Files
blender/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
2017-06-14 12:01:52 +02:00

1115 lines
32 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: Joshua Leung
* Contributor(s): Based on original depsgraph.c code - Blender Foundation (2005-2013)
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/intern/builder/deg_builder_nodes.cc
* \ingroup depsgraph
*
* Methods for constructing depsgraph's nodes
*/
#include "intern/builder/deg_builder_nodes.h"
#include <stdio.h>
#include <stdlib.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
extern "C" {
#include "DNA_action_types.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_cachefile_types.h"
#include "DNA_camera_types.h"
#include "DNA_constraint_types.h"
#include "DNA_curve_types.h"
#include "DNA_effect_types.h"
#include "DNA_gpencil_types.h"
#include "DNA_group_types.h"
#include "DNA_key_types.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_mask_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meta_types.h"
#include "DNA_movieclip_types.h"
#include "DNA_node_types.h"
#include "DNA_particle_types.h"
#include "DNA_object_types.h"
#include "DNA_rigidbody_types.h"
#include "DNA_scene_types.h"
#include "DNA_texture_types.h"
#include "DNA_world_types.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_animsys.h"
#include "BKE_constraint.h"
#include "BKE_curve.h"
#include "BKE_depsgraph.h"
#include "BKE_effect.h"
#include "BKE_fcurve.h"
#include "BKE_idcode.h"
#include "BKE_group.h"
#include "BKE_key.h"
#include "BKE_lattice.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_mball.h"
#include "BKE_modifier.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_particle.h"
#include "BKE_rigidbody.h"
#include "BKE_sound.h"
#include "BKE_texture.h"
#include "BKE_tracking.h"
#include "BKE_world.h"
#include "RNA_access.h"
#include "RNA_types.h"
} /* extern "C" */
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "intern/builder/deg_builder.h"
#include "intern/nodes/deg_node.h"
#include "intern/nodes/deg_node_component.h"
#include "intern/nodes/deg_node_operation.h"
#include "intern/depsgraph_types.h"
#include "intern/depsgraph_intern.h"
#include "util/deg_util_foreach.h"
namespace DEG {
namespace {
struct BuilderWalkUserData {
DepsgraphNodeBuilder *builder;
Scene *scene;
};
static void modifier_walk(void *user_data,
struct Object * /*ob*/,
struct Object **obpoin,
int /*cb_flag*/)
{
BuilderWalkUserData *data = (BuilderWalkUserData *)user_data;
if (*obpoin) {
data->builder->build_object(data->scene, NULL, *obpoin);
}
}
void constraint_walk(bConstraint * /*con*/,
ID **idpoin,
bool /*is_reference*/,
void *user_data)
{
BuilderWalkUserData *data = (BuilderWalkUserData *)user_data;
if (*idpoin) {
ID *id = *idpoin;
if (GS(id->name) == ID_OB) {
data->builder->build_object(data->scene, NULL, (Object *)id);
}
}
}
} /* namespace */
/* ************ */
/* Node Builder */
/* **** General purpose functions **** */
DepsgraphNodeBuilder::DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph) :
m_bmain(bmain),
m_graph(graph)
{
}
DepsgraphNodeBuilder::~DepsgraphNodeBuilder()
{
}
IDDepsNode *DepsgraphNodeBuilder::add_id_node(ID *id)
{
return m_graph->add_id_node(id, id->name);
}
TimeSourceDepsNode *DepsgraphNodeBuilder::add_time_source()
{
return m_graph->add_time_source();
}
ComponentDepsNode *DepsgraphNodeBuilder::add_component_node(
ID *id,
eDepsNode_Type comp_type,
const char *comp_name)
{
