/* SPDX-FileCopyrightText: 2013 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup depsgraph */ #include "intern/node/deg_node_component.hh" #include #include "DNA_object_types.h" #include "BKE_action.hh" #include "intern/node/deg_node_factory.hh" #include "intern/node/deg_node_id.hh" #include "intern/node/deg_node_operation.hh" namespace blender::deg { /* *********** */ /* Outer Nodes */ /* -------------------------------------------------------------------- */ /** \name Standard Component Methods * \{ */ std::string ComponentNode::OperationIDKey::identifier() const { const std::string codebuf = std::to_string(int(opcode)); return "OperationIDKey(" + codebuf + ", " + name + ")"; } ComponentNode::ComponentNode() : entry_operation(nullptr), exit_operation(nullptr), possibly_affects_visible_id(false), affects_visible_id(false) { operations_map = new Map(); } void ComponentNode::init(const ID * /*id*/, const char * /*subdata*/) { /* hook up eval context? */ /* XXX: maybe this needs a special API? */ } /* Free 'component' node */ ComponentNode::~ComponentNode() { clear_operations(); delete operations_map; } std::string ComponentNode::identifier() const { const std::string type_name = type_get_factory(type)->type_name(); const std::string name_part = name[0] ? (std::string(" '") + name + "'") : ""; return "[" + type_name + "]" + name_part + " : " + "(affects_visible_id: " + (affects_visible_id ? "true" : "false") + ")"; } OperationNode *ComponentNode::find_operation(OperationIDKey key) const { OperationNode *node = nullptr; if (operations_map != nullptr) { node = operations_map->lookup_default(key, nullptr); } else { for (OperationNode *op_node : operations) { if (op_node->opcode == key.opcode && op_node->name_tag == key.name_tag && op_node->name == key.name) { node = op_node; break; } } } return node; } OperationNode *ComponentNode::find_operation(OperationCode opcode, const StringRef name, int name_tag) const { OperationIDKey key(opcode, name, name_tag); return find_operation(key); } OperationNode *ComponentNode::get_operation(OperationIDKey key) const { OperationNode *node = find_operation(key); if (node == nullptr) { fprintf(stderr, "%s: find_operation(%s) failed\n", this->identifier().c_str(), key.identifier().c_str()); BLI_assert_msg(0, "Request for non-existing operation, should not happen"); return nullptr; } return node; } OperationNode *ComponentNode::get_operation(OperationCode opcode, const StringRef name, int name_tag) const { OperationIDKey key(opcode, name, name_tag); return get_operation(key); } bool ComponentNode::has_operation(OperationIDKey key) const { return find_operation(key) != nullptr; } bool ComponentNode::has_operation(OperationCode opcode, const StringRef name, int name_tag) const { OperationIDKey key(opcode, name, name_tag); return has_operation(key); } OperationNode *ComponentNode::add_operation(const DepsEvalOperationCb &op, OperationCode opcode, const StringRef name, int name_tag) { OperationNode *op_node = find_operation(opcode, name, name_tag); if (!op_node) { DepsNodeFactory *factory = type_get_factory(NodeType::OPERATION); op_node = (OperationNode *)factory->create_node(this->owner->id_orig, "", name); /* register opnode in this component's operation set */ OperationIDKey key(opcode, op_node->name, name_tag); operations_map->add(key, op_node); /* Set back-link. */ op_node->owner = this; } else { fprintf(stderr, "add_operation: Operation already exists - %s has %s at %p\n", this->identifier().c_str(), op_node->identifier().c_str(), op_node); BLI_assert_msg(0, "Should not happen!"); } /* attach extra data */ op_node->evaluate = op; op_node->opcode = opcode; op_node->name = name; op_node->name_tag = name_tag; return op_node; } void ComponentNode::set_entry_operation(OperationNode *op_node) { BLI_assert(entry_operation == nullptr); entry_operation = op_node; } void ComponentNode::set_exit_operation(OperationNode *op_node) { BLI_assert(exit_operation == nullptr); exit_operation = op_node; } void ComponentNode::clear_operations() { if (operations_map != nullptr) { for (OperationNode *op_node : operations_map->values()) { delete op_node; } operations_map->clear(); } for (OperationNode *op_node : operations) { delete op_node; } operations.clear(); } void ComponentNode::tag_update(Depsgraph *graph, eUpdateSource source) { /* Note that the node might already be tagged for an update due invisible state of the node * during previous dependency evaluation. Here the node gets re-tagged, so we need to give * the evaluated clues that evaluation needs to happen again. */ for (OperationNode *op_node : operations) { op_node->tag_update(graph, source); } /* It is possible that tag happens before finalization. */ if (operations_map != nullptr) { for (OperationNode *op_node : operations_map->values()) { op_node->tag_update(graph, source); } } } OperationNode *ComponentNode::get_entry_operation() { if (entry_operation) { return entry_operation; } if (operations_map != nullptr && operations_map->size() == 1) { OperationNode *op_node = nullptr; /* TODO(sergey): This is somewhat slow. */ for (OperationNode *tmp : operations_map->values()) { op_node = tmp; } /* Cache for the subsequent usage. */ entry_operation = op_node; return op_node; } if (operations.size() == 1) { return operations[0]; } return nullptr; } OperationNode *ComponentNode::get_exit_operation() { if (exit_operation) { return exit_operation; } if (operations_map != nullptr && operations_map->size() == 1) { OperationNode *op_node = nullptr; /* TODO(sergey): This is somewhat slow. */ for (OperationNode *tmp : operations_map->values()) { op_node = tmp; } /* Cache for the subsequent usage. */ exit_operation = op_node; return op_node; } if (operations.size() == 1) { return operations[0]; } return nullptr; } void ComponentNode::finalize_build(Depsgraph * /*graph*/) { operations.reserve(operations_map->size()); for (OperationNode *op_node : operations_map->values()) { operations.append(op_node); } delete operations_map; operations_map = nullptr; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Bone Component * \{ */ void BoneComponentNode::init(const ID *id, const char *subdata) { /* generic component-node... */ ComponentNode::init(id, subdata); /* name of component comes is bone name */ /* TODO(sergey): This sets name to an empty string because subdata is * empty. Is it a bug? */ // this->name = subdata; /* bone-specific node data */ Object *object = (Object *)id; this->pchan = BKE_pose_channel_find_name(object->pose, subdata); } /** \} */ /* -------------------------------------------------------------------- */ /** \name Register All Components * \{ */ DEG_COMPONENT_NODE_DEFINE(Animation, ANIMATION, ID_RECALC_ANIMATION); /* TODO(sergey): Is this a correct tag? */ DEG_COMPONENT_NODE_DEFINE(BatchCache, BATCH_CACHE, ID_RECALC_SHADING); DEG_COMPONENT_NODE_DEFINE(Bone, BONE, ID_RECALC_GEOMETRY); DEG_COMPONENT_NODE_DEFINE(Cache, CACHE, 0); DEG_COMPONENT_NODE_DEFINE(CopyOnWrite, COPY_ON_EVAL, ID_RECALC_SYNC_TO_EVAL); DEG_COMPONENT_NODE_DEFINE(ImageAnimation, IMAGE_ANIMATION, 0); DEG_COMPONENT_NODE_DEFINE(Geometry, GEOMETRY, ID_RECALC_GEOMETRY); DEG_COMPONENT_NODE_DEFINE(LayerCollections, LAYER_COLLECTIONS, 0); DEG_COMPONENT_NODE_DEFINE(Parameters, PARAMETERS, ID_RECALC_PARAMETERS); DEG_COMPONENT_NODE_DEFINE(Particles, PARTICLE_SYSTEM, ID_RECALC_GEOMETRY); DEG_COMPONENT_NODE_DEFINE(ParticleSettings, PARTICLE_SETTINGS, 0); DEG_COMPONENT_NODE_DEFINE(PointCache, POINT_CACHE, 0); DEG_COMPONENT_NODE_DEFINE(Pose, EVAL_POSE, ID_RECALC_GEOMETRY); DEG_COMPONENT_NODE_DEFINE(Sequencer, SEQUENCER, 0); DEG_COMPONENT_NODE_DEFINE(Shading, SHADING, ID_RECALC_SHADING); DEG_COMPONENT_NODE_DEFINE(Transform, TRANSFORM, ID_RECALC_TRANSFORM); DEG_COMPONENT_NODE_DEFINE(ObjectFromLayer, OBJECT_FROM_LAYER, 0); DEG_COMPONENT_NODE_DEFINE(Hierarchy, HIERARCHY, 0); DEG_COMPONENT_NODE_DEFINE(Instancing, INSTANCING, 0); DEG_COMPONENT_NODE_DEFINE(Synchronization, SYNCHRONIZATION, 0); DEG_COMPONENT_NODE_DEFINE(Audio, AUDIO, 0); DEG_COMPONENT_NODE_DEFINE(Armature, ARMATURE, 0); DEG_COMPONENT_NODE_DEFINE(GenericDatablock, GENERIC_DATABLOCK, 0); DEG_COMPONENT_NODE_DEFINE(Scene, SCENE, 0); DEG_COMPONENT_NODE_DEFINE(Visibility, VISIBILITY, 0); DEG_COMPONENT_NODE_DEFINE(NTreeOutput, NTREE_OUTPUT, ID_RECALC_NTREE_OUTPUT); DEG_COMPONENT_NODE_DEFINE(NTreeGeometryPreprocess, NTREE_GEOMETRY_PREPROCESS, 0); /** \} */ /* -------------------------------------------------------------------- */ /** \name Node Types Register * \{ */ void deg_register_component_depsnodes() { register_node_typeinfo(&DNTI_ANIMATION); register_node_typeinfo(&DNTI_BONE); register_node_typeinfo(&DNTI_CACHE); register_node_typeinfo(&DNTI_BATCH_CACHE); register_node_typeinfo(&DNTI_COPY_ON_EVAL); register_node_typeinfo(&DNTI_GEOMETRY); register_node_typeinfo(&DNTI_LAYER_COLLECTIONS); register_node_typeinfo(&DNTI_PARAMETERS); register_node_typeinfo(&DNTI_PARTICLE_SYSTEM); register_node_typeinfo(&DNTI_PARTICLE_SETTINGS); register_node_typeinfo(&DNTI_POINT_CACHE); register_node_typeinfo(&DNTI_IMAGE_ANIMATION); register_node_typeinfo(&DNTI_EVAL_POSE); register_node_typeinfo(&DNTI_SEQUENCER); register_node_typeinfo(&DNTI_SHADING); register_node_typeinfo(&DNTI_TRANSFORM); register_node_typeinfo(&DNTI_OBJECT_FROM_LAYER); register_node_typeinfo(&DNTI_HIERARCHY); register_node_typeinfo(&DNTI_INSTANCING); register_node_typeinfo(&DNTI_SYNCHRONIZATION); register_node_typeinfo(&DNTI_AUDIO); register_node_typeinfo(&DNTI_ARMATURE); register_node_typeinfo(&DNTI_GENERIC_DATABLOCK); register_node_typeinfo(&DNTI_SCENE); register_node_typeinfo(&DNTI_VISIBILITY); register_node_typeinfo(&DNTI_NTREE_OUTPUT); register_node_typeinfo(&DNTI_NTREE_GEOMETRY_PREPROCESS); } /** \} */ } // namespace blender::deg