
Was happenign for following cases: - Deep hierarchy of non-restircted collections, which has grand-grand parent restricted. - Collections which are constructed from invisible object.
263 lines
8.8 KiB
C++
263 lines
8.8 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: Lukas Toenne
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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 blender/depsgraph/intern/builder/deg_builder_nodes.h
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* \ingroup depsgraph
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*/
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#pragma once
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#include "intern/builder/deg_builder_map.h"
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#include "intern/depsgraph_types.h"
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#include "DEG_depsgraph.h"
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struct Base;
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struct bArmature;
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struct bAction;
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struct CacheFile;
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struct Camera;
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struct bGPdata;
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struct ListBase;
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struct GHash;
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struct ID;
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struct Image;
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struct FCurve;
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struct Collection;
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struct Key;
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struct Lamp;
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struct LayerCollection;
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struct LightProbe;
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struct Main;
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struct Material;
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struct Mask;
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struct MTex;
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struct MovieClip;
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struct bNodeTree;
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struct Object;
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struct ParticleSettings;
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struct Probe;
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struct bPoseChannel;
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struct bConstraint;
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struct Scene;
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struct Speaker;
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struct Tex;
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struct World;
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struct PropertyRNA;
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namespace DEG {
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struct Depsgraph;
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struct DepsNode;
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struct IDDepsNode;
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struct TimeSourceDepsNode;
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struct ComponentDepsNode;
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struct OperationDepsNode;
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struct DepsgraphNodeBuilder {
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DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph);
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~DepsgraphNodeBuilder();
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/* For given original ID get ID which is created by CoW system. */
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ID *get_cow_id(const ID *id_orig) const;
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/* Similar to above, but for the cases when there is no ID node we create
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* one.
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*/
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ID *ensure_cow_id(ID *id_orig);
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/* Helper wrapper function which wraps get_cow_id with a needed type cast. */
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template<typename T>
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T *get_cow_datablock(const T *orig) const {
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return (T *)get_cow_id(&orig->id);
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}
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/* For a given COW datablock get corresponding original one. */
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template<typename T>
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T *get_orig_datablock(const T *cow) const {
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return (T *)cow->id.orig_id;
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}
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void begin_build();
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void end_build();
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IDDepsNode *add_id_node(ID *id);
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IDDepsNode *find_id_node(ID *id);
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TimeSourceDepsNode *add_time_source();
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ComponentDepsNode *add_component_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name = "");
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OperationDepsNode *add_operation_node(ComponentDepsNode *comp_node,
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const DepsEvalOperationCb& op,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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OperationDepsNode *add_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name,
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const DepsEvalOperationCb& op,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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OperationDepsNode *add_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const DepsEvalOperationCb& op,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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OperationDepsNode *ensure_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const DepsEvalOperationCb& op,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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bool has_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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OperationDepsNode *find_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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OperationDepsNode *find_operation_node(ID *id,
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eDepsNode_Type comp_type,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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void build_id(ID *id);
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void build_layer_collections(ListBase *lb);
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void build_view_layer(Scene *scene,
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ViewLayer *view_layer,
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eDepsNode_LinkedState_Type linked_state);
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void build_collection(Collection *collection);
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void build_object(int base_index,
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Object *object,
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eDepsNode_LinkedState_Type linked_state,
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bool is_visible = true);
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void build_object_flags(int base_index,
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Object *object,
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eDepsNode_LinkedState_Type linked_state);
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void build_object_data(Object *object);
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void build_object_data_camera(Object *object);
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void build_object_data_geometry(Object *object);
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void build_object_data_geometry_datablock(ID *obdata);
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void build_object_data_lamp(Object *object);
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void build_object_data_lightprobe(Object *object);
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void build_object_data_speaker(Object *object);
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void build_object_transform(Object *object);
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void build_object_constraints(Object *object);
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void build_pose_constraints(Object *object, bPoseChannel *pchan, int pchan_index);
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void build_rigidbody(Scene *scene);
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void build_particles(Object *object);
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void build_particle_settings(ParticleSettings *part);
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void build_cloth(Object *object);
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void build_animdata(ID *id);
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void build_action(bAction *action);
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void build_driver(ID *id, FCurve *fcurve, int driver_index);
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void build_driver_variables(ID *id, FCurve *fcurve);
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void build_driver_id_property(ID *id, const char *rna_path);
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void build_ik_pose(Object *object,
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bPoseChannel *pchan,
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bConstraint *con);
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void build_splineik_pose(Object *object,
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bPoseChannel *pchan,
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bConstraint *con);
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void build_rig(Object *object);
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void build_proxy_rig(Object *object);
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void build_armature(bArmature *armature);
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void build_shapekeys(Key *key);
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void build_camera(Camera *camera);
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void build_lamp(Lamp *lamp);
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void build_nodetree(bNodeTree *ntree);
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void build_material(Material *ma);
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void build_texture(Tex *tex);
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void build_image(Image *image);
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void build_world(World *world);
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void build_compositor(Scene *scene);
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void build_gpencil(bGPdata *gpd);
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void build_cachefile(CacheFile *cache_file);
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void build_mask(Mask *mask);
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void build_movieclip(MovieClip *clip);
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void build_lightprobe(LightProbe *probe);
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void build_speaker(Speaker *speaker);
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protected:
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struct SavedEntryTag {
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ID *id;
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eDepsNode_Type component_type;
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eDepsOperation_Code opcode;
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};
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vector<SavedEntryTag> saved_entry_tags_;
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struct BuilderWalkUserData {
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DepsgraphNodeBuilder *builder;
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};
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static void modifier_walk(void *user_data,
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struct Object *object,
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struct ID **idpoin,
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int cb_flag);
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static void constraint_walk(bConstraint *constraint,
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ID **idpoin,
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bool is_reference,
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void *user_data);
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/* State which never changes, same for the whole builder time. */
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Main *bmain_;
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Depsgraph *graph_;
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/* State which demotes currently built entities. */
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Scene *scene_;
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ViewLayer *view_layer_;
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int view_layer_index_;
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/* NOTE: Collection are possibly built recursively, so be careful when
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* setting the current state.
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*/
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Collection *collection_;
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/* Accumulated flag over the hierarchy opf currently building collections.
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* Denotes whether all the hierarchy from parent of collection_ to the
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* very root is visible (aka not restricted.).
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*/
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bool is_parent_collection_visible_;
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GHash *cow_id_hash_;
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BuilderMap built_map_;
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};
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} // namespace DEG
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