The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
281 lines
9.5 KiB
C++
281 lines
9.5 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2013 Blender Foundation */
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/** \file
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* \ingroup depsgraph
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*
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* Public API for Depsgraph
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*
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* Dependency Graph
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* ================
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*
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* The dependency graph tracks relations between various pieces of data in
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* a Blender file, but mainly just those which make up scene data. It is used
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* to determine the set of operations need to ensure that all data has been
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* correctly evaluated in response to changes, based on dependencies and visibility
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* of affected data.
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* Evaluation Engine
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* =================
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*
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* The evaluation takes the operation-nodes the Depsgraph has tagged for updating,
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* and schedules them up for being evaluated/executed such that the all dependency
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* relationship constraints are satisfied.
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*/
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/* ************************************************* */
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/* Forward-defined typedefs for core types
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* - These are used in all depsgraph code and by all callers of Depsgraph API...
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*/
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#pragma once
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#include "DNA_ID.h"
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/* Dependency Graph */
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typedef struct Depsgraph Depsgraph;
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/* ------------------------------------------------ */
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struct Main;
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struct Scene;
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struct ViewLayer;
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typedef enum eEvaluationMode {
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DAG_EVAL_VIEWPORT = 0, /* evaluate for OpenGL viewport */
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DAG_EVAL_RENDER = 1, /* evaluate for render purposes */
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} eEvaluationMode;
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/* DagNode->eval_flags */
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enum {
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/* Regardless to curve->path animation flag path is to be evaluated anyway,
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* to meet dependencies with such a things as curve modifier and other guys
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* who're using curve deform, where_on_path and so. */
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DAG_EVAL_NEED_CURVE_PATH = (1 << 0),
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/* A shrinkwrap modifier or constraint targeting this mesh needs information
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* about non-manifold boundary edges for the Target Normal Project mode. */
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DAG_EVAL_NEED_SHRINKWRAP_BOUNDARY = (1 << 1),
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};
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* ************************************************ */
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/* Depsgraph API */
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/* -------------------------------------------------------------------- */
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/** \name CRUD
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* \{ */
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/* Get main depsgraph instance from context! */
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/**
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* Create new Depsgraph instance.
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*
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* TODO: what arguments are needed here? What's the building-graph entry point?
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*/
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Depsgraph *DEG_graph_new(struct Main *bmain,
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struct Scene *scene,
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struct ViewLayer *view_layer,
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eEvaluationMode mode);
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/**
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* Replace the "owner" pointers (currently Main/Scene/ViewLayer) of this depsgraph.
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* Used for:
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* - Undo steps when we do want to re-use the old depsgraph data as much as possible.
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* - Rendering where we want to re-use objects between different view layers.
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*/
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void DEG_graph_replace_owners(struct Depsgraph *depsgraph,
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struct Main *bmain,
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struct Scene *scene,
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struct ViewLayer *view_layer);
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/** Free graph's contents and graph itself. */
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void DEG_graph_free(Depsgraph *graph);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Node Types Registry
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* \{ */
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/** Register all node types. */
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void DEG_register_node_types(void);
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/** Free node type registry on exit. */
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void DEG_free_node_types(void);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Update Tagging
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* \{ */
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/** Tag dependency graph for updates when visible scenes/layers changes. */
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void DEG_graph_tag_on_visible_update(Depsgraph *depsgraph, bool do_time);
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/** Tag all dependency graphs for update when visible scenes/layers changes. */
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void DEG_tag_on_visible_update(struct Main *bmain, bool do_time);
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/**
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* \note Will return NULL if the flag is not known, allowing to gracefully handle situations
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* when recalc flag has been removed.
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*/
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const char *DEG_update_tag_as_string(IDRecalcFlag flag);
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/** Tag given ID for an update in all the dependency graphs. */
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void DEG_id_tag_update(struct ID *id, unsigned int flags);
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void DEG_id_tag_update_ex(struct Main *bmain, struct ID *id, unsigned int flags);
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void DEG_graph_id_tag_update(struct Main *bmain,
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struct Depsgraph *depsgraph,
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struct ID *id,
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unsigned int flags);
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/** Tag all dependency graphs when time has changed. */
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void DEG_time_tag_update(struct Main *bmain);
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/** Tag a dependency graph when time has changed. */
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void DEG_graph_time_tag_update(struct Depsgraph *depsgraph);
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/**
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* Mark a particular data-block type as having changing.