IDDepsNode *id_node = add_id_node(id);
ComponentDepsNode *comp_node = id_node->add_component(comp_type, comp_name);
comp_node->owner = id_node;
return comp_node;
}
OperationDepsNode *DepsgraphNodeBuilder::add_operation_node(
ComponentDepsNode *comp_node,
const DepsEvalOperationCb& op,
eDepsOperation_Code opcode,
const char *name,
int name_tag)
{
OperationDepsNode *op_node = comp_node->has_operation(opcode,
name,
name_tag);
if (op_node == NULL) {
op_node = comp_node->add_operation(op, opcode, name, name_tag);
m_graph->operations.push_back(op_node);
}
else {
fprintf(stderr,
"add_operation: Operation already exists - %s has %s at %p\n",
comp_node->identifier().c_str(),
op_node->identifier().c_str(),
op_node);
BLI_assert(!"Should not happen!");
}
return op_node;
}
OperationDepsNode *DepsgraphNodeBuilder::add_operation_node(
ID *id,
eDepsNode_Type comp_type,
const char *comp_name,
const DepsEvalOperationCb& op,
eDepsOperation_Code opcode,
const char *name,
int name_tag)
{
ComponentDepsNode *comp_node = add_component_node(id, comp_type, comp_name);
return add_operation_node(comp_node, op, opcode, name, name_tag);
}
OperationDepsNode *DepsgraphNodeBuilder::add_operation_node(
ID *id,
eDepsNode_Type comp_type,
const DepsEvalOperationCb& op,
eDepsOperation_Code opcode,
const char *name,
int name_tag)
{
return add_operation_node(id,
comp_type,
"",
op,
opcode,
name,
name_tag);
}
bool DepsgraphNodeBuilder::has_operation_node(ID *id,
eDepsNode_Type comp_type,
const char *comp_name,
eDepsOperation_Code opcode,
const char *name,
int name_tag)
{
return find_operation_node(id,
comp_type,
comp_name,
opcode,
name,
name_tag) != NULL;
}
OperationDepsNode *DepsgraphNodeBuilder::find_operation_node(
ID *id,
eDepsNode_Type comp_type,
const char *comp_name,
eDepsOperation_Code opcode,
const char *name,
int name_tag)
{
ComponentDepsNode *comp_node = add_component_node(id, comp_type, comp_name);
return comp_node->has_operation(opcode, name, name_tag);
}
OperationDepsNode *DepsgraphNodeBuilder::find_operation_node(
ID *id,
eDepsNode_Type comp_type,
eDepsOperation_Code opcode,
const char *name,
int name_tag)
{
return find_operation_node(id, comp_type, "", opcode, name, name_tag);
}
/* **** Build functions for entity nodes **** */
void DepsgraphNodeBuilder::begin_build(Main *bmain) {
/* LIB_TAG_DOIT is used to indicate whether node for given ID was already
* created or not. This flag is being set in add_id_node(), so functions
* shouldn't bother with setting it, they only might query this flag when
* needed.
*/
BKE_main_id_tag_all(bmain, LIB_TAG_DOIT, false);
/* XXX nested node trees are not included in tag-clearing above,
* so we need to do this manually.
*/
FOREACH_NODETREE(bmain, nodetree, id) {
if (id != (ID *)nodetree) {
nodetree->id.tag &= ~LIB_TAG_DOIT;
}
} FOREACH_NODETREE_END
}
void DepsgraphNodeBuilder::build_group(Scene *scene,
Base *base,
Group *group)
{
ID *group_id = &group->id;
if (group_id->tag & LIB_TAG_DOIT) {
return;
}
group_id->tag |= LIB_TAG_DOIT;
LINKLIST_FOREACH (GroupObject *, go, &group->gobject) {
build_object(scene, base, go->ob);
}
}
void DepsgraphNodeBuilder::build_object(Scene *scene, Base *base, Object *ob)
{
const bool has_object = (ob->id.tag & LIB_TAG_DOIT);
IDDepsNode *id_node = (has_object)
? m_graph->find_id_node(&ob->id)
: add_id_node(&ob->id);
/* Update node layers.
* Do it for both new and existing ID nodes. This is so because several
* bases might be sharing same object.
