90 template<
typename KeyFrom,
typename KeyTo>
93 const char *description,
96 template<
typename KeyTo>
99 const char *description,
102 template<
typename KeyType>
105 const char *description,
108 template<
typename KeyTo>
111 const char *description,
163 const char *component_subdata,
197 const char *rna_path);
202 const char *rna_path);
215 const char *rna_path_from_target_prop);
301 const char *description,
310 const char *description,
313 template<
typename KeyType>
323 template<
typename KeyFrom,
typename KeyTo>
328 template<
typename KeyFrom,
typename KeyTo>
332 struct BuilderWalkUserData {
336 static void modifier_walk(
void *user_data,
341 static void constraint_walk(
bConstraint *con,
ID **idpoin,
bool is_reference,
void *user_data);
ID and Library types, which are fundamental for SDNA.
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
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 camera
btSequentialImpulseConstraintSolverMt int btPersistentManifold int btTypedConstraint ** constraints
DepsgraphBuilder(Main *bmain, Depsgraph *graph, DepsgraphBuilderCache *cache)
virtual void build_driver_rna_path_variable(const OperationKey &driver_key, const RNAPathKey &self_key, ID *target_id, const PointerRNA &target_prop, const char *rna_path)
void add_particle_collision_relations(const OperationKey &key, Object *object, Collection *collection, const char *name)
virtual void build_sound(bSound *sound)
virtual void build_animdata_action_targets(ID *id, int32_t slot_handle, ComponentKey &adt_key, OperationNode *operation_from, bAction *action)
Relation * add_depends_on_transform_relation(ID *id, const KeyTo &key_to, const char *description, int flags=0)
virtual void build_freestyle_linestyle(FreestyleLineStyle *linestyle)
virtual void build_ik_pose(Object *object, bPoseChannel *pchan, bConstraint *con, RootPChanMap *root_map)
virtual void build_collection(LayerCollection *from_layer_collection, Collection *collection)
virtual void build_scene_audio(Scene *scene)
virtual void build_image(Image *image)
virtual void build_scene_camera(Scene *scene)
virtual void build_driver_id_property(const PointerRNA &target_prop, const char *rna_path_from_target_prop)
virtual void build_copy_on_write_relations()
virtual void build_object_layer_component_relations(Object *object)
virtual void build_object_from_view_layer_base(Object *object)
virtual void build_driver(ID *id, FCurve *fcurve)
virtual void build_scene_compositor(Scene *scene)
virtual void build_dimensions(Object *object)
virtual void build_animation_images(ID *id)
virtual void build_driver_data(ID *id, FCurve *fcurve)
virtual void build_nested_nodetree(ID *owner, bNodeTree *ntree)
virtual void build_nodetree_socket(bNodeSocket *socket)
virtual void build_light(Light *lamp)
virtual void build_action(bAction *action)
virtual void build_material(Material *ma, ID *owner=nullptr)
virtual void build_speaker(Speaker *speaker)
virtual void build_animdata_force(ID *id)
TimeSourceNode * get_node(const TimeSourceKey &key) const
bool is_same_nodetree_node_dependency(const KeyFrom &key_from, const KeyTo &key_to)
virtual void build_scene_speakers(Scene *scene, ViewLayer *view_layer)
OperationNode * find_node(const OperationKey &key) const
virtual void build_armature(bArmature *armature)
virtual void build_armature_bone_collections(blender::Span< BoneCollection * > collections)
virtual void build_view_layer(Scene *scene, ViewLayer *view_layer, eDepsNode_LinkedState_Type linked_state)
virtual void build_armature_bones(ListBase *bones)
virtual void build_object_pointcache(Object *object)
virtual void build_constraints(ID *id, NodeType component_type, const char *component_subdata, ListBase *constraints, RootPChanMap *root_map)
virtual void build_mask(Mask *mask)
virtual void build_object_modifiers(Object *object)
virtual void build_vfont(VFont *vfont)
virtual void build_animdata_curves_targets(ID *id, ComponentKey &adt_key, OperationNode *operation_from, ListBase *curves)
virtual void build_view_layer_collections(ViewLayer *view_layer)
virtual void build_camera(Camera *camera)
virtual void build_object_data_light(Object *object)
virtual void build_world(World *world)
void add_customdata_mask(Object *object, const DEGCustomDataMeshMasks &customdata_masks)
