Merge branch 'master' into blender2.8
[blender.git] / source / blender / depsgraph / intern / nodes / deg_node_component.cc
index f4530ecebdb27497402c237fcfa7da169d92ba34..d3405118f573225e41ee5cafebd21692798fa081 100644 (file)
@@ -355,30 +355,6 @@ void ComponentDepsNode::finalize_build(Depsgraph * /*graph*/)
        operations_map = NULL;
 }
 
-/* Register all components. =============================== */
-
-#define DEG_COMPONENT_DEFINE(name, NAME)                             \
-  DEG_DEPSNODE_DEFINE(name ## ComponentDepsNode,                     \
-                      DEG_NODE_TYPE_ ## NAME,                        \
-                      #name  " Component");                          \
-static DepsNodeFactoryImpl<name ## ComponentDepsNode> DNTI_ ## NAME
-
-
-DEG_COMPONENT_DEFINE(Animation, ANIMATION);
-DEG_COMPONENT_DEFINE(BatchCache, BATCH_CACHE);
-DEG_COMPONENT_DEFINE(Cache, CACHE);
-DEG_COMPONENT_DEFINE(CopyOnWrite, COPY_ON_WRITE);
-DEG_COMPONENT_DEFINE(Geometry, GEOMETRY);
-DEG_COMPONENT_DEFINE(LayerCollections, LAYER_COLLECTIONS);
-DEG_COMPONENT_DEFINE(Parameters, PARAMETERS);
-DEG_COMPONENT_DEFINE(Particles, EVAL_PARTICLES);
-DEG_COMPONENT_DEFINE(Proxy, PROXY);
-DEG_COMPONENT_DEFINE(Pose, EVAL_POSE);
-DEG_COMPONENT_DEFINE(Sequencer, SEQUENCER);
-DEG_COMPONENT_DEFINE(Shading, SHADING);
-DEG_COMPONENT_DEFINE(ShadingParameters, SHADING_PARAMETERS);
-DEG_COMPONENT_DEFINE(Transform, TRANSFORM);
-
 /* Bone Component ========================================= */
 
 /* Initialize 'bone component' node - from pointer data given */
@@ -398,7 +374,23 @@ void BoneComponentDepsNode::init(const ID *id, const char *subdata)
        this->pchan = BKE_pose_channel_find_name(object->pose, subdata);
 }
 
-DEG_COMPONENT_DEFINE(Bone, BONE);
+/* Register all components. =============================== */
+
+DEG_COMPONENT_NODE_DEFINE(Animation,         ANIMATION,          ID_RECALC_NONE);
+DEG_COMPONENT_NODE_DEFINE(BatchCache,        BATCH_CACHE,        ID_RECALC_NONE);
+DEG_COMPONENT_NODE_DEFINE(Bone,              BONE,               ID_RECALC_NONE);
+DEG_COMPONENT_NODE_DEFINE(Cache,             CACHE,              ID_RECALC_NONE);
+DEG_COMPONENT_NODE_DEFINE(CopyOnWrite,       COPY_ON_WRITE,      ID_RECALC_NONE);
+DEG_COMPONENT_NODE_DEFINE(Geometry,          GEOMETRY,           ID_RECALC_NONE);
+DEG_COMPONENT_NODE_DEFINE(LayerCollections,  LAYER_COLLECTIONS,  ID_RECALC_NONE);
+DEG_COMPONENT_NODE_DEFINE(Parameters,        PARAMETERS,         ID_RECALC_NONE);
+DEG_COMPONENT_NODE_DEFINE(Particles,         EVAL_PARTICLES,     ID_RECALC_NONE);
+DEG_COMPONENT_NODE_DEFINE(Proxy,             PROXY,              ID_RECALC_NONE);
+DEG_COMPONENT_NODE_DEFINE(Pose,              EVAL_POSE,          ID_RECALC_NONE);
+DEG_COMPONENT_NODE_DEFINE(Sequencer,         SEQUENCER,          ID_RECALC_NONE);
+DEG_COMPONENT_NODE_DEFINE(Shading,           SHADING,            ID_RECALC_NONE);
+DEG_COMPONENT_NODE_DEFINE(ShadingParameters, SHADING_PARAMETERS, ID_RECALC_NONE);
+DEG_COMPONENT_NODE_DEFINE(Transform,         TRANSFORM,          ID_RECALC_NONE);
 
 /* Node Types Register =================================== */