*/
if (base != NULL) {
id_node->layers |= base->lay;
}
if (ob == scene->camera) {
/* Camera should always be updated, it used directly by viewport. */
id_node->layers |= (unsigned int)(-1);
}
/* Skip rest of components if the ID node was already there. */
if (has_object) {
return;
}
ob->id.tag |= LIB_TAG_DOIT;
ob->customdata_mask = 0;
/* Standard components. */
build_object_transform(scene, ob);
if (ob->parent != NULL) {
build_object(scene, NULL, ob->parent);
}
if (ob->modifiers.first != NULL) {
BuilderWalkUserData data;
data.builder = this;
data.scene = scene;
modifiers_foreachObjectLink(ob, modifier_walk, &data);
}
if (ob->constraints.first != NULL) {
BuilderWalkUserData data;
data.builder = this;
data.scene = scene;
BKE_constraints_id_loop(&ob->constraints, constraint_walk, &data);
}
/* Object data. */
if (ob->data != NULL) {
/* type-specific data... */
switch (ob->type) {
case OB_MESH: /* Geometry */
case OB_CURVE:
case OB_FONT:
case OB_SURF:
case OB_MBALL:
case OB_LATTICE:
build_obdata_geom(scene, ob);
/* TODO(sergey): Only for until we support granular
* update of curves.
*/
if (ob->type == OB_FONT) {
Curve *curve = (Curve *)ob->data;
if (curve->textoncurve) {
id_node->eval_flags |= DAG_EVAL_NEED_CURVE_PATH;
}
}
break;
case OB_ARMATURE: /* Pose */
if (ID_IS_LINKED_DATABLOCK(ob) && ob->proxy_from != NULL) {
build_proxy_rig(ob);
}
else {
build_rig(scene, ob);
}
break;
case OB_LAMP: /* Lamp */
build_lamp(ob);
break;
case OB_CAMERA: /* Camera */
build_camera(ob);
break;
default:
{
ID *obdata = (ID *)ob->data;
if ((obdata->tag & LIB_TAG_DOIT) == 0) {
build_animdata(obdata);
}
break;
}
}
}
/* Build animation data,
*
* Do it now because it's possible object data will affect
* on object's level animation, for example in case of rebuilding
* pose for proxy.
*/
build_animdata(&ob->id);
/* particle systems */
if (ob->particlesystem.first != NULL) {
build_particles(scene, ob);
}
/* Grease pencil. */
if (ob->gpd != NULL) {
build_gpencil(ob->gpd);
}
/* Object that this is a proxy for. */
if (ob->proxy) {
ob->proxy->proxy_from = ob;
build_object(scene, base, ob->proxy);
}
/* Object dupligroup. */
if (ob->dup_group != NULL) {
build_group(scene, base, ob->dup_group);
}
}
void DepsgraphNodeBuilder::build_object_transform(Scene *scene, Object *ob)
{
OperationDepsNode *op_node;
/* local transforms (from transform channels - loc/rot/scale + deltas) */
op_node = add_operation_node(&ob->id, DEG_NODE_TYPE_TRANSFORM,
function_bind(BKE_object_eval_local_transform, _1, scene, ob),
DEG_OPCODE_TRANSFORM_LOCAL);
op_node->set_as_entry();
/* object parent */
if (ob->parent) {
add_operation_node(&ob->id, DEG_NODE_TYPE_TRANSFORM,
function_bind(BKE_object_eval_parent, _1, scene, ob),
DEG_OPCODE_TRANSFORM_PARENT);
}
/* object constraints */
if (ob->constraints.first) {
build_object_constraints(scene, ob);
}
/* Temporary uber-update node, which does everything.
* It is for the being we're porting old dependencies into the new system.
* We'll get rid of this node as soon as all the granular update functions
* are filled in.
*
* TODO(sergey): Get rid of this node.
*/
add_operation_node(&ob->id, DEG_NODE_TYPE_TRANSFORM,
function_bind(BKE_object_eval_uber_transform, _1, scene, ob),
DEG_OPCODE_OBJECT_UBEREVAL);
/* object transform is done */
op_node = add_operation_node(&ob->id, DEG_NODE_TYPE_TRANSFORM,
function_bind(BKE_object_eval_done, _1, ob),
DEG_OPCODE_TRANSFORM_FINAL);
op_node->set_as_exit();
}
/**
* Constraints Graph Notes
*
* For constraints, we currently only add a operation node to the Transform
* or Bone components (depending on whichever type of owner we have).
