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- /*
- * ***** BEGIN GPL 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.
- *
- * 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) 2004 Blender Foundation.
- * All rights reserved.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
- #ifndef __BKE_DEPSGRAPH_H__
- #define __BKE_DEPSGRAPH_H__
- /** \file BKE_depsgraph.h
- * \ingroup bke
- */
- /* Dependency Graph
- *
- * The dependency graph tracks relations between datablocks, and is used to
- * determine which datablocks need to be update based on dependencies and
- * visibility.
- *
- * It does not itself execute changes in objects, but rather sorts the objects
- * in the appropriate order and sets flags indicating they should be updated.
- */
- #ifdef __cplusplus
- extern "C" {
- #endif
- struct ID;
- struct Main;
- struct Object;
- struct Scene;
- /* Dependency graph evaluation context
- *
- * This structure stores all the local dependency graph data,
- * which is needed for it's evaluation,
- */
- typedef struct EvaluationContext {
- int mode; /* evaluation mode */
- float ctime; /* evaluation time */
- } EvaluationContext;
- typedef enum eEvaluationMode {
- DAG_EVAL_VIEWPORT = 0, /* evaluate for OpenGL viewport */
- DAG_EVAL_PREVIEW = 1, /* evaluate for render with preview settings */
- DAG_EVAL_RENDER = 2, /* evaluate for render purposes */
- } eEvaluationMode;
- /* DagNode->eval_flags */
- enum {
- /* Regardless to curve->path animation flag path is to be evaluated anyway,
- * to meet dependencies with such a things as curve modifier and other guys
- * who're using curve deform, where_on_path and so.
- */
- DAG_EVAL_NEED_CURVE_PATH = 1,
- /* Scene evaluation would need to have object's data on CPU,
- * meaning no GPU shortcuts is allowed.
- */
- DAG_EVAL_NEED_CPU = 2,
- };
- /* Global initialization/deinitialization */
- void DAG_init(void);
- void DAG_exit(void);
- /* Build and Update
- *
- * DAG_scene_relations_update will rebuild the dependency graph for a given
- * scene if needed, and sort objects in the scene.
- *
- * DAG_relations_tag_update will clear all dependency graphs and mark them to
- * be rebuilt later. The graph is not rebuilt immediately to avoid slowdowns
- * when this function is call multiple times from different operators.
- *
- * DAG_scene_relations_rebuild forces an immediaterebuild of the dependency
- * graph, this is only needed in rare cases
- */
- void DAG_scene_relations_update(struct Main *bmain, struct Scene *sce);
- void DAG_scene_relations_validate(struct Main *bmain, struct Scene *sce);
- void DAG_relations_tag_update(struct Main *bmain);
- void DAG_scene_relations_rebuild(struct Main *bmain, struct Scene *scene);
- void DAG_scene_free(struct Scene *sce);
- /* Update Tagging
- *
- * DAG_scene_update_flags will mark all objects that depend on time (animation,
- * physics, ..) to be recalculated, used when changing the current frame.
- *
- * DAG_on_visible_update will mark all objects that are visible for the first
- * time to be updated, for example on file load or changing layer visibility.
- *
- * DAG_id_tag_update will mark a given datablock to be updated. The flag indicates
- * a specific subset to be update (only object transform and data for now).
- *
- * DAG_id_type_tag marks a particular datablock type as having changing. This does
- * not cause any updates but is used by external render engines to detect if for
- * example a datablock was removed. */
- void DAG_scene_update_flags(struct Main *bmain, struct Scene *sce, unsigned int lay, const bool do_time, const bool do_invisible_flush);
- void DAG_on_visible_update(struct Main *bmain, const bool do_time);
- void DAG_id_tag_update(struct ID *id, short flag);
- void DAG_id_tag_update_ex(struct Main *bmain, struct ID *id, short flag);
- void DAG_id_type_tag(struct Main *bmain, short idtype);
- int DAG_id_type_tagged(struct Main *bmain, short idtype);
- /* Flushing Tags
- *
- * DAG_scene_flush_update flushes object recalculation flags immediately to other
- * dependencies. Do not use outside of depsgraph.c, this will be removed.
- *
- * DAG_ids_flush_tagged will flush datablock update flags flags to dependencies,
- * use this right before updating to mark all the needed datablocks for update.
- *
- * DAG_ids_check_recalc and DAG_ids_clear_recalc are used for external render
- * engines to detect changes. */
- void DAG_scene_flush_update(struct Main *bmain, struct Scene *sce, unsigned int lay, const short do_time);
- void DAG_ids_flush_tagged(struct Main *bmain);
- void DAG_ids_check_recalc(struct Main *bmain, struct Scene *scene, bool time);
- void DAG_ids_clear_recalc(struct Main *bmain);
- /* Armature: sorts the bones according to dependencies between them */
- void DAG_pose_sort(struct Object *ob);
- /* Editors: callbacks to notify editors of datablock changes */
- void DAG_editors_update_cb(void (*id_func)(struct Main *bmain, struct ID *id),
- void (*scene_func)(struct Main *bmain, struct Scene *scene, int updated),
- void (*scene_pre_func)(struct Main *bmain, struct Scene *scene, bool time));
- void DAG_editors_update_pre(struct Main *bmain, struct Scene *scene, bool time);
- /* ** Threaded update ** */
- /* Initialize the DAG for threaded update. */
- void DAG_threaded_update_begin(struct Scene *scene,
- void (*func)(void *node, void *user_data),
- void *user_data);
- void DAG_threaded_update_handle_node_updated(void *node_v,
- void (*func)(void *node, void *user_data),
- void *user_data);
- /* Debugging: print dependency graph for scene or armature object to console */
- void DAG_print_dependencies(struct Main *bmain, struct Scene *scene, struct Object *ob);
- /* ************************ DAG querying ********************* */
- struct Object *DAG_get_node_object(void *node_v);
- const char *DAG_get_node_name(struct Scene *scene, void *node_v);
- short DAG_get_eval_flags_for_object(struct Scene *scene, void *object);
- bool DAG_is_acyclic(struct Scene *scene);
- #ifdef __cplusplus
- }
- #endif
-
- #endif
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