Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
48 lines
1.2 KiB
C++
48 lines
1.2 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2016 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup depsgraph
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*/
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#pragma once
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struct Base;
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struct ID;
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struct Main;
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struct Object;
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struct bPoseChannel;
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namespace blender {
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namespace deg {
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struct Depsgraph;
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class DepsgraphBuilderCache;
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class DepsgraphBuilder {
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public:
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virtual ~DepsgraphBuilder() = default;
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virtual bool need_pull_base_into_graph(Base *base);
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virtual bool check_pchan_has_bbone(Object *object, const bPoseChannel *pchan);
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virtual bool check_pchan_has_bbone_segments(Object *object, const bPoseChannel *pchan);
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virtual bool check_pchan_has_bbone_segments(Object *object, const char *bone_name);
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protected:
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/* NOTE: The builder does NOT take ownership over any of those resources. */
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DepsgraphBuilder(Main *bmain, Depsgraph *graph, DepsgraphBuilderCache *cache);
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/* State which never changes, same for the whole builder time. */
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Main *bmain_;
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Depsgraph *graph_;
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DepsgraphBuilderCache *cache_;
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};
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bool deg_check_id_in_depsgraph(const Depsgraph *graph, ID *id_orig);
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bool deg_check_base_in_depsgraph(const Depsgraph *graph, Base *base);
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void deg_graph_build_finalize(Main *bmain, Depsgraph *graph);
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} // namespace deg
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} // namespace blender
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