Blender  V2.93
deg_builder_relations.h
Go to the documentation of this file.
1 /*
2  * This program is free software; you can redistribute it and/or
3  * modify it under the terms of the GNU General Public License
4  * as published by the Free Software Foundation; either version 2
5  * of the License, or (at your option) any later version.
6  *
7  * This program is distributed in the hope that it will be useful,
8  * but WITHOUT ANY WARRANTY; without even the implied warranty of
9  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10  * GNU General Public License for more details.
11  *
12  * You should have received a copy of the GNU General Public License
13  * along with this program; if not, write to the Free Software Foundation,
14  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
15  *
16  * The Original Code is Copyright (C) 2013 Blender Foundation.
17  * All rights reserved.
18  */
19 
24 #pragma once
25 
26 #include <cstdio>
27 #include <cstring>
28 
29 #include "intern/depsgraph_type.h"
30 
31 #include "DNA_ID.h"
32 
33 #include "RNA_access.h"
34 #include "RNA_types.h"
35 
36 #include "BLI_string.h"
37 #include "BLI_utildefines.h"
38 
42 #include "intern/depsgraph.h"
43 #include "intern/node/deg_node.h"
47 
48 struct CacheFile;
49 struct Camera;
50 struct Collection;
51 struct EffectorWeights;
52 struct FCurve;
53 struct FreestyleLineSet;
54 struct FreestyleLineStyle;
55 struct ID;
56 struct IDProperty;
57 struct Image;
58 struct Key;
59 struct LayerCollection;
60 struct Light;
61 struct LightProbe;
62 struct ListBase;
63 struct Main;
64 struct Mask;
65 struct Material;
66 struct MovieClip;
67 struct Object;
68 struct ParticleSettings;
69 struct ParticleSystem;
70 struct Scene;
71 struct Simulation;
72 struct Speaker;
73 struct Tex;
74 struct ViewLayer;
75 struct World;
76 struct bAction;
77 struct bArmature;
78 struct bConstraint;
79 struct bGPdata;
80 struct bNodeSocket;
81 struct bNodeTree;
82 struct bPoseChannel;
83 struct bSound;
84 
85 struct PropertyRNA;
86 
87 namespace blender {
88 namespace deg {
89 
90 struct ComponentNode;
91 struct DepsNodeHandle;
92 struct Depsgraph;
93 class DepsgraphBuilderCache;
94 struct IDNode;
95 struct Node;
96 struct OperationNode;
97 struct Relation;
98 struct RootPChanMap;
99 struct TimeSourceNode;
100 
102  TimeSourceKey();
103  TimeSourceKey(ID *id);
104 
105  string identifier() const;
106 
107  ID *id;
108 };
109 
110 struct ComponentKey {
111  ComponentKey();
112  ComponentKey(ID *id, NodeType type, const char *name = "");
113 
114  string identifier() const;
115 
116  ID *id;
118  const char *name;
119 };
120 
121 struct OperationKey {
122  OperationKey();
123  OperationKey(ID *id, NodeType component_type, const char *name, int name_tag = -1);
124  OperationKey(
125  ID *id, NodeType component_type, const char *component_name, const char *name, int name_tag);
126 
129 
130  OperationKey(
131  ID *id, NodeType component_type, OperationCode opcode, const char *name, int name_tag = -1);
132  OperationKey(ID *id,
134  const char *component_name,
136  const char *name,
137  int name_tag = -1);
138 
139  string identifier() const;
140 
141  ID *id;
143  const char *component_name;
145  const char *name;
146  int name_tag;
147 };
148 
149 struct RNAPathKey {
150  RNAPathKey(ID *id, const char *path, RNAPointerSource source);
152 
153  string identifier() const;
154 
155  ID *id;
159 };
160 
162  public:
164 
165  void begin_build();
166 
167  template<typename KeyFrom, typename KeyTo>
168  Relation *add_relation(const KeyFrom &key_from,
169  const KeyTo &key_to,
170  const char *description,
171  int flags = 0);
172 
173  template<typename KeyTo>
174  Relation *add_relation(const TimeSourceKey &key_from,
175  const KeyTo &key_to,
176  const char *description,
177  int flags = 0);
178 
179  template<typename KeyType>
180  Relation *add_node_handle_relation(const KeyType &key_from,
181  const DepsNodeHandle *handle,
182  const char *description,
183  int flags = 0);
184 
185  template<typename KeyTo>
187  const KeyTo &key_to,
188  const char *description,
189  int flags = 0);
190 
191  /* Adds relation from proper transformation operation to the modifier.
