node: split off traversing functions from renderer for usage elsewhere
Fixes issue where Viewer node wouldn't pick up correct length if a tracks weren't in use.
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@@ -0,0 +1,76 @@
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#include "traverser.h"
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#include "node.h"
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NodeTraverser::NodeTraverser()
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{
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}
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NodeValueDatabase NodeTraverser::GenerateDatabase(const Node* node, const TimeRange &range)
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{
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NodeValueDatabase database;
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// We need to insert tables into the database for each input
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foreach (NodeParam* param, node->parameters()) {
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if (IsCancelled()) {
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return NodeValueDatabase();
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}
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if (param->type() == NodeParam::kInput) {
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NodeInput* input = static_cast<NodeInput*>(param);
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TimeRange input_time = node->InputTimeAdjustment(input, range);
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NodeValueTable table = ProcessInput(input, input_time);
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InputProcessingEvent(input, input_time, &table);
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database.Insert(input, table);
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}
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}
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return database;
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}
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NodeValueTable NodeTraverser::ProcessNode(const NodeDependency& dep)
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{
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const Node* node = dep.node();
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if (node->IsTrack()) {
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// If the range is not wholly contained in this Block, we'll need to do some extra processing
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return RenderBlock(static_cast<const TrackOutput*>(node), dep.range());
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}
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// FIXME: Cache certain values here if we've already processed them before
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// Generate database of input values of node
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NodeValueDatabase database = GenerateDatabase(node, dep.range());
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// By this point, the node should have all the inputs it needs to render correctly
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NodeValueTable table = node->Value(database);
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ProcessNodeEvent(node, dep.range(), database, &table);
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return table;
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}
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NodeValueTable NodeTraverser::RenderBlock(const TrackOutput *track, const TimeRange &range)
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{
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// By default, don't bother traversing blocks
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return NodeValueTable();
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}
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NodeValueTable NodeTraverser::ProcessInput(const NodeInput *input, const TimeRange& range)
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{
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if (input->IsConnected()) {
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// Value will equal something from the connected node, follow it
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return ProcessNode(NodeDependency(input->get_connected_node(), range));
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} else {
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// Push onto the table the value at this time from the input
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QVariant input_value = input->get_value_at_time(range.in());
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NodeValueTable table;
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table.Push(input->data_type(), input_value);
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return table;
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}
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}
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