* This represents the entire constraints stack, which is for now just
* executed as a single monolithic block. At least initially, this should
* be sufficient for ensuring that the porting/refactoring process remains
* manageable.
*
* However, when the time comes for developing "node-based" constraints,
* we'll need to split this up into pre/post nodes for "constraint stack
* evaluation" + operation nodes for each constraint (i.e. the contents
* of the loop body used in the current "solve_constraints()" operation).
*
* -- Aligorith, August 2013
*/
void DepsgraphNodeBuilder::build_object_constraints(Scene *scene, Object *ob)
{
/* create node for constraint stack */
add_operation_node(&ob->id, DEG_NODE_TYPE_TRANSFORM,
function_bind(BKE_object_eval_constraints, _1, scene, ob),
DEG_OPCODE_TRANSFORM_CONSTRAINTS);
}
/**
* Build graph nodes for AnimData block
* \param id: ID-Block which hosts the AnimData
*/
void DepsgraphNodeBuilder::build_animdata(ID *id)
{
AnimData *adt = BKE_animdata_from_id(id);
if (adt == NULL)
return;
/* animation */
if (adt->action || adt->nla_tracks.first || adt->drivers.first) {
// XXX: Hook up specific update callbacks for special properties which may need it...
/* actions and NLA - as a single unit for now, as it gets complicated to schedule otherwise */
if ((adt->action) || (adt->nla_tracks.first)) {
/* create the node */
add_operation_node(id, DEG_NODE_TYPE_ANIMATION,
function_bind(BKE_animsys_eval_animdata, _1, id),
DEG_OPCODE_ANIMATION, id->name);
// TODO: for each channel affected, we might also want to add some support for running RNA update callbacks on them
// (which will be needed for proper handling of drivers later)
}
/* drivers */
LINKLIST_FOREACH (FCurve *, fcu, &adt->drivers) {
/* create driver */
build_driver(id, fcu);
}
}
}
/**
* Build graph node(s) for Driver
* \param id: ID-Block that driver is attached to
* \param fcu: Driver-FCurve
*/
OperationDepsNode *DepsgraphNodeBuilder::build_driver(ID *id, FCurve *fcu)
{
ChannelDriver *driver = fcu->driver;
/* Create data node for this driver */
/* TODO(sergey): Avoid creating same operation multiple times,
* in the future we need to avoid lookup of the operation as well
* and use some tagging magic instead.
*/
OperationDepsNode *driver_op = find_operation_node(id,
DEG_NODE_TYPE_PARAMETERS,
DEG_OPCODE_DRIVER,
fcu->rna_path ? fcu->rna_path : "",
fcu->array_index);
if (driver_op == NULL) {
driver_op = add_operation_node(id,
DEG_NODE_TYPE_PARAMETERS,
function_bind(BKE_animsys_eval_driver, _1, id, fcu),
DEG_OPCODE_DRIVER,
fcu->rna_path ? fcu->rna_path : "",
fcu->array_index);
}
/* tag "scripted expression" drivers as needing Python (due to GIL issues, etc.) */
if (driver->type == DRIVER_TYPE_PYTHON) {
driver_op->flag |= DEPSOP_FLAG_USES_PYTHON;
}
/* return driver node created */
return driver_op;
}
/* Recursively build graph for world */
void DepsgraphNodeBuilder::build_world(World *world)
{
ID *world_id = &world->id;
if (world_id->tag & LIB_TAG_DOIT) {
return;
}
build_animdata(world_id);
/* world itself */
add_component_node(world_id, DEG_NODE_TYPE_PARAMETERS);
add_operation_node(world_id, DEG_NODE_TYPE_PARAMETERS, NULL,
DEG_OPCODE_PLACEHOLDER, "Parameters Eval");
/* textures */
build_texture_stack(world->mtex);
/* world's nodetree */
if (world->nodetree) {
build_nodetree(world->nodetree);
