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source/blender/depsgraph/intern/node/deg_node.h
| Show First 20 Lines • Show All 97 Lines • ▼ Show 20 Lines | enum class NodeType { | ||||
| OBJECT_FROM_LAYER, | OBJECT_FROM_LAYER, | ||||
| /* Audio-related evaluation. */ | /* Audio-related evaluation. */ | ||||
| AUDIO, | AUDIO, | ||||
| ARMATURE, | ARMATURE, | ||||
| /* Un-interesting data-block, which is a part of dependency graph, but does | /* Un-interesting data-block, which is a part of dependency graph, but does | ||||
| * not have very distinctive update procedure. */ | * not have very distinctive update procedure. */ | ||||
| GENERIC_DATABLOCK, | GENERIC_DATABLOCK, | ||||
| /* Component which is used to define visibility relation between IDs, on the ID level. | |||||
| * | |||||
| * Consider two ID nodes NodeA and NodeB, with the relation between visibility components going | |||||
| * as NodeA -> NodeB. If NodeB is considreed visible on screen, then the relation will ensure | |||||
sybren: considered | |||||
| * that NodeA is also visible. The way how relation is oriented could be seen as a inverted from | |||||
| * visibility dependency point of view, but it follows the same direction as data dependency | |||||
| * which simplifies common algorithms which are dealing with relations and visibility. | |||||
| * | |||||
| * The fact that the visibility operates on the ID level basically means that all components in | |||||
| * the NodeA will be considered as affecting directly visible when NodeB's visibility is | |||||
Done Inline Actionsremove "the" sybren: remove "the" | |||||
| * affecting directly visible ID. | |||||
| * | |||||
| * This is the way to ensure objects needed for visualization without any actual data dependency | |||||
| * properly evaluated. Example of this is custom shapes for bones. */ | |||||
Done Inline Actionsare properly evaluated sybren: **are** properly evaluated | |||||
| VISIBILITY, | |||||
| /* **** Evaluation-Related Outer Types (with Subdata) **** */ | /* **** Evaluation-Related Outer Types (with Subdata) **** */ | ||||
| /* Pose Component - Owner/Container of Bones Eval */ | /* Pose Component - Owner/Container of Bones Eval */ | ||||
| EVAL_POSE, | EVAL_POSE, | ||||
| /* Bone Component - Child/Subcomponent of Pose */ | /* Bone Component - Child/Subcomponent of Pose */ | ||||
| BONE, | BONE, | ||||
| /* Particle Systems Component */ | /* Particle Systems Component */ | ||||
| PARTICLE_SYSTEM, | PARTICLE_SYSTEM, | ||||
| ▲ Show 20 Lines • Show All 108 Lines • Show Last 20 Lines | |||||
considered