59 id_[i] = dupli->persistent_id[i];
60 if (id_[i] == INT_MAX) {
80 if (hash_value_ != k.hash_value_) {
81 return hash_value_ < k.hash_value_;
86 if (parent_ != k.parent_) {
87 return (parent_ < k.parent_);
89 if (sub_key_ != k.sub_key_) {
90 return (sub_key_ < k.sub_key_);
94 if (id_[i] < k.id_[i]) {
97 if (id_[i] == INT_MAX) {
107 if (hash_value_ != k.hash_value_) {
113 if (parent_ != k.parent_) {
116 if (sub_key_ != k.sub_key_) {
121 if (id_[i] != k.id_[i]) {
124 if (id_[i] == INT_MAX) {
size_t BLI_ghashutil_combine_hash(size_t hash_a, size_t hash_b)
unsigned int BLI_ghashutil_ptrhash(const void *key)
#define BLI_ghashutil_inthash(key)
Object * DEG_get_original_object(Object *object)
Object is a sort of wrapper for general info.
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between world
A running instance of the engine.
bool operator<(const ObjectKey &k) const
bool operator==(const ObjectKey &k) const
ObjectKey(Object *ob, int sub_key=0)
void sync_point_cloud(Object *ob, ObjectHandle &ob_handle, ResourceHandle res_handle, const ObjectRef &ob_ref)
ObjectHandle & sync_object(const ObjectRef &ob_ref)
void sync_mesh(Object *ob, ObjectHandle &ob_handle, ResourceHandle res_handle, const ObjectRef &ob_ref)
void sync_volume(Object *ob, ObjectHandle &ob_handle, ResourceHandle res_handle, const ObjectRef &ob_ref)
SyncModule(Instance &inst)
void sync_curves(Object *ob, ObjectHandle &ob_handle, ResourceHandle res_handle, const ObjectRef &ob_ref, ModifierData *modifier_data=nullptr, ParticleSystem *particle_sys=nullptr)
WorldHandle sync_world(const ::World &world)
bool sync_sculpt(Object *ob, ObjectHandle &ob_handle, ResourceHandle res_handle, const ObjectRef &ob_ref)
Object * DRW_object_get_dupli_parent(const Object *)
DupliObject * DRW_object_get_dupli(const Object *)
FunctionRef< void(ObjectHandle, ModifierData &, ParticleSystem &)> HairHandleCallback
void foreach_hair_particle_handle(Object *ob, ObjectHandle ob_handle, HairHandleCallback callback)
unsigned __int64 uint64_t