192  * Takes care of checking for possible physics solvers modifying position
193  * of this object. */
194  void add_modifier_to_transform_relation(const DepsNodeHandle *handle, const char *description);
195 
196  void add_customdata_mask(Object *object, const DEGCustomDataMeshMasks &customdata_masks);
197  void add_special_eval_flag(ID *id, uint32_t flag);
198 
199  virtual void build_id(ID *id);
200 
201  /* Build function for ID types that do not need their own build_xxx() function. */
202  virtual void build_generic_id(ID *id);
203 
204  virtual void build_idproperties(IDProperty *id_property);
205 
206  virtual void build_scene_render(Scene *scene, ViewLayer *view_layer);
207  virtual void build_scene_parameters(Scene *scene);
208  virtual void build_scene_compositor(Scene *scene);
209 
210  virtual void build_layer_collections(ListBase *lb);
211  virtual void build_view_layer(Scene *scene,
212  ViewLayer *view_layer,
213  eDepsNode_LinkedState_Type linked_state);
214  virtual void build_collection(LayerCollection *from_layer_collection,
215  Object *object,
216  Collection *collection);
217  virtual void build_object(Object *object);
218  virtual void build_object_proxy_from(Object *object);
219  virtual void build_object_proxy_group(Object *object);
220  virtual void build_object_from_layer_relations(Object *object);
221  virtual void build_object_data(Object *object);
222  virtual void build_object_data_camera(Object *object);
223  virtual void build_object_data_geometry(Object *object);
224  virtual void build_object_data_geometry_datablock(ID *obdata);
225  virtual void build_object_data_light(Object *object);
226  virtual void build_object_data_lightprobe(Object *object);
227  virtual void build_object_data_speaker(Object *object);
228  virtual void build_object_parent(Object *object);
229  virtual void build_object_pointcache(Object *object);
230  virtual void build_constraints(ID *id,
231  NodeType component_type,
232  const char *component_subdata,
234  RootPChanMap *root_map);
235  virtual void build_animdata(ID *id);
236  virtual void build_animdata_curves(ID *id);
237  virtual void build_animdata_curves_targets(ID *id,
238  ComponentKey &adt_key,
239  OperationNode *operation_from,
240  ListBase *curves);
241  virtual void build_animdata_nlastrip_targets(ID *id,
242  ComponentKey &adt_key,
243  OperationNode *operation_from,
244  ListBase *strips);
245  virtual void build_animdata_drivers(ID *id);
246  virtual void build_animdata_force(ID *id);
247  virtual void build_animation_images(ID *id);
248  virtual void build_action(bAction *action);
249  virtual void build_driver(ID *id, FCurve *fcurve);
250  virtual void build_driver_data(ID *id, FCurve *fcurve);
251  virtual void build_driver_variables(ID *id, FCurve *fcurve);
252  virtual void build_driver_id_property(ID *id, const char *rna_path);
253  virtual void build_parameters(ID *id);
254  virtual void build_dimensions(Object *object);
255  virtual void build_world(World *world);
256  virtual void build_rigidbody(Scene *scene);
257  virtual void build_particle_systems(Object *object);
258  virtual void build_particle_settings(ParticleSettings *part);
260  ParticleSystem *psys,
261  Object *draw_object);
262  virtual void build_ik_pose(Object *object,
263  bPoseChannel *pchan,
264  bConstraint *con,
265  RootPChanMap *root_map);
266  virtual void build_splineik_pose(Object *object,
267  bPoseChannel *pchan,
268  bConstraint *con,
269  RootPChanMap *root_map);
270  virtual void build_inter_ik_chains(Object *object,
271  const OperationKey &solver_key,
272  const bPoseChannel *rootchan,
273  const RootPChanMap *root_map);
274  virtual void build_rig(Object *object);
275  virtual void build_proxy_rig(Object *object);
276  virtual void build_shapekeys(Key *key);
277  virtual void build_armature(bArmature *armature);
278  virtual void build_armature_bones(ListBase *bones);
279  virtual void build_camera(Camera *camera);
