forked from blender/blender
Fix visibility of instancer object #43
@ -301,9 +301,7 @@ void BlenderSceneDelegate::update_objects(Object *object)
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if (obj_data) {
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obj_data->update_parent();
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obj_data->update();
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return;
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}
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if (view3d && !BKE_object_is_visible_in_viewport(view3d, object)) {
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obj_data->update_visibility();
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return;
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}
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objects_[id] = ObjectData::create(this, object, id);
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@ -336,14 +334,10 @@ void BlenderSceneDelegate::update_instancers(Object *object)
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if ((object->transflag & OB_DUPLI) == 0) {
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return;
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}
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if (view3d && !BKE_object_is_visible_in_viewport(view3d, object)) {
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return;
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}
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instancers_[id] = std::make_unique<InstancerData>(this, object, id);
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i_data = instancer_data(id);
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i_data->init();
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i_data->insert();
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i_data->update_visibility();
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}
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void BlenderSceneDelegate::update_world()
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@ -388,8 +382,8 @@ void BlenderSceneDelegate::check_updates()
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switch (GS(id->name)) {
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case ID_OB: {
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Object *object = (Object *)id;
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update_objects(object);
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update_instancers(object);
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update_objects(object);
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} break;
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case ID_MA: {
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@ -406,6 +400,10 @@ void BlenderSceneDelegate::check_updates()
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} break;
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case ID_SCE: {
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if (id->recalc & ID_RECALC_COPY_ON_WRITE && !(id->recalc & ID_RECALC_SELECT)) {
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do_update_collection = true;
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do_update_visibility = true;
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}
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if (id->recalc & ID_RECALC_BASE_FLAGS) {
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do_update_visibility = true;
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}
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@ -440,7 +438,7 @@ void BlenderSceneDelegate::add_new_objects()
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{
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DEGObjectIterSettings settings = {0};
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settings.depsgraph = depsgraph;
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settings.flags = DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY | DEG_ITER_OBJECT_FLAG_VISIBLE |
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settings.flags = DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
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DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET;
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DEGObjectIterData data = {0};
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data.settings = &settings;
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@ -535,9 +533,7 @@ void BlenderSceneDelegate::update_visibility()
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{
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for (auto &it : objects_) {
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it.second->update_visibility();
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}
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for (auto &it : instancers_) {
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it.second->update_visibility();
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it.second->update_parent();
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}
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/* Add objects which were invisible before and not added yet */
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@ -4,6 +4,9 @@
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#include <pxr/base/gf/vec2f.h>
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#include <pxr/imaging/hd/light.h>
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#include "BKE_object.h"
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#include "DEG_depsgraph_query.h"
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#include "blender_scene_delegate.h"
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#include "instancer.h"
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@ -33,6 +36,23 @@ bool InstancerData::is_supported(Object *object)
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return false;
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}
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bool InstancerData::is_visible(BlenderSceneDelegate *scene_delegate,
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Object *object,
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Object *child_object)
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{
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bool ret = true;
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eEvaluationMode deg_mode = DEG_get_mode(scene_delegate->depsgraph);
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ret = BKE_object_visibility(object, deg_mode) & (OB_VISIBLE_SELF | OB_VISIBLE_INSTANCES);
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if (ret && child_object && child_object->transflag & OB_DUPLI)
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{
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int flag = deg_mode == DAG_EVAL_VIEWPORT ? OB_DUPLI_FLAG_VIEWPORT : OB_DUPLI_FLAG_RENDER;
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ret = child_object->duplicator_visibility_flag & flag;
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}
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return ret;
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}
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void InstancerData::init()
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{
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ID_LOG(2, "");
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@ -83,9 +103,12 @@ pxr::VtValue InstancerData::get_data(pxr::TfToken const &key) const
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return ret;
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}
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bool InstancerData::update_visibility()
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bool InstancerData::update_visibility(Object *child_object)
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{
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bool ret = ObjectData::update_visibility();
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bool prev_visible = visible;
