Files
test/source/blender/depsgraph/intern/builder/deg_builder.cc
Sergey Sharybin a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00

197 lines
6.3 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2016 Blender Foundation */
/** \file
* \ingroup depsgraph
*/
#include "intern/builder/deg_builder.h"
#include <cstring>
#include "DNA_ID.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_layer_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "BLI_stack.h"
#include "BLI_utildefines.h"
#include "BKE_action.h"
#include "RNA_prototypes.h"
#include "intern/builder/deg_builder_cache.h"
#include "intern/builder/deg_builder_remove_noop.h"
#include "intern/depsgraph.h"
#include "intern/depsgraph_relation.h"
#include "intern/depsgraph_tag.h"
#include "intern/depsgraph_type.h"
#include "intern/eval/deg_eval_copy_on_write.h"
#include "intern/eval/deg_eval_visibility.h"
#include "intern/node/deg_node.h"
#include "intern/node/deg_node_component.h"
#include "intern/node/deg_node_id.h"
#include "intern/node/deg_node_operation.h"
#include "DEG_depsgraph.h"
namespace blender::deg {
bool deg_check_id_in_depsgraph(const Depsgraph *graph, ID *id_orig)
{
IDNode *id_node = graph->find_id_node(id_orig);
return id_node != nullptr;
}
bool deg_check_base_in_depsgraph(const Depsgraph *graph, Base *base)
{
Object *object_orig = base->base_orig->object;
IDNode *id_node = graph->find_id_node(&object_orig->id);
if (id_node == nullptr) {
return false;
}
return id_node->has_base;
}
/* -------------------------------------------------------------------- */
/** \name Base Class for Builders
* \{ */
DepsgraphBuilder::DepsgraphBuilder(Main *bmain, Depsgraph *graph, DepsgraphBuilderCache *cache)
: bmain_(bmain), graph_(graph), cache_(cache)
{
}
bool DepsgraphBuilder::need_pull_base_into_graph(const Base *base)
{
/* Simple check: enabled bases are always part of dependency graph. */
const int base_flag = (graph_->mode == DAG_EVAL_VIEWPORT) ? BASE_ENABLED_VIEWPORT :
BASE_ENABLED_RENDER;
if (base->flag & base_flag) {
return true;
}
/* More involved check: since we don't support dynamic changes in dependency graph topology and
* all visible objects are to be part of dependency graph, we pull all objects which has animated
* visibility. */
return is_object_visibility_animated(base->object);
}
bool DepsgraphBuilder::is_object_visibility_animated(const Object *object)
{
AnimatedPropertyID property_id;
if (graph_->mode == DAG_EVAL_VIEWPORT) {
property_id = AnimatedPropertyID(&object->id, &RNA_Object, "hide_viewport");
}
else if (graph_->mode == DAG_EVAL_RENDER) {
property_id = AnimatedPropertyID(&object->id, &RNA_Object, "hide_render");
}
else {
BLI_assert_msg(0, "Unknown evaluation mode.");
return false;
}
return cache_->isPropertyAnimated(&object->id, property_id);
}
bool DepsgraphBuilder::is_modifier_visibility_animated(const Object *object,
const ModifierData *modifier)
{
AnimatedPropertyID property_id;
if (graph_->mode == DAG_EVAL_VIEWPORT) {
property_id = AnimatedPropertyID(
&object->id, &RNA_Modifier, (void *)modifier, "show_viewport");
}
else if (graph_->mode == DAG_EVAL_RENDER) {
property_id = AnimatedPropertyID(&object->id, &RNA_Modifier, (void *)modifier, "show_render");
}
else {
BLI_assert_msg(0, "Unknown evaluation mode.");
return false;
}
return cache_->isPropertyAnimated(&object->id, property_id);
}
bool DepsgraphBuilder::check_pchan_has_bbone(const Object *object, const bPoseChannel *pchan)
{
BLI_assert(object->type == OB_ARMATURE);
if (pchan == nullptr || pchan->bone == nullptr) {
return false;
}
/* We don't really care whether segments are higher than 1 due to static user input (as in,
* rigger entered value like 3 manually), or due to animation. In either way we need to create
* special evaluation. */
if (pchan->bone->segments > 1) {
return true;
}
bArmature *armature = static_cast<bArmature *>(object->data);
AnimatedPropertyID property_id(&armature->id, &RNA_Bone, pchan->bone, "bbone_segments");
/* Check both Object and Armature animation data, because drivers modifying Armature
* state could easily be created in the Object AnimData. */
return cache_->isPropertyAnimated(&object->id, property_id) ||
cache_->isPropertyAnimated(&armature->id, property_id);
}
bool DepsgraphBuilder::check_pchan_has_bbone_segments(const Object *object,
const bPoseChannel *pchan)
{
return check_pchan_has_bbone(object, pchan);
}
bool DepsgraphBuilder::check_pchan_has_bbone_segments(const Object *object, const char *bone_name)
{
const bPoseChannel *pchan = BKE_pose_channel_find_name(object->pose, bone_name);
return check_pchan_has_bbone_segments(object, pchan);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Builder Finalizer.
* \{ */
void deg_graph_build_finalize(Main *bmain, Depsgraph *graph)
{
deg_graph_flush_visibility_flags(graph);
deg_graph_remove_unused_noops(graph);
/* Re-tag IDs for update if it was tagged before the relations
* update tag. */
for (IDNode *id_node : graph->id_nodes) {
ID *id_orig = id_node->id_orig;
id_node->finalize_build(graph);
int flag = 0;
/* Tag rebuild if special evaluation flags changed. */
if (id_node->eval_flags != id_node->previous_eval_flags) {
flag |= ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY;
}
/* Tag rebuild if the custom data mask changed. */
if (id_node->customdata_masks != id_node->previous_customdata_masks) {
flag |= ID_RECALC_GEOMETRY;
}
if (!deg_copy_on_write_is_expanded(id_node->id_cow)) {
flag |= ID_RECALC_COPY_ON_WRITE;
/* This means ID is being added to the dependency graph first
* time, which is similar to "ob-visible-change" */
if (GS(id_orig->name) == ID_OB) {
flag |= ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY;
}
if (GS(id_orig->name) == ID_NT) {
flag |= ID_RECALC_NTREE_OUTPUT;
}
}
/* Restore recalc flags from original ID, which could possibly contain recalc flags set by
* an operator and then were carried on by the undo system. */
flag |= id_orig->recalc;
if (flag != 0) {
graph_id_tag_update(bmain, graph, id_node->id_orig, flag, DEG_UPDATE_SOURCE_RELATIONS);
}
}
}
/** \} */
} // namespace blender::deg