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* This does not cause any updates but is used by external
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* render engines to detect if for example a data-block was removed.
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*/
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void DEG_graph_id_type_tag(struct Depsgraph *depsgraph, short id_type);
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void DEG_id_type_tag(struct Main *bmain, short id_type);
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/**
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* Set a depsgraph to flush updates to editors. This would be done
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* for viewport depsgraphs, but not render or export depsgraph for example.
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*/
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void DEG_enable_editors_update(struct Depsgraph *depsgraph);
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/** Check if something was changed in the database and inform editors about this. */
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void DEG_editors_update(struct Depsgraph *depsgraph, bool time);
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/** Clear recalc flags after editors or renderers have handled updates. */
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void DEG_ids_clear_recalc(Depsgraph *depsgraph, bool backup);
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/**
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* Restore recalc flags, backed up by a previous call to #DEG_ids_clear_recalc.
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* This also clears the backup.
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*/
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void DEG_ids_restore_recalc(Depsgraph *depsgraph);
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/** \} */
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/* ************************************************ */
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/* Evaluation Engine API */
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/* -------------------------------------------------------------------- */
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/** \name Graph Evaluation
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* \{ */
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/**
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* Frame changed recalculation entry point.
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*
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* \note The frame-change happened for root scene that graph belongs to.
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*/
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void DEG_evaluate_on_framechange(Depsgraph *graph, float frame);
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/**
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* Data changed recalculation entry point.
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* Evaluate all nodes tagged for updating.
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*/
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void DEG_evaluate_on_refresh(Depsgraph *graph);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Editors Integration
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*
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* Mechanism to allow editors to be informed of depsgraph updates,
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* to do their own updates based on changes.
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* \{ */
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typedef struct DEGEditorUpdateContext {
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struct Main *bmain;
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struct Depsgraph *depsgraph;
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struct Scene *scene;
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struct ViewLayer *view_layer;
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} DEGEditorUpdateContext;
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typedef void (*DEG_EditorUpdateIDCb)(const DEGEditorUpdateContext *update_ctx, struct ID *id);
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typedef void (*DEG_EditorUpdateSceneCb)(const DEGEditorUpdateContext *update_ctx, bool updated);
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/** Set callbacks which are being called when depsgraph changes. */
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void DEG_editors_set_update_cb(DEG_EditorUpdateIDCb id_func, DEG_EditorUpdateSceneCb scene_func);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Evaluation
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* \{ */
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bool DEG_is_evaluating(const struct Depsgraph *depsgraph);
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bool DEG_is_active(const struct Depsgraph *depsgraph);
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void DEG_make_active(struct Depsgraph *depsgraph);
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void DEG_make_inactive(struct Depsgraph *depsgraph);
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/**
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* Disable the visibility optimization making it so IDs which affect hidden objects or disabled
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* modifiers are still evaluated.
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*
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* For example, this ensures that an object which is needed by a modifier is ignoring checks about
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* whether the object is hidden or the modifier is disabled. */
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void DEG_disable_visibility_optimization(struct Depsgraph *depsgraph);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Evaluation Debug
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* \{ */
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void DEG_debug_print_begin(struct Depsgraph *depsgraph);
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void DEG_debug_print_eval(struct Depsgraph *depsgraph,
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const char *function_name,
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const char *object_name,
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const void *object_address);
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void DEG_debug_print_eval_subdata(struct Depsgraph *depsgraph,
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const char *function_name,
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const char *object_name,
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const void *object_address,
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const char *subdata_comment,
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const char *subdata_name,
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const void *subdata_address);
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void DEG_debug_print_eval_subdata_index(struct Depsgraph *depsgraph,
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const char *function_name,
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const char *object_name,
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const void *object_address,
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const char *subdata_comment,
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const char *subdata_name,
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const void *subdata_address,
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int subdata_index);
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void DEG_debug_print_eval_parent_typed(struct Depsgraph *depsgraph,
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const char *function_name,
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const char *object_name,
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const void *object_address,
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const char *parent_comment,
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const char *parent_name,
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const void *parent_address);
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void DEG_debug_print_eval_time(struct Depsgraph *depsgraph,
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const char *function_name,
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const char *object_name,
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const void *object_address,
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float time);
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/** \} */
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#ifdef __cplusplus
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} /* extern "C" */
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#endif
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