bool is_same_bone_dependency(const KeyFrom &key_from, const KeyTo &key_to)
virtual void build_scene_sequencer(Scene *scene)
Relation * add_node_handle_relation(const KeyType &key_from, const DepsNodeHandle *handle, const char *description, int flags=0)
virtual void build_object_data_camera(Object *object)
virtual void build_animdata(ID *id)
virtual void build_scene_render(Scene *scene, ViewLayer *view_layer)
virtual void build_object_data_geometry(Object *object)
DepsgraphRelationBuilder(Main *bmain, Depsgraph *graph, DepsgraphBuilderCache *cache)
virtual void build_object_data_lightprobe(Object *object)
virtual void build_particle_settings(ParticleSettings *part)
virtual void build_object_light_linking(Object *emitter)
virtual void build_texture(Tex *tex)
void add_special_eval_flag(ID *id, uint32_t flag)
virtual void build_generic_id(ID *id)
virtual void build_driver_scene_camera_variable(const OperationKey &driver_key, const RNAPathKey &self_key, Scene *scene, const char *rna_path)
virtual void build_object(Object *object)
virtual void build_movieclip(MovieClip *clip)
virtual void build_nodetree(bNodeTree *ntree)
Relation * add_relation(const KeyFrom &key_from, const KeyTo &key_to, const char *description, int flags=0)
virtual void build_object_data_geometry_datablock(ID *obdata)
virtual void build_animdata_fcurve_target(ID *id, PointerRNA id_ptr, ComponentKey &adt_key, OperationNode *operation_from, FCurve *fcu)
void add_particle_forcefield_relations(const OperationKey &key, Object *object, ParticleSystem *psys, EffectorWeights *eff, bool add_absorption, const char *name)
virtual void build_rigidbody(Scene *scene)
virtual void build_nested_datablock(ID *owner, ID *id, bool flush_cow_changes)
virtual void build_particle_system_visualization_object(Object *object, ParticleSystem *psys, Object *draw_object)
virtual void build_lightprobe(LightProbe *probe)
void add_visibility_relation(ID *id_from, ID *id_to)
virtual void build_splineik_pose(Object *object, bPoseChannel *pchan, bConstraint *con, RootPChanMap *root_map)
virtual void build_driver_variables(ID *id, FCurve *fcurve)
virtual bool build_layer_collection(LayerCollection *layer_collection)
virtual void build_object_instance_collection(Object *object)
virtual void build_nested_shapekey(ID *owner, Key *key)
virtual void build_object_parent(Object *object)
virtual void build_scene_parameters(Scene *scene)
virtual void build_parameters(ID *id)
bool has_node(const ComponentKey &key) const
virtual void build_inter_ik_chains(Object *object, const OperationKey &solver_key, const bPoseChannel *rootchan, const RootPChanMap *root_map)
virtual void build_shapekeys(Key *key)
virtual void build_object_data_speaker(Object *object)
virtual void build_freestyle_lineset(FreestyleLineSet *fls)
virtual void build_light_linking_collection(Object *emitter, Collection *collection)
virtual void build_rig(Object *object)
Relation * add_operation_relation(OperationNode *node_from, OperationNode *node_to, const char *description, int flags=0)
OperationNode * find_operation_node(const KeyType &key)
virtual void build_object_data(Object *object)
virtual void build_animdata_drivers(ID *id)
virtual void build_id(ID *id)
virtual void build_idproperties(IDProperty *id_property)
virtual void build_materials(ID *owner, Material **materials, int num_materials)
virtual void build_animdata_curves(ID *id)
virtual void build_cachefile(CacheFile *cache_file)
virtual void build_object_shading(Object *object)
DepsNodeHandle create_node_handle(const KeyType &key, const char *default_name="")
virtual void build_driver_relations()
virtual void build_animdata_nlastrip_targets(ID *id, ComponentKey &adt_key, OperationNode *operation_from, ListBase *strips)
Relation * add_time_relation(TimeSourceNode *timesrc, Node *node_to, const char *description, int flags=0)
virtual void build_particle_systems(Object *object)
input_tx image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "preview_img") .compute_source("compositor_compute_preview.glsl") .do_static_compilation(true)
ccl_device_inline float4 mask(const int4 mask, const float4 a)
eDepsNode_LinkedState_Type
DepsgraphRelationBuilder * builder
const char * default_name
DepsNodeHandle(DepsgraphRelationBuilder *builder, OperationNode *node, const char *default_name="")