169 lines
6.1 KiB
C
169 lines
6.1 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) 2004 Blender Foundation.
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* All rights reserved.
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*
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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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#ifndef __BKE_DEPSGRAPH_H__
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#define __BKE_DEPSGRAPH_H__
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/** \file BKE_depsgraph.h
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* \ingroup bke
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*/
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/* Dependency Graph
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*
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* The dependency graph tracks relations between datablocks, and is used to
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* determine which datablocks need to be update based on dependencies and
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* visibility.
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*
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* It does not itself execute changes in objects, but rather sorts the objects
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* in the appropriate order and sets flags indicating they should be updated.
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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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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 ListBase;
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/* Dependency graph evaluation context
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*
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* This structure stores all the local dependency graph data,
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* which is needed for it's evaluation,
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*/
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typedef struct EvaluationContext {
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bool for_render; /* Set to true if evaluation shall be performed for render purposes,
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keep at false if update shall happen for the viewport. */
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} EvaluationContext;
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/* DagNode->eval_flags */
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enum {
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/* Regardless to curve->path animation flag path is to be evaluated anyway,
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* to meet dependencies with such a things as curve modifier and other guys
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* who're using curve deform, where_on_path and so.
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*/
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DAG_EVAL_NEED_CURVE_PATH = 1,
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};
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/* Global initialization/deinitialization */
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void DAG_init(void);
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void DAG_exit(void);
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/* Build and Update
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*
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* DAG_scene_relations_update will rebuild the dependency graph for a given
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* scene if needed, and sort objects in the scene.
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*
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* DAG_relations_tag_update will clear all dependency graphs and mark them to
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* be rebuilt later. The graph is not rebuilt immediately to avoid slowdowns
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* when this function is call multiple times from different operators.
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*
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* DAG_scene_relations_rebuild forces an immediaterebuild of the dependency
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* graph, this is only needed in rare cases
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*/
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void DAG_scene_relations_update(struct Main *bmain, struct Scene *sce);
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void DAG_relations_tag_update(struct Main *bmain);
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void DAG_scene_relations_rebuild(struct Main *bmain, struct Scene *scene);
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void DAG_scene_free(struct Scene *sce);
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/* Update Tagging
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*
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* DAG_scene_update_flags will mark all objects that depend on time (animation,
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* physics, ..) to be recalculated, used when changing the current frame.
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*
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* DAG_on_visible_update will mark all objects that are visible for the first
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* time to be updated, for example on file load or changing layer visibility.
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*
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* DAG_id_tag_update will mark a given datablock to be updated. The flag indicates
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* a specific subset to be update (only object transform and data for now).
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*
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* DAG_id_type_tag marks a particular datablock type as having changing. This does
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* not cause any updates but is used by external render engines to detect if for
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* example a datablock was removed. */
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void DAG_scene_update_flags(struct Main *bmain, struct Scene *sce, unsigned int lay, const bool do_time, const bool do_invisible_flush);
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void DAG_on_visible_update(struct Main *bmain, const bool do_time);
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void DAG_id_tag_update(struct ID *id, short flag);
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void DAG_id_tag_update_ex(struct Main *bmain, struct ID *id, short flag);
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void DAG_id_type_tag(struct Main *bmain, short idtype);
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int DAG_id_type_tagged(struct Main *bmain, short idtype);
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/* Flushing Tags
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*
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* DAG_scene_flush_update flushes object recalculation flags immediately to other
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* dependencies. Do not use outside of depsgraph.c, this will be removed.
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*
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* DAG_ids_flush_tagged will flush datablock update flags flags to dependencies,
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* use this right before updating to mark all the needed datablocks for update.
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*
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* DAG_ids_check_recalc and DAG_ids_clear_recalc are used for external render
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* engines to detect changes. */
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void DAG_scene_flush_update(struct Main *bmain, struct Scene *sce, unsigned int lay, const short do_time);
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void DAG_ids_flush_tagged(struct Main *bmain);
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void DAG_ids_check_recalc(struct Main *bmain, struct Scene *scene, bool time);
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void DAG_ids_clear_recalc(struct Main *bmain);
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/* Armature: sorts the bones according to dependencies between them */
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void DAG_pose_sort(struct Object *ob);
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/* Editors: callbacks to notify editors of datablock changes */
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void DAG_editors_update_cb(void (*id_func)(struct Main *bmain, struct ID *id),
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void (*scene_func)(struct Main *bmain, struct Scene *scene, int updated));
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/* ** Threaded update ** */
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/* Initialize the DAG for threaded update. */
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void DAG_threaded_update_begin(struct Scene *scene,
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void (*func)(void *node, void *user_data),
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void *user_data);
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void DAG_threaded_update_handle_node_updated(void *node_v,
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void (*func)(void *node, void *user_data),
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void *user_data);
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/* Debugging: print dependency graph for scene or armature object to console */
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void DAG_print_dependencies(struct Main *bmain, struct Scene *scene, struct Object *ob);
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/* ************************ DAG querying ********************* */
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struct Object *DAG_get_node_object(void *node_v);
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const char *DAG_get_node_name(struct Scene *scene, void *node_v);
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short DAG_get_eval_flags_for_object(struct Scene *scene, void *object);
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bool DAG_is_acyclic(struct Scene *scene);
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#ifdef __cplusplus
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}
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#endif
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#endif
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