Files
test/source/blender/depsgraph/intern/builder/deg_builder.h
Campbell Barton c434782e3a File headers: SPDX License migration
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
2022-02-11 09:14:36 +11:00

48 lines
1.2 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2016 Blender Foundation. All rights reserved. */
/** \file
* \ingroup depsgraph
*/
#pragma once
struct Base;
struct ID;
struct Main;
struct Object;
struct bPoseChannel;
namespace blender {
namespace deg {
struct Depsgraph;
class DepsgraphBuilderCache;
class DepsgraphBuilder {
public:
virtual ~DepsgraphBuilder() = default;
virtual bool need_pull_base_into_graph(Base *base);
virtual bool check_pchan_has_bbone(Object *object, const bPoseChannel *pchan);
virtual bool check_pchan_has_bbone_segments(Object *object, const bPoseChannel *pchan);
virtual bool check_pchan_has_bbone_segments(Object *object, const char *bone_name);
protected:
/* NOTE: The builder does NOT take ownership over any of those resources. */
DepsgraphBuilder(Main *bmain, Depsgraph *graph, DepsgraphBuilderCache *cache);
/* State which never changes, same for the whole builder time. */
Main *bmain_;
Depsgraph *graph_;
DepsgraphBuilderCache *cache_;
};
bool deg_check_id_in_depsgraph(const Depsgraph *graph, ID *id_orig);
bool deg_check_base_in_depsgraph(const Depsgraph *graph, Base *base);
void deg_graph_build_finalize(Main *bmain, Depsgraph *graph);
} // namespace deg
} // namespace blender