}
}
/* Rigidbody Simulation - Scene Level */
void DepsgraphNodeBuilder::build_rigidbody(Scene *scene)
{
RigidBodyWorld *rbw = scene->rigidbody_world;
/**
* Rigidbody Simulation Nodes
* ==========================
*
* There are 3 nodes related to Rigidbody Simulation:
* 1) "Initialize/Rebuild World" - this is called sparingly, only when the simulation
* needs to be rebuilt (mainly after file reload, or moving back to start frame)
* 2) "Do Simulation" - perform a simulation step - interleaved between the evaluation
* steps for clusters of objects (i.e. between those affected and/or not affected by
* the sim for instance)
*
* 3) "Pull Results" - grab the specific transforms applied for a specific object -
* performed as part of object's transform-stack building
*/
/* create nodes ------------------------------------------------------------------------ */
/* XXX: is this the right component, or do we want to use another one instead? */
/* init/rebuild operation */
/*OperationDepsNode *init_node =*/ add_operation_node(&scene->id, DEG_NODE_TYPE_TRANSFORM,
function_bind(BKE_rigidbody_rebuild_sim, _1, scene),
DEG_OPCODE_RIGIDBODY_REBUILD);
/* do-sim operation */
// XXX: what happens if we need to split into several groups?
OperationDepsNode *sim_node = add_operation_node(&scene->id, DEG_NODE_TYPE_TRANSFORM,
function_bind(BKE_rigidbody_eval_simulation, _1, scene),
DEG_OPCODE_RIGIDBODY_SIM);
/* XXX: For now, the sim node is the only one that really matters here. If any other
* sims get added later, we may have to remove these hacks...
*/
sim_node->owner->entry_operation = sim_node;
sim_node->owner->exit_operation = sim_node;
/* objects - simulation participants */
if (rbw->group) {
LINKLIST_FOREACH (GroupObject *, go, &rbw->group->gobject) {
Object *ob = go->ob;
if (!ob || (ob->type != OB_MESH))
continue;
/* 2) create operation for flushing results */
/* object's transform component - where the rigidbody operation lives */
add_operation_node(&ob->id, DEG_NODE_TYPE_TRANSFORM,
function_bind(BKE_rigidbody_object_sync_transforms, _1, scene, ob),
DEG_OPCODE_TRANSFORM_RIGIDBODY);
}
}
}
void DepsgraphNodeBuilder::build_particles(Scene *scene, Object *ob)
{
/**
* Particle Systems Nodes
* ======================
*
* There are two types of nodes associated with representing
* particle systems:
* 1) Component (EVAL_PARTICLES) - This is the particle-system
* evaluation context for an object. It acts as the container
* for all the nodes associated with a particular set of particle
* systems.
* 2) Particle System Eval Operation - This operation node acts as a
* blackbox evaluation step for one particle system referenced by
* the particle systems stack. All dependencies link to this operation.
*/
/* component for all particle systems */
ComponentDepsNode *psys_comp =
add_component_node(&ob->id, DEG_NODE_TYPE_EVAL_PARTICLES);
/* particle systems */
LINKLIST_FOREACH (ParticleSystem *, psys, &ob->particlesystem) {
ParticleSettings *part = psys->part;
/* particle settings */
// XXX: what if this is used more than once!
build_animdata(&part->id);
/* this particle system */
// TODO: for now, this will just be a placeholder "ubereval" node
add_operation_node(psys_comp,
function_bind(BKE_particle_system_eval,
_1,
scene,
ob,
psys),
DEG_OPCODE_PSYS_EVAL,
psys->name);
}
/* pointcache */
// TODO...
