Objects can evaluate to a geometry set instead of a single ID (only point cloud objects for now). In the depsgraph object iterator, the evaluated geometry components are expanded into temporary objects. It's important to note that instanced objects can also contain geometry components. Therefore, they have to be split up into multiple objects as well in some cases. At a high level the iterator works like so: ``` for object in depsgraph: for component in object: yield object_from_component(component) for dupli in make_duplis_list(object): for component in dupli: yield object_from_component(component) ``` DEG_iterator_objects_next has been cleaned up, to make this structure a bit more apparent. This should not change anything for objects that are not point clouds.
276 lines
10 KiB
C++
276 lines
10 KiB
C++
/*
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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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/** \file
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* \ingroup depsgraph
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*
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* Public API for Querying Depsgraph.
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*/
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#pragma once
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#include "BLI_iterator.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_build.h"
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/* Needed for the instance iterator. */
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#include "DNA_object_types.h"
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struct BLI_Iterator;
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struct CustomData_MeshMasks;
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struct Depsgraph;
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struct DupliObject;
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struct ID;
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struct ListBase;
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struct PointerRNA;
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struct Scene;
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struct ViewLayer;
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* *********************** DEG input data ********************* */
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/* Get scene that depsgraph was built for. */
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struct Scene *DEG_get_input_scene(const Depsgraph *graph);
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/* Get view layer that depsgraph was built for. */
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struct ViewLayer *DEG_get_input_view_layer(const Depsgraph *graph);
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/* Get bmain that depsgraph was built for. */
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struct Main *DEG_get_bmain(const Depsgraph *graph);
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/* Get evaluation mode that depsgraph was built for. */
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eEvaluationMode DEG_get_mode(const Depsgraph *graph);
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/* Get time that depsgraph is being evaluated or was last evaluated at. */
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float DEG_get_ctime(const Depsgraph *graph);
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/* ********************* DEG evaluated data ******************* */
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/* Check if given ID type was tagged for update. */
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bool DEG_id_type_updated(const struct Depsgraph *depsgraph, short id_type);
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bool DEG_id_type_any_updated(const struct Depsgraph *depsgraph);
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/* Check if given ID type is present in the depsgraph */
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bool DEG_id_type_any_exists(const struct Depsgraph *depsgraph, short id_type);
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/* Get additional evaluation flags for the given ID. */
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uint32_t DEG_get_eval_flags_for_id(const struct Depsgraph *graph, struct ID *id);
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/* Get additional mesh CustomData_MeshMasks flags for the given object. */
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void DEG_get_customdata_mask_for_object(const struct Depsgraph *graph,
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struct Object *object,
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struct CustomData_MeshMasks *r_mask);
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/* Get scene at its evaluated state.
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*
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* Technically, this is a copied-on-written and fully evaluated version of the input scene.
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* This function will check that the data-block has been expanded (and copied) from the original
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* one. Assert will happen if it's not. */
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struct Scene *DEG_get_evaluated_scene(const struct Depsgraph *graph);
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/* Get view layer at its evaluated state.
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* This is a shortcut for accessing active view layer from evaluated scene. */
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struct ViewLayer *DEG_get_evaluated_view_layer(const struct Depsgraph *graph);
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/* Get evaluated version of object for given original one. */
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struct Object *DEG_get_evaluated_object(const struct Depsgraph *depsgraph, struct Object *object);
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/* Get evaluated version of given ID datablock. */
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struct ID *DEG_get_evaluated_id(const struct Depsgraph *depsgraph, struct ID *id);
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/* Get evaluated version of data pointed to by RNA pointer */
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void DEG_get_evaluated_rna_pointer(const struct Depsgraph *depsgraph,
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struct PointerRNA *ptr,
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struct PointerRNA *r_ptr_eval);
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/* Get original version of object for given evaluated one. */
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struct Object *DEG_get_original_object(struct Object *object);
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/* Get original version of given evaluated ID datablock. */
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struct ID *DEG_get_original_id(struct ID *id);
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/* Check whether given ID is an original,
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*
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* Original IDs are considered all the IDs which are not covered by copy-on-write system and are
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* not out-of-main localized data-blocks. */
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bool DEG_is_original_id(const struct ID *id);
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bool DEG_is_original_object(const struct Object *object);
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/* Opposite of the above.
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*
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* If the data-block is not original it must be evaluated, and vice versa. */
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bool DEG_is_evaluated_id(const struct ID *id);
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bool DEG_is_evaluated_object(const struct Object *object);
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/* Check whether depsgraph os fully evaluated. This includes the following checks:
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* - Relations are up-to-date.
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* - Nothing is tagged for update. */
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bool DEG_is_fully_evaluated(const struct Depsgraph *depsgraph);
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/* ************************ DEG object iterators ********************* */
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enum {
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DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY = (1 << 0),
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DEG_ITER_OBJECT_FLAG_LINKED_INDIRECTLY = (1 << 1),
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DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET = (1 << 2),
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DEG_ITER_OBJECT_FLAG_VISIBLE = (1 << 3),
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DEG_ITER_OBJECT_FLAG_DUPLI = (1 << 4),
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};
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typedef struct DEGObjectIterData {
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struct Depsgraph *graph;
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int flag;
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struct Scene *scene;
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eEvaluationMode eval_mode;
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/* **** Iteration over geometry components **** */
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/* The object whose components we currently iterate over.
