2.8x branch added bContext arg in many places, pass eval-context instead since its not simple to reason about what what nested functions do when they can access and change almost anything. Also use const to prevent unexpected modifications. This fixes crash loading files with shadows, since off-screen buffers use a NULL context for rendering.
54 lines
1.5 KiB
C++
54 lines
1.5 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Original author: Benoit Bolsee
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* Contributor(s):
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/ikplugin/intern/iksolver_plugin.h
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* \ingroup ikplugin
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*/
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#ifndef __IKSOLVER_PLUGIN_H__
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#define __IKSOLVER_PLUGIN_H__
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#include "ikplugin_api.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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void iksolver_initialize_tree(
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const struct EvaluationContext *eval_ctx, struct Scene *scene, struct Object *ob, float ctime);
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void iksolver_execute_tree(
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const struct EvaluationContext *eval_ctx, struct Scene *scene, struct Object *ob,
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struct bPoseChannel *pchan_root, float ctime);
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#ifdef __cplusplus
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}
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#endif
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#endif /* __IKSOLVER_PLUGIN_H__ */
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