73 class DepsgraphBuilderCache;
76 struct TimeSourceNode;
98 return (
T *)cow->id.orig_id;
113 const char *name =
"",
117 const char *comp_name,
120 const char *name =
"",
126 const char *name =
"",
131 const char *comp_name,
134 const char *name =
"",
140 const char *name =
"",
145 const char *comp_name,
147 const char *name =
"",
152 const char *comp_name,
154 const char *name =
"",
202 bool is_object_visible);
struct Depsgraph Depsgraph
virtual void build_scene_parameters(Scene *scene)
virtual void build_object_data_geometry_datablock(ID *obdata, bool is_object_visible)
virtual void build_scene_sequencer(Scene *scene)
virtual void build_object_data_camera(Object *object)
ID * ensure_cow_id(ID *id_orig)
IDNode * find_id_node(ID *id)
virtual void build_object_pointcache(Object *object)
virtual void build_animdata(ID *id)
static void modifier_walk(void *user_data, struct Object *object, struct ID **idpoin, int cb_flag)
virtual void build_world(World *world)
virtual void build_object(int base_index, Object *object, eDepsNode_LinkedState_Type linked_state, bool is_visible)
virtual void build_object_proxy_group(Object *object, bool is_object_visible)
OperationNode * ensure_operation_node(ID *id, NodeType comp_type, const char *comp_name, OperationCode opcode, const DepsEvalOperationCb &op=nullptr, const char *name="", int name_tag=-1)
IDNode * add_id_node(ID *id)
virtual void build_freestyle_linestyle(FreestyleLineStyle *linestyle)
virtual void build_scene_speakers(Scene *scene, ViewLayer *view_layer)
virtual void build_cachefile(CacheFile *cache_file)
virtual void build_object_instance_collection(Object *object, bool is_object_visible)
virtual void build_object_data_speaker(Object *object)
OperationNode * add_operation_node(ComponentNode *comp_node, OperationCode opcode, const DepsEvalOperationCb &op=nullptr, const char *name="", int name_tag=-1)
virtual void build_texture(Tex *tex)
virtual void build_particle_settings(ParticleSettings *part)
static void constraint_walk(bConstraint *constraint, ID **idpoin, bool is_reference, void *user_data)
virtual void build_particle_systems(Object *object, bool is_object_visible)
virtual void build_dimensions(Object *object)
virtual void build_armature(bArmature *armature)
virtual void build_scene_audio(Scene *scene)
T * get_orig_datablock(const T *cow) const
virtual void build_simulation(Simulation *simulation)
virtual void build_pose_constraints(Object *object, bPoseChannel *pchan, int pchan_index, bool is_object_visible)
ComponentNode * add_component_node(ID *id, NodeType comp_type, const char *comp_name="")
virtual void build_id(ID *id)
virtual void build_driver_variables(ID *id, FCurve *fcurve)
virtual void build_shapekeys(Key *key)
virtual void build_action(bAction *action)
virtual void build_animdata_nlastrip_targets(ListBase *strips)
virtual void build_animation_images(ID *id)
virtual void build_material(Material *ma)
virtual void build_materials(Material **materials, int num_materials)
virtual void build_collection(LayerCollection *from_layer_collection, Collection *collection)
virtual void build_rigidbody(Scene *scene)
virtual void build_object_transform(Object *object)
OperationNode * find_operation_node(ID *id, NodeType comp_type, const char *comp_name, OperationCode opcode, const char *name="", int name_tag=-1)
virtual void build_freestyle_lineset(FreestyleLineSet *fls)
virtual void build_movieclip(MovieClip *clip)
Vector< SavedEntryTag > saved_entry_tags_
virtual void build_object_data_light(Object *object)
Map< uint, IDInfo * > id_info_hash_
virtual void build_proxy_rig(Object *object, bool is_object_visible)
virtual void build_rig(Object *object, bool is_object_visible)
virtual void build_ik_pose(Object *object, bPoseChannel *pchan, bConstraint *con)
virtual void build_scene_render(Scene *scene, ViewLayer *view_layer)
bool is_parent_collection_visible_
virtual void build_image(Image *image)
virtual void build_speaker(Speaker *speaker)
virtual void build_sound(bSound *sound)
DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph, DepsgraphBuilderCache *cache)
virtual void build_object_data(Object *object, bool is_object_visible)
virtual void build_layer_collections(ListBase *lb)
virtual void build_object_proxy_from(Object *object, bool is_object_visible)
virtual void build_object_flags(int base_index, Object *object, eDepsNode_LinkedState_Type linked_state)
ID * get_cow_id(const ID *id_orig) const
TimeSourceNode * add_time_source()
virtual void build_driver_id_property(ID *id, const char *rna_path)
virtual void build_parameters(ID *id)
virtual void build_lightprobe(LightProbe *probe)
virtual void build_nodetree(bNodeTree *ntree)
virtual void build_splineik_pose(Object *object, bPoseChannel *pchan, bConstraint *con)
virtual void build_idproperties(IDProperty *id_property)
virtual void build_camera(Camera *camera)
virtual void build_light(Light *lamp)
virtual void build_armature_bones(ListBase *bones)
virtual void build_driver(ID *id, FCurve *fcurve, int driver_index)
virtual void begin_build()
virtual void build_mask(Mask *mask)
bool has_operation_node(ID *id, NodeType comp_type, const char *comp_name, OperationCode opcode, const char *name="", int name_tag=-1)
virtual void build_object_data_geometry(Object *object, bool is_object_visible)
virtual void build_view_layer(Scene *scene, ViewLayer *view_layer, eDepsNode_LinkedState_Type linked_state)
virtual void build_nodetree_socket(bNodeSocket *socket)
virtual void build_scene_compositor(Scene *scene)
virtual void build_object_data_lightprobe(Object *object)
virtual void build_generic_id(ID *id)
virtual void build_object_constraints(Object *object)
T * get_cow_datablock(const T *orig) const
virtual void build_object_from_layer(int base_index, Object *object, eDepsNode_LinkedState_Type linked_state)
FreestyleLineStyle linestyle
uint64_t IDComponentsMask
eDepsNode_LinkedState_Type
function< void(struct ::Depsgraph *)> DepsEvalOperationCb
DepsgraphNodeBuilder * builder
DEGCustomDataMeshMasks previous_customdata_masks
IDComponentsMask previously_visible_components_mask
uint32_t previous_eval_flags
ccl_device_inline float4 mask(const int4 &mask, const float4 &a)