}
void DepsgraphNodeBuilder::build_cloth(Scene *scene, Object *object)
{
ComponentDepsNode *cache_comp = add_component_node(&object->id,
DEG_NODE_TYPE_CACHE);
add_operation_node(cache_comp,
function_bind(BKE_object_eval_cloth,
_1,
scene,
object),
DEG_OPCODE_PLACEHOLDER,
"Cloth Modifier");
}
/* Shapekeys */
void DepsgraphNodeBuilder::build_shapekeys(Key *key)
{
build_animdata(&key->id);
add_operation_node(&key->id, DEG_NODE_TYPE_GEOMETRY, NULL,
DEG_OPCODE_PLACEHOLDER, "Shapekey Eval");
}
/* ObData Geometry Evaluation */
// XXX: what happens if the datablock is shared!
void DepsgraphNodeBuilder::build_obdata_geom(Scene *scene, Object *ob)
{
ID *obdata = (ID *)ob->data;
OperationDepsNode *op_node;
/* TODO(sergey): This way using this object's properties as driver target
* works fine.
*
* Does this depend on other nodes?
*/
op_node = add_operation_node(&ob->id,
DEG_NODE_TYPE_PARAMETERS,
NULL,
DEG_OPCODE_PLACEHOLDER,
"Parameters Eval");
op_node->set_as_exit();
/* Temporary uber-update node, which does everything.
* It is for the being we're porting old dependencies into the new system.
* We'll get rid of this node as soon as all the granular update functions
* are filled in.
*
* TODO(sergey): Get rid of this node.
*/
op_node = add_operation_node(&ob->id,
DEG_NODE_TYPE_GEOMETRY,
function_bind(BKE_object_eval_uber_data, _1, scene, ob),
DEG_OPCODE_GEOMETRY_UBEREVAL);
op_node->set_as_exit();
op_node = add_operation_node(&ob->id,
DEG_NODE_TYPE_GEOMETRY,
NULL,
DEG_OPCODE_PLACEHOLDER,
"Eval Init");
op_node->set_as_entry();
// TODO: "Done" operation
/* Cloyth modifier. */
LINKLIST_FOREACH (ModifierData *, md, &ob->modifiers) {
if (md->type == eModifierType_Cloth) {
build_cloth(scene, ob);
}
}
/* materials */
for (int a = 1; a <= ob->totcol; a++) {
Material *ma = give_current_material(ob, a);
if (ma != NULL) {
build_material(ma);
}
}
/* geometry collision */
if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_LATTICE)) {
// add geometry collider relations
}
if (obdata->tag & LIB_TAG_DOIT) {
return;
}
/* ShapeKeys */
Key *key = BKE_key_from_object(ob);
if (key) {
build_shapekeys(key);
}
build_animdata(obdata);
/* Nodes for result of obdata's evaluation, and geometry
* evaluation on object.
*/
switch (ob->type) {
case OB_MESH:
{
//Mesh *me = (Mesh *)ob->data;
/* evaluation operations */
op_node = add_operation_node(obdata,
DEG_NODE_TYPE_GEOMETRY,
function_bind(BKE_mesh_eval_geometry,
_1,
(Mesh *)obdata),
DEG_OPCODE_PLACEHOLDER,
"Geometry Eval");
op_node->set_as_entry();
break;
}
case OB_MBALL:
{
Object *mom = BKE_mball_basis_find(scene, ob);
/* Motherball - mom depends on children! */
if (mom == ob) {
/* metaball evaluation operations */
/* NOTE: only the motherball gets evaluated! */
op_node = add_operation_node(obdata,
DEG_NODE_TYPE_GEOMETRY,
function_bind(BKE_mball_eval_geometry,
_1,
(MetaBall *)obdata),
DEG_OPCODE_PLACEHOLDER,
"Geometry Eval");
op_node->set_as_entry();
}
break;
}
case OB_CURVE:
case OB_SURF:
case OB_FONT:
{
/* Curve/nurms evaluation operations. */
/* - calculate curve geometry (including path) */
op_node = add_operation_node(obdata,
DEG_NODE_TYPE_GEOMETRY,
function_bind(BKE_curve_eval_geometry,
_1,
(Curve *)obdata),
DEG_OPCODE_PLACEHOLDER,
"Geometry Eval");
op_node->set_as_entry();
/* Calculate curve path - this is used by constraints, etc. */
if (ELEM(ob->type, OB_CURVE, OB_FONT)) {
add_operation_node(obdata,
DEG_NODE_TYPE_GEOMETRY,
function_bind(BKE_curve_eval_path,
_1,
(Curve *)obdata),
DEG_OPCODE_GEOMETRY_PATH,
"Path");
}
/* Make sure objects used for bevel.taper are in the graph.