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visible = is_visible(scene_delegate_, (Object *)id, child_object);
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bool ret = visible != prev_visible;
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if (ret) {
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auto &change_tracker = scene_delegate_->GetRenderIndex().GetChangeTracker();
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change_tracker.MarkInstancerDirty(prim_id, pxr::HdChangeTracker::DirtyVisibility);
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@ -25,6 +25,9 @@ class InstancerData : public ObjectData {
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public:
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InstancerData(BlenderSceneDelegate *scene_delegate, Object *object, pxr::SdfPath const &prim_id);
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static bool is_supported(Object *object);
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static bool is_visible(BlenderSceneDelegate *scene_delegate,
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Object *object,
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Object *child_object);
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void init() override;
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void insert() override;
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@ -32,7 +35,7 @@ class InstancerData : public ObjectData {
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void update() override;
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pxr::VtValue get_data(pxr::TfToken const &key) const override;
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bool update_visibility() override;
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bool update_visibility(Object *child_object);
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pxr::GfMatrix4d get_transform(pxr::SdfPath const &id) const;
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pxr::HdPrimvarDescriptorVector primvar_descriptors(pxr::HdInterpolation interpolation) const;
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@ -2,6 +2,7 @@
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* Copyright 2011-2022 Blender Foundation */
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#include "BKE_object.h"
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#include "DEG_depsgraph_query.h"
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#include "blender_scene_delegate.h"
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#include "light.h"
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@ -59,14 +60,31 @@ bool ObjectData::is_supported(Object *object)
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return false;
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}
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bool ObjectData::is_visible(BlenderSceneDelegate* scene_delegate, Object* object) {
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bool ret = true;
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if (DEG_get_mode(scene_delegate->depsgraph) == DAG_EVAL_VIEWPORT) {
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ret = BKE_object_is_visible_in_viewport(scene_delegate->view3d, object);
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if (ret && object->transflag & OB_DUPLI) {
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ret = object->duplicator_visibility_flag & OB_DUPLI_FLAG_VIEWPORT;
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}
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}
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/*
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else {
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if (object->transflag & OB_DUPLI) {
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ret = object->duplicator_visibility_flag & OB_DUPLI_FLAG_RENDER;
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}
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if (object->parent && (object->parent->transflag & OB_DUPLI)) {
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ret = false;
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}
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}*/
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return ret;
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}
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bool ObjectData::update_visibility()
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{
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if (!scene_delegate_->view3d) {
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return false;
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}
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bool prev_visible = visible;
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visible = BKE_object_is_visible_in_viewport(scene_delegate_->view3d, (Object *)id);
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visible = is_visible(scene_delegate_, (Object *)id);
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bool ret = visible != prev_visible;
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if (ret) {
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ID_LOG(2, "");
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@ -76,19 +94,24 @@ bool ObjectData::update_visibility()
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void ObjectData::update_parent()
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{
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bool update_parent = false;
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Object *object = (Object *)id;
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if (parent_ != object->parent) {
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ID_LOG(2, "");
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parent_ = object->parent;
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update_parent = true;
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}
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/* Looking for corresponded instancer and update it as parent */
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for (Object *ob = parent_; ob != nullptr; ob = ob->parent) {
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InstancerData *i_data = scene_delegate_->instancer_data(
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scene_delegate_->instancer_prim_id(ob));
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if (i_data) {
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/* Looking for corresponded instancer and update it as parent */
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for (Object *ob = parent_; ob != nullptr; ob = ob->parent) {
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InstancerData *i_data = scene_delegate_->instancer_data(
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scene_delegate_->instancer_prim_id(ob));
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if (i_data) {
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if (update_parent) {
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i_data->update_as_parent();
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break;
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}
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i_data->update_visibility((Object *)id);
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break;
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}
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}
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}
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@ -22,6 +22,7 @@ class ObjectData : public IdData {
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Object *object,
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pxr::SdfPath const &prim_id);
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static bool is_supported(Object *object);
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static bool is_visible(BlenderSceneDelegate *scene_delegate, Object *object);
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virtual bool update_visibility();
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void update_parent();
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