
BuilderMap built_map_;
};
struct DepsNodeHandle
{
DepsNodeHandle(DepsgraphRelationBuilder *builder,
OperationDepsNode *node,
const char *default_name = "")
: builder(builder),
node(node),
default_name(default_name)
{
BLI_assert(node != NULL);
}
DepsgraphRelationBuilder *builder;
OperationDepsNode *node;
const char *default_name;
};
} // namespace DEG
#include "intern/builder/deg_builder_relations_impl.h"