* NOTE: This objects might be not linked to the scene.
*/
Curve *cu = (Curve *)obdata;
if (cu->bevobj != NULL) {
build_object(scene, NULL, cu->bevobj);
}
if (cu->taperobj != NULL) {
build_object(scene, NULL, cu->taperobj);
}
if (ob->type == OB_FONT && cu->textoncurve != NULL) {
build_object(scene, NULL, cu->textoncurve);
}
break;
}
case OB_LATTICE:
{
/* Lattice evaluation operations. */
op_node = add_operation_node(obdata,
DEG_NODE_TYPE_GEOMETRY,
function_bind(BKE_lattice_eval_geometry,
_1,
(Lattice *)obdata),
DEG_OPCODE_PLACEHOLDER,
"Geometry Eval");
op_node->set_as_entry();
break;
}
}
op_node = add_operation_node(obdata, DEG_NODE_TYPE_GEOMETRY, NULL,
DEG_OPCODE_PLACEHOLDER, "Eval Done");
op_node->set_as_exit();
/* Parameters for driver sources. */
add_operation_node(obdata, DEG_NODE_TYPE_PARAMETERS, NULL,
DEG_OPCODE_PLACEHOLDER, "Parameters Eval");
}
/* Cameras */
void DepsgraphNodeBuilder::build_camera(Object *ob)
{
/* TODO: Link scene-camera links in somehow... */
Camera *cam = (Camera *)ob->data;
ID *camera_id = &cam->id;
if (camera_id->tag & LIB_TAG_DOIT) {
return;
}
build_animdata(&cam->id);
add_operation_node(camera_id, DEG_NODE_TYPE_PARAMETERS, NULL,
DEG_OPCODE_PLACEHOLDER, "Parameters Eval");
if (cam->dof_ob != NULL) {
/* TODO(sergey): For now parametrs are on object level. */
add_operation_node(&ob->id, DEG_NODE_TYPE_PARAMETERS, NULL,
DEG_OPCODE_PLACEHOLDER, "Camera DOF");
}
}
/* Lamps */
void DepsgraphNodeBuilder::build_lamp(Object *ob)
{
Lamp *la = (Lamp *)ob->data;
ID *lamp_id = &la->id;
if (lamp_id->tag & LIB_TAG_DOIT) {
return;
}
build_animdata(&la->id);
/* node for obdata */
add_component_node(lamp_id, DEG_NODE_TYPE_PARAMETERS);
/* TODO(sergey): Is it really how we're supposed to work with drivers? */
add_operation_node(lamp_id, DEG_NODE_TYPE_PARAMETERS, NULL,
DEG_OPCODE_PLACEHOLDER, "Parameters Eval");
/* lamp's nodetree */
if (la->nodetree) {
build_nodetree(la->nodetree);
}
/* textures */
build_texture_stack(la->mtex);
}
void DepsgraphNodeBuilder::build_nodetree(bNodeTree *ntree)
{
if (!ntree)
return;
/* nodetree itself */
ID *ntree_id = &ntree->id;
OperationDepsNode *op_node;
build_animdata(ntree_id);
/* Parameters for drivers. */
op_node = add_operation_node(ntree_id, DEG_NODE_TYPE_PARAMETERS, NULL,
DEG_OPCODE_PLACEHOLDER, "Parameters Eval");
op_node->set_as_exit();
/* nodetree's nodes... */
LINKLIST_FOREACH (bNode *, bnode, &ntree->nodes) {
ID *id = bnode->id;
if (id != NULL) {
short id_type = GS(id->name);
if (id_type == ID_MA) {
build_material((Material *)id);
}
else if (id_type == ID_TE) {
build_texture((Tex *)id);
}
else if (id_type == ID_IM) {
build_image((Image *)id);
}
else if (bnode->type == NODE_GROUP) {
bNodeTree *group_ntree = (bNodeTree *)id;
if ((group_ntree->id.tag & LIB_TAG_DOIT) == 0) {
build_nodetree(group_ntree);
}
}
}
}
// TODO: link from nodetree to owner_component?