280  virtual void build_light(Light *lamp);
281  virtual void build_nodetree(bNodeTree *ntree);
282  virtual void build_nodetree_socket(bNodeSocket *socket);
283  virtual void build_material(Material *ma);
284  virtual void build_materials(Material **materials, int num_materials);
285  virtual void build_freestyle_lineset(FreestyleLineSet *fls);
287  virtual void build_texture(Tex *tex);
288  virtual void build_image(Image *image);
289  virtual void build_cachefile(CacheFile *cache_file);
290  virtual void build_mask(Mask *mask);
291  virtual void build_movieclip(MovieClip *clip);
292  virtual void build_lightprobe(LightProbe *probe);
293  virtual void build_speaker(Speaker *speaker);
294  virtual void build_sound(bSound *sound);
295  virtual void build_simulation(Simulation *simulation);
296  virtual void build_scene_sequencer(Scene *scene);
297  virtual void build_scene_audio(Scene *scene);
298  virtual void build_scene_speakers(Scene *scene, ViewLayer *view_layer);
299 
300  virtual void build_nested_datablock(ID *owner, ID *id);
301  virtual void build_nested_nodetree(ID *owner, bNodeTree *ntree);
302  virtual void build_nested_shapekey(ID *owner, Key *key);
303 
305  Object *object,
306  Collection *collection,
307  const char *name);
309  Object *object,
310  ParticleSystem *psys,
311  EffectorWeights *eff,
312  bool add_absorption,
313  const char *name);
314 
315  virtual void build_copy_on_write_relations();
317  virtual void build_driver_relations();
318  virtual void build_driver_relations(IDNode *id_node);
319 
320  template<typename KeyType> OperationNode *find_operation_node(const KeyType &key);
321 
322  Depsgraph *getGraph();
323 
324  protected:
325  TimeSourceNode *get_node(const TimeSourceKey &key) const;
326  ComponentNode *get_node(const ComponentKey &key) const;
327  OperationNode *get_node(const OperationKey &key) const;
328  Node *get_node(const RNAPathKey &key);
329 
330  OperationNode *find_node(const OperationKey &key) const;
331  bool has_node(const OperationKey &key) const;
332 
334  Node *node_to,
335  const char *description,
336  int flags = 0);
338  OperationNode *node_to,
339  const char *description,
340  int flags = 0);
341 
342  template<typename KeyType>
343  DepsNodeHandle create_node_handle(const KeyType &key, const char *default_name = "");
344 
345  /* TODO(sergey): All those is_same* functions are to be generalized. */
346 
347  /* Check whether two keys corresponds to the same bone from same armature.
348  *
349  * This is used by drivers relations builder to avoid possible fake
350  * dependency cycle when one bone property drives another property of the
351  * same bone. */
352  template<typename KeyFrom, typename KeyTo>
353  bool is_same_bone_dependency(const KeyFrom &key_from, const KeyTo &key_to);
354 
355  /* Similar to above, but used to check whether driver is using node from
356  * the same node tree as a driver variable. */
357  template<typename KeyFrom, typename KeyTo>
358  bool is_same_nodetree_node_dependency(const KeyFrom &key_from, const KeyTo &key_to);
359 
360  private:
361  struct BuilderWalkUserData {
362  DepsgraphRelationBuilder *builder;
363  };
364 
365  static void modifier_walk(void *user_data,
366  struct Object *object,
367  struct ID **idpoin,
368  int cb_flag);
369 
370  static void constraint_walk(bConstraint *con, ID **idpoin, bool is_reference, void *user_data);
371 
372  /* State which demotes currently built entities. */
373  Scene *scene_;
374 
375  BuilderMap built_map_;
376  RNANodeQuery rna_node_query_;
377 };
378 
382  const char *default_name = "")
384  {
385  BLI_assert(node != nullptr);
386  }
387 
390  const char *default_name;
391 };
392 
393 } // namespace deg
394 } // namespace blender
395 
#define BLI_assert(a)
Definition: BLI_assert.h:58
struct Depsgraph Depsgraph
Definition: DEG_depsgraph.h:51
ID and Library types, which are fundamental for sdna.
