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test2/source/blender/depsgraph/intern/builder/deg_builder.cc
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

228 lines
7.4 KiB
C++

/* SPDX-FileCopyrightText: 2016 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \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 "BKE_collection.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);
}
const char *DepsgraphBuilder::get_rna_path_relative_to_scene_camera(const Scene *scene,
const PointerRNA &target_prop,
const char *rna_path)
{
if (rna_path == nullptr || target_prop.data != scene || target_prop.type != &RNA_Scene ||
!BLI_str_startswith(rna_path, "camera"))
{
return nullptr;
}
/* Return the part of the path relative to the camera. */
switch (rna_path[6]) {
case '.':
return rna_path + 7;
case '[':
return rna_path + 6;
default:
return nullptr;
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \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;
}
}
else {
/* Collection content might have changed (children collection might have been added or
* removed from the graph based on their inclusion and visibility flags). */
const ID_Type id_type = GS(id_node->id_cow->name);
if (id_type == ID_GR) {
BKE_collection_object_cache_free(reinterpret_cast<Collection *>(id_node->id_cow));
}
}
/* 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