}
/* Recursively build graph for material */
void DepsgraphNodeBuilder::build_material(Material *ma)
{
ID *ma_id = &ma->id;
if (ma_id->tag & LIB_TAG_DOIT) {
return;
}
/* material itself */
add_id_node(ma_id);
add_operation_node(ma_id, DEG_NODE_TYPE_SHADING, NULL,
DEG_OPCODE_PLACEHOLDER, "Material Update");
/* material animation */
build_animdata(ma_id);
/* textures */
build_texture_stack(ma->mtex);
/* material's nodetree */
build_nodetree(ma->nodetree);
}
/* Texture-stack attached to some shading datablock */
void DepsgraphNodeBuilder::build_texture_stack(MTex **texture_stack)
{
int i;
/* for now assume that all texture-stacks have same number of max items */
for (i = 0; i < MAX_MTEX; i++) {
MTex *mtex = texture_stack[i];
if (mtex && mtex->tex)
build_texture(mtex->tex);
}
}
/* Recursively build graph for texture */
void DepsgraphNodeBuilder::build_texture(Tex *tex)
{
ID *tex_id = &tex->id;
if (tex_id->tag & LIB_TAG_DOIT) {
return;
}
tex_id->tag |= LIB_TAG_DOIT;
/* Texture itself. */
build_animdata(tex_id);
/* Texture's nodetree. */
build_nodetree(tex->nodetree);
/* Special cases for different IDs which texture uses. */
if (tex->type == TEX_IMAGE) {
if (tex->ima != NULL) {
build_image(tex->ima);
}
}
}
void DepsgraphNodeBuilder::build_image(Image *image) {
ID *image_id = &image->id;
if (image_id->tag & LIB_TAG_DOIT) {
return;
}
image_id->tag |= LIB_TAG_DOIT;
/* Image ID node itself. */
add_id_node(image_id);
/* Placeholder so we can add relations and tag ID node for update. */
add_operation_node(image_id,
DEG_NODE_TYPE_PARAMETERS,
NULL,
DEG_OPCODE_PLACEHOLDER,
"Image Eval");
}
void DepsgraphNodeBuilder::build_compositor(Scene *scene)
{
/* For now, just a plain wrapper? */
// TODO: create compositing component?
// XXX: component type undefined!
//graph->get_node(&scene->id, NULL, DEG_NODE_TYPE_COMPOSITING, NULL);
/* for now, nodetrees are just parameters; compositing occurs in internals of renderer... */
add_component_node(&scene->id, DEG_NODE_TYPE_PARAMETERS);
build_nodetree(scene->nodetree);
}
void DepsgraphNodeBuilder::build_gpencil(bGPdata *gpd)
{
ID *gpd_id = &gpd->id;
/* gpencil itself */
// XXX: what about multiple users of same datablock? This should only get added once
add_id_node(gpd_id);
/* The main reason Grease Pencil is included here is because the animation (and drivers)
* need to be hosted somewhere...
*/
build_animdata(gpd_id);
}
void DepsgraphNodeBuilder::build_cachefile(CacheFile *cache_file)
{
ID *cache_file_id = &cache_file->id;
add_component_node(cache_file_id, DEG_NODE_TYPE_CACHE);
add_operation_node(cache_file_id, DEG_NODE_TYPE_CACHE, NULL,
DEG_OPCODE_PLACEHOLDER, "Cache File Update");
add_id_node(cache_file_id);
build_animdata(cache_file_id);
}
void DepsgraphNodeBuilder::build_mask(Mask *mask)
{
ID *mask_id = &mask->id;
add_id_node(mask_id);
build_animdata(mask_id);
}
void DepsgraphNodeBuilder::build_movieclip(MovieClip *clip) {
ID *clip_id = &clip->id;
add_id_node(clip_id);
build_animdata(clip_id);
}
} // namespace DEG