btSequentialImpulseConstraintSolverMt int btPersistentManifold int btTypedConstraint ** constraints
bool has_node(const OperationKey &key) const
void add_particle_collision_relations(const OperationKey &key, Object *object, Collection *collection, const char *name)
Relation * add_depends_on_transform_relation(ID *id, const KeyTo &key_to, const char *description, int flags=0)
virtual void build_freestyle_linestyle(FreestyleLineStyle *linestyle)
virtual void build_ik_pose(Object *object, bPoseChannel *pchan, bConstraint *con, RootPChanMap *root_map)
virtual void build_driver(ID *id, FCurve *fcurve)
virtual void build_dimensions(Object *object)
virtual void build_driver_data(ID *id, FCurve *fcurve)
virtual void build_nested_nodetree(ID *owner, bNodeTree *ntree)
virtual void build_nodetree_socket(bNodeSocket *socket)
virtual void build_action(bAction *action)
virtual void build_collection(LayerCollection *from_layer_collection, Object *object, Collection *collection)
virtual void build_speaker(Speaker *speaker)
TimeSourceNode * get_node(const TimeSourceKey &key) const
bool is_same_nodetree_node_dependency(const KeyFrom &key_from, const KeyTo &key_to)
virtual void build_scene_speakers(Scene *scene, ViewLayer *view_layer)
OperationNode * find_node(const OperationKey &key) const
virtual void build_armature(bArmature *armature)
virtual void build_view_layer(Scene *scene, ViewLayer *view_layer, eDepsNode_LinkedState_Type linked_state)
virtual void build_armature_bones(ListBase *bones)
virtual void build_object_pointcache(Object *object)
virtual void build_constraints(ID *id, NodeType component_type, const char *component_subdata, ListBase *constraints, RootPChanMap *root_map)
virtual void build_animdata_curves_targets(ID *id, ComponentKey &adt_key, OperationNode *operation_from, ListBase *curves)
virtual void build_object_data_light(Object *object)
void add_customdata_mask(Object *object, const DEGCustomDataMeshMasks &customdata_masks)
bool is_same_bone_dependency(const KeyFrom &key_from, const KeyTo &key_to)
virtual void build_driver_id_property(ID *id, const char *rna_path)
virtual void build_scene_sequencer(Scene *scene)
Relation * add_node_handle_relation(const KeyType &key_from, const DepsNodeHandle *handle, const char *description, int flags=0)
virtual void build_object_data_camera(Object *object)
virtual void build_scene_render(Scene *scene, ViewLayer *view_layer)
virtual void build_object_data_geometry(Object *object)
DepsgraphRelationBuilder(Main *bmain, Depsgraph *graph, DepsgraphBuilderCache *cache)
virtual void build_object_data_lightprobe(Object *object)
virtual void build_particle_settings(ParticleSettings *part)
virtual void build_object_proxy_from(Object *object)
void add_special_eval_flag(ID *id, uint32_t flag)
virtual void build_object_from_layer_relations(Object *object)
virtual void build_movieclip(MovieClip *clip)
virtual void build_nodetree(bNodeTree *ntree)
virtual void build_nested_datablock(ID *owner, ID *id)
Relation * add_relation(const KeyFrom &key_from, const KeyTo &key_to, const char *description, int flags=0)
virtual void build_object_data_geometry_datablock(ID *obdata)
void add_particle_forcefield_relations(const OperationKey &key, Object *object, ParticleSystem *psys, EffectorWeights *eff, bool add_absorption, const char *name)
virtual void build_particle_system_visualization_object(Object *object, ParticleSystem *psys, Object *draw_object)
virtual void build_lightprobe(LightProbe *probe)
virtual void build_splineik_pose(Object *object, bPoseChannel *pchan, bConstraint *con, RootPChanMap *root_map)
virtual void build_driver_variables(ID *id, FCurve *fcurve)
virtual void build_nested_shapekey(ID *owner, Key *key)
virtual void build_object_parent(Object *object)
virtual void build_object_proxy_group(Object *object)
virtual void build_simulation(Simulation *simulation)
virtual void build_inter_ik_chains(Object *object, const OperationKey &solver_key, const bPoseChannel *rootchan, const RootPChanMap *root_map)
virtual void build_materials(Material **materials, int num_materials)
virtual void build_object_data_speaker(Object *object)
virtual void build_freestyle_lineset(FreestyleLineSet *fls)
Relation * add_operation_relation(OperationNode *node_from, OperationNode *node_to, const char *description, int flags=0)
OperationNode * find_operation_node(const KeyType &key)
virtual void build_object_data(Object *object)
virtual void build_idproperties(IDProperty *id_property)
virtual void build_cachefile(CacheFile *cache_file)
DepsNodeHandle create_node_handle(const KeyType &key, const char *default_name="")
void add_modifier_to_transform_relation(const DepsNodeHandle *handle, const char *description)
virtual void build_animdata_nlastrip_targets(ID *id, ComponentKey &adt_key, OperationNode *operation_from, ListBase *strips)
Relation * add_time_relation(TimeSourceNode *timesrc, Node *node_to, const char *description, int flags=0)
virtual void build_particle_systems(Object *object)
Depsgraph * graph
const IDNode * id_node
Scene scene
FreestyleLineStyle linestyle
World world
Simulation simulation
Light lamp
void * user_data
bNodeTree * ntree
eDepsNode_LinkedState_Type
Definition: deg_node_id.h:40
unsigned int uint32_t
Definition: stdint.h:83
Definition: DNA_ID.h:273
Definition: BKE_main.h:116
Definition: node.h:98
DepsgraphRelationBuilder * builder
DepsNodeHandle(DepsgraphRelationBuilder *builder, OperationNode *node, const char *default_name="")
RNAPathKey(ID *id, const char *path, RNAPointerSource source)
ccl_device_inline float4 mask(const int4 &mask, const float4 &a)