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
104 lines
2.9 KiB
C++
104 lines
2.9 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): None Yet
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file depsgraph/intern/nodes/deg_node_id.h
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* \ingroup depsgraph
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*/
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#pragma once
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#include "intern/nodes/deg_node.h"
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#include "BLI_sys_types.h"
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namespace DEG {
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struct ComponentDepsNode;
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typedef uint64_t IDComponentsMask;
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/* ID-Block Reference */
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struct IDDepsNode : public DepsNode {
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struct ComponentIDKey {
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ComponentIDKey(eDepsNode_Type type, const char *name = "");
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bool operator==(const ComponentIDKey &other) const;
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eDepsNode_Type type;
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const char *name;
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};
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virtual void init(const ID *id, const char *subdata) override;
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void init_copy_on_write(ID *id_cow_hint = NULL);
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~IDDepsNode();
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void destroy();
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virtual string identifier() const override;
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ComponentDepsNode *find_component(eDepsNode_Type type,
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const char *name = "") const;
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ComponentDepsNode *add_component(eDepsNode_Type type,
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const char *name = "");
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virtual void tag_update(Depsgraph *graph, eDepsTag_Source source) override;
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void finalize_build(Depsgraph *graph);
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IDComponentsMask get_visible_components_mask() const;
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/* ID Block referenced. */
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ID *id_orig;
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ID *id_cow;
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/* Hash to make it faster to look up components. */
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GHash *components;
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/* Additional flags needed for scene evaluation.
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* TODO(sergey): Only needed for until really granular updates
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* of all the entities.
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*/
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uint32_t eval_flags;
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uint32_t previous_eval_flags;
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/* Extra customdata mask which needs to be evaluated for the mesh object. */
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uint64_t customdata_mask;
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uint64_t previous_customdata_mask;
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eDepsNode_LinkedState_Type linked_state;
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/* Indicates the datablock is visible in the evaluated scene. */
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bool is_directly_visible;
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/* For the collection type of ID, denotes whether collection was fully
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* recursed into. */
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bool is_collection_fully_expanded;
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IDComponentsMask visible_components_mask;
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IDComponentsMask previously_visible_components_mask;
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DEG_DEPSNODE_DECLARE;
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};
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} // namespace DEG
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