tornavis/source/blender/depsgraph/DEG_depsgraph_build.h

202 lines
7.8 KiB
C

/*
* 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.
*/
/** \file
* \ingroup depsgraph
*
* Public API for Depsgraph
*/
#ifndef __DEG_DEPSGRAPH_BUILD_H__
#define __DEG_DEPSGRAPH_BUILD_H__
/* ************************************************* */
/* Dependency Graph */
struct Depsgraph;
/* ------------------------------------------------ */
struct CacheFile;
struct CustomData_MeshMasks;
struct ID;
struct Main;
struct Object;
struct Scene;
struct ViewLayer;
struct bNodeTree;
#ifdef __cplusplus
extern "C" {
#endif
#include "BLI_sys_types.h"
/* Graph Building -------------------------------- */
/* Build depsgraph for the given scene, and dump results in given graph container. */
void DEG_graph_build_from_view_layer(struct Depsgraph *graph,
struct Main *bmain,
struct Scene *scene,
struct ViewLayer *view_layer);
/* Special version of builder which produces dependency graph suitable for the render pipeline.
* It will contain sequencer and compositor (if needed) and all their dependencies. */
void DEG_graph_build_for_render_pipeline(struct Depsgraph *graph,
struct Main *bmain,
struct Scene *scene,
struct ViewLayer *view_layer);
/* Builds minimal dependency graph for compositor preview.
*
* Note that compositor editor might have pinned node tree, which is different from scene's node
* tree.
*/
void DEG_graph_build_for_compositor_preview(struct Depsgraph *graph,
struct Main *bmain,
struct Scene *scene,
struct ViewLayer *view_layer,
struct bNodeTree *nodetree);
void DEG_graph_build_from_ids(struct Depsgraph *graph,
struct Main *bmain,
struct Scene *scene,
struct ViewLayer *view_layer,
struct ID **ids,
const int num_ids);
/* Tag relations from the given graph for update. */
void DEG_graph_tag_relations_update(struct Depsgraph *graph);
/* Create or update relations in the specified graph. */
void DEG_graph_relations_update(struct Depsgraph *graph,
struct Main *bmain,
struct Scene *scene,
struct ViewLayer *view_layer);
/* Tag all relations in the database for update.*/
void DEG_relations_tag_update(struct Main *bmain);
/* Add Dependencies ----------------------------- */
/* Handle for components to define their dependencies from callbacks.
* This is generated by the depsgraph and passed to dependency callbacks
* as a symbolic reference to the current DepsNode.
* All relations will be defined in reference to that node.
*/
struct DepsNodeHandle;
typedef enum eDepsSceneComponentType {
/* Parameters Component - Default when nothing else fits
* (i.e. just SDNA property setting). */
DEG_SCENE_COMP_PARAMETERS,
/* Animation Component
* TODO(sergey): merge in with parameters? */
DEG_SCENE_COMP_ANIMATION,
/* Sequencer Component (Scene Only). */
DEG_SCENE_COMP_SEQUENCER,
} eDepsSceneComponentType;
typedef enum eDepsObjectComponentType {
/* Used in query API, to denote which component caller is interested in. */
DEG_OB_COMP_ANY,
/* Parameters Component - Default when nothing else fits
* (i.e. just SDNA property setting). */
DEG_OB_COMP_PARAMETERS,
/* Generic "Proxy-Inherit" Component.
* TODO(sergey): Also for instancing of subgraphs? */
DEG_OB_COMP_PROXY,
/* Animation Component.
*
* TODO(sergey): merge in with parameters? */
DEG_OB_COMP_ANIMATION,
/* Transform Component (Parenting/Constraints) */
DEG_OB_COMP_TRANSFORM,
/* Geometry Component (Mesh/Displist) */
DEG_OB_COMP_GEOMETRY,
/* Evaluation-Related Outer Types (with Sub-data) */
/* Pose Component - Owner/Container of Bones Eval */
DEG_OB_COMP_EVAL_POSE,
/* Bone Component - Child/Sub-component of Pose */
DEG_OB_COMP_BONE,
/* Material Shading Component */
DEG_OB_COMP_SHADING,
/* Cache Component */
DEG_OB_COMP_CACHE,
} eDepsObjectComponentType;
void DEG_add_scene_relation(struct DepsNodeHandle *node_handle,
struct Scene *scene,
eDepsSceneComponentType component,
const char *description);
void DEG_add_object_relation(struct DepsNodeHandle *node_handle,
struct Object *object,
eDepsObjectComponentType component,
const char *description);
void DEG_add_bone_relation(struct DepsNodeHandle *handle,
struct Object *object,
const char *bone_name,
eDepsObjectComponentType component,
const char *description);
void DEG_add_object_cache_relation(struct DepsNodeHandle *handle,
struct CacheFile *cache_file,
eDepsObjectComponentType component,
const char *description);
/* Adds relation from DEG_OPCODE_GENERIC_DATABLOCK_UPDATE of a given ID.
* Is used for such entities as textures and images. */
void DEG_add_generic_id_relation(struct DepsNodeHandle *node_handle,
struct ID *id,
const char *description);
/* Special function which is used from modifiers' updateDepsgraph() callback
* to indicate that the modifier needs to know transformation of the object
* which that modifier belongs to.
* This function will take care of checking which operation is required to
* have transformation for the modifier, taking into account possible simulation
* solvers. */
void DEG_add_modifier_to_transform_relation(struct DepsNodeHandle *node_handle,
const char *description);
/* Adds relations from the given component of a given object to the given node
* handle AND the component to the point cache component of the node's ID. */
void DEG_add_object_pointcache_relation(struct DepsNodeHandle *node_handle,
struct Object *object,
eDepsObjectComponentType component,
const char *description);
void DEG_add_special_eval_flag(struct DepsNodeHandle *handle, struct ID *id, uint32_t flag);
void DEG_add_customdata_mask(struct DepsNodeHandle *handle,
struct Object *object,
const struct CustomData_MeshMasks *masks);
struct ID *DEG_get_id_from_handle(struct DepsNodeHandle *node_handle);
struct Depsgraph *DEG_get_graph_from_handle(struct DepsNodeHandle *node_handle);
/* ************************************************ */
#ifdef __cplusplus
} /* extern "C" */
#endif
#endif /* __DEG_DEPSGRAPH_BUILD_H__ */