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* This might point to #temp_dupli_object. */
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struct Object *geometry_component_owner;
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/* Some identifier that is used to determine which geometry component should be returned next. */
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int geometry_component_id;
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/* Temporary storage for an object that is created from a component. */
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struct Object temp_geometry_component_object;
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/* **** Iteration over dupli-list. *** */
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/* Object which created the dupli-list. */
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struct Object *dupli_parent;
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/* List of duplicated objects. */
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struct ListBase *dupli_list;
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/* Next duplicated object to step into. */
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struct DupliObject *dupli_object_next;
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/* Corresponds to current object: current iterator object is evaluated from
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* this duplicated object. */
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struct DupliObject *dupli_object_current;
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/* Temporary storage to report fully populated DNA to the render engine or
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* other users of the iterator. */
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struct Object temp_dupli_object;
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/* **** Iteration over ID nodes **** */
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size_t id_node_index;
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size_t num_id_nodes;
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} DEGObjectIterData;
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void DEG_iterator_objects_begin(struct BLI_Iterator *iter, DEGObjectIterData *data);
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void DEG_iterator_objects_next(struct BLI_Iterator *iter);
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void DEG_iterator_objects_end(struct BLI_Iterator *iter);
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/**
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* Note: Be careful with DEG_ITER_OBJECT_FLAG_LINKED_INDIRECTLY objects.
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* Although they are available they have no overrides (collection_properties)
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* and will crash if you try to access it.
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*/
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#define DEG_OBJECT_ITER_BEGIN(graph_, instance_, flag_) \
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{ \
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DEGObjectIterData data_ = { \
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graph_, \
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flag_, \
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}; \
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\
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ITER_BEGIN (DEG_iterator_objects_begin, \
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DEG_iterator_objects_next, \
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DEG_iterator_objects_end, \
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&data_, \
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Object *, \
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instance_)
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#define DEG_OBJECT_ITER_END \
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ITER_END; \
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} \
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((void)0)
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/**
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* Depsgraph objects iterator for draw manager and final render
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*/
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#define DEG_OBJECT_ITER_FOR_RENDER_ENGINE_BEGIN(graph_, instance_) \
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DEG_OBJECT_ITER_BEGIN (graph_, \
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instance_, \
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DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY | \
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DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET | DEG_ITER_OBJECT_FLAG_VISIBLE | \
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DEG_ITER_OBJECT_FLAG_DUPLI)
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#define DEG_OBJECT_ITER_FOR_RENDER_ENGINE_END DEG_OBJECT_ITER_END
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/* ************************ DEG ID iterators ********************* */
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typedef struct DEGIDIterData {
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struct Depsgraph *graph;
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bool only_updated;
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size_t id_node_index;
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size_t num_id_nodes;
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} DEGIDIterData;
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void DEG_iterator_ids_begin(struct BLI_Iterator *iter, DEGIDIterData *data);
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void DEG_iterator_ids_next(struct BLI_Iterator *iter);
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void DEG_iterator_ids_end(struct BLI_Iterator *iter);
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/* ************************ DEG traversal ********************* */
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typedef void (*DEGForeachIDCallback)(ID *id, void *user_data);
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typedef void (*DEGForeachIDComponentCallback)(ID *id,
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eDepsObjectComponentType component,
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void *user_data);
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/* NOTE: Modifies runtime flags in depsgraph nodes, so can not be used in
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* parallel. Keep an eye on that!
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*/
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void DEG_foreach_ancestor_ID(const Depsgraph *depsgraph,
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const ID *id,
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DEGForeachIDCallback callback,
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void *user_data);
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void DEG_foreach_dependent_ID(const Depsgraph *depsgraph,
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const ID *id,
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DEGForeachIDCallback callback,
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void *user_data);
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/* Starts traversal from given component of the given ID, invokes callback for every other
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* component which is directly on indirectly dependent on the source one. */
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enum {
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/* Ignore transform solvers which depends on multiple inputs and affects final transform.
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* Is used for cases like snapping objects which are part of a rigid body simulation:
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* without this there will be "false-positive" dependencies between transform components of
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* objects:
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*
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* object 1 transform before solver ---> solver ------> object 1 final transform
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* object 2 transform before solver -----^ \------> object 2 final transform
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*/
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DEG_FOREACH_COMPONENT_IGNORE_TRANSFORM_SOLVERS = (1 << 0),
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};
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void DEG_foreach_dependent_ID_component(const Depsgraph *depsgraph,
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const ID *id,
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eDepsObjectComponentType source_component_type,
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int flags,
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DEGForeachIDComponentCallback callback,
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void *user_data);
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void DEG_foreach_ID(const Depsgraph *depsgraph, DEGForeachIDCallback callback, void *user_data);
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#ifdef __cplusplus
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} /* extern "C" */
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#endif
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