Selection code needs to iterate over DEG_OBJECT_ITER otherwise we won't get modifiers, dupli objects, ... Also make selection respect selectability flag. Review by: Sergey Sharybin
141 lines
3.4 KiB
C++
141 lines
3.4 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) 2013 Blender Foundation.
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* All rights reserved.
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*
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* Original Author: Joshua Leung
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* Contributor(s): Based on original depsgraph.c code - Blender Foundation (2005-2013)
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/depsgraph/intern/builder/deg_builder_nodes_scene.cc
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* \ingroup depsgraph
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*
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* Methods for constructing depsgraph's nodes
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*/
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#include "intern/builder/deg_builder_nodes.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include "MEM_guardedalloc.h"
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extern "C" {
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#include "BLI_blenlib.h"
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#include "BLI_string.h"
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#include "BLI_utildefines.h"
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#include "DNA_node_types.h"
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#include "DNA_layer_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "BKE_layer.h"
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#include "BKE_main.h"
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#include "BKE_node.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_build.h"
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} /* extern "C" */
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#include "intern/builder/deg_builder.h"
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#include "intern/nodes/deg_node.h"
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#include "intern/nodes/deg_node_component.h"
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#include "intern/nodes/deg_node_operation.h"
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#include "intern/depsgraph_types.h"
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#include "intern/depsgraph_intern.h"
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#include "util/deg_util_foreach.h"
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namespace DEG {
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void DepsgraphNodeBuilder::build_scene(Main *bmain, Scene *scene)
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{
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/* scene ID block */
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add_id_node(&scene->id);
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/* timesource */
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add_time_source(NULL);
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/* build subgraph for set, and link this in... */
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// XXX: depending on how this goes, that scene itself could probably store its
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// own little partial depsgraph?
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if (scene->set) {
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build_scene(bmain, scene->set);
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}
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/* scene objects */
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int selection_color = 1;
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for (SceneLayer *sl = (SceneLayer *)scene->render_layers.first; sl; sl = sl->next) {
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for (Base *base = (Base *)sl->object_bases.first; base; base = base->next) {
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/* object itself */
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build_object(scene, base->object);
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base->selcol = selection_color++;
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}
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}
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/* rigidbody */
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if (scene->rigidbody_world) {
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build_rigidbody(scene);
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}
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/* scene's animation and drivers */
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if (scene->adt) {
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build_animdata(&scene->id);
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}
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/* world */
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if (scene->world) {
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build_world(scene->world);
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}
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/* compo nodes */
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if (scene->nodetree) {
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build_compositor(scene);
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}
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/* sequencer */
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// XXX...
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/* grease pencil */
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if (scene->gpd) {
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build_gpencil(scene->gpd);
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}
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/* Cache file. */
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LINKLIST_FOREACH (CacheFile *, cachefile, &bmain->cachefiles) {
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build_cachefile(cachefile);
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}
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/* Masks. */
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LINKLIST_FOREACH (Mask *, mask, &bmain->mask) {
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build_mask(mask);
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}
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/* Movie clips. */
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LINKLIST_FOREACH (MovieClip *, clip, &bmain->movieclip) {
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build_movieclip(clip);
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}
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/* Collections. */
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build_scene_layer_collections(scene);
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}
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} // namespace DEG
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