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