tornavis/source/blender/blenkernel/BKE_depsgraph.h

114 lines
4.1 KiB
C

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2004 Blender Foundation.
* All rights reserved.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef DEPSGRAPH_API
#define DEPSGRAPH_API
/*
#define DEPS_DEBUG
*/
struct Scene;
struct DagNodeQueue;
struct DagForest;
struct DagNode;
/* **** DAG relation types *** */
/* scene link to object */
#define DAG_RL_SCENE 1
/* object link to data */
#define DAG_RL_DATA 2
/* object changes object (parent, track, constraints) */
#define DAG_RL_OB_OB 4
/* object changes obdata (hooks, constraints) */
#define DAG_RL_OB_DATA 8
/* data changes object (vertex parent) */
#define DAG_RL_DATA_OB 16
/* data changes data (deformers) */
#define DAG_RL_DATA_DATA 32
#define DAG_NO_RELATION 64
#define DAG_RL_ALL 63
#define DAG_RL_ALL_BUT_DATA 61
typedef void (*graph_action_func)(void * ob, void **data);
// queues are returned by all BFS & DFS queries
// opaque type
void *pop_ob_queue(struct DagNodeQueue *queue);
int queue_count(struct DagNodeQueue *queue);
void queue_delete(struct DagNodeQueue *queue);
// queries
struct DagForest *build_dag(struct Scene *sce, short mask);
void free_forest(struct DagForest *Dag);
// note :
// the meanings of the 2 returning values is a bit different :
// BFS return 1 for cross-edges and back-edges. the latter are considered harmfull, not the former
// DFS return 1 only for back-edges
int pre_and_post_BFS(struct DagForest *dag, short mask, graph_action_func pre_func, graph_action_func post_func, void **data);
int pre_and_post_DFS(struct DagForest *dag, short mask, graph_action_func pre_func, graph_action_func post_func, void **data);
int pre_and_post_source_BFS(struct DagForest *dag, short mask, struct DagNode *source, graph_action_func pre_func, graph_action_func post_func, void **data);
int pre_and_post_source_DFS(struct DagForest *dag, short mask, struct DagNode *source, graph_action_func pre_func, graph_action_func post_func, void **data);
struct DagNodeQueue *get_obparents(struct DagForest *dag, void *ob);
struct DagNodeQueue *get_first_ancestors(struct DagForest *dag, void *ob);
struct DagNodeQueue *get_all_childs(struct DagForest *dag, void *ob); //
short are_obs_related(struct DagForest *dag, void *ob1, void *ob2);
int is_acyclic(struct DagForest *dag); //
//int get_cycles(struct DagForest *dag, struct DagNodeQueue **queues, int *count); //
void boundbox_deps(void);
void draw_all_deps(void);
/* ********** API *************** */
/* Note that the DAG never executes changes in Objects, only sets flags in Objects */
void DAG_scene_sort(struct Scene *sce);
/* flag all objects that need recalc because they're animated */
void DAG_scene_update_flags(struct Scene *sce, unsigned int lay);
/* flag all objects that need recalc because they're animated, influencing this object only */
void DAG_object_update_flags(struct Scene *sce, struct Object *ob, unsigned int lay);
/* flushes all recalc flags in objects down the dependency tree */
void DAG_scene_flush_update(struct Scene *sce, unsigned int lay);
/* flushes all recalc flags for this object down the dependency tree */
void DAG_object_flush_update(struct Scene *sce, struct Object *ob, short flag);
void DAG_pose_sort(struct Object *ob);
#endif