365 lines
11 KiB
C++
365 lines
11 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) 2013 Blender Foundation.
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* All rights reserved.
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*
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* Original Author: Lukas Toenne
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* Contributor(s): None Yet
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/depsgraph/intern/builder/deg_builder_relations.h
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* \ingroup depsgraph
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*/
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#pragma once
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#include <cstdio>
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#include <cstring>
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#include "intern/depsgraph_types.h"
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#include "DNA_ID.h"
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#include "RNA_access.h"
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#include "RNA_types.h"
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#include "BLI_utildefines.h"
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#include "BLI_string.h"
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#include "intern/nodes/deg_node.h"
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#include "intern/nodes/deg_node_component.h"
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#include "intern/nodes/deg_node_operation.h"
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struct Base;
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struct bGPdata;
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struct CacheFile;
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struct ListBase;
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struct GHash;
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struct ID;
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struct FCurve;
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struct Group;
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struct Key;
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struct LayerCollection;
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struct Main;
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struct Mask;
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struct Material;
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struct MTex;
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struct ModifierData;
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struct MovieClip;
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struct bNodeTree;
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struct Object;
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struct bPoseChannel;
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struct bConstraint;
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struct ParticleSystem;
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struct ParticleSettings;
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struct Scene;
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struct ViewLayer;
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struct Tex;
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struct World;
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struct EffectorWeights;
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struct PropertyRNA;
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namespace DEG {
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struct Depsgraph;
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struct DepsNode;
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struct DepsNodeHandle;
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struct RootDepsNode;
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struct IDDepsNode;
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struct TimeSourceDepsNode;
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struct ComponentDepsNode;
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struct OperationDepsNode;
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struct RootPChanMap;
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struct TimeSourceKey
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{
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TimeSourceKey();
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TimeSourceKey(ID *id);
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string identifier() const;
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ID *id;
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};
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struct ComponentKey
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{
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ComponentKey();
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ComponentKey(ID *id, eDepsNode_Type type, const char *name = "");
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string identifier() const;
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ID *id;
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eDepsNode_Type type;
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const char *name;
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};
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struct OperationKey
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{
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OperationKey();
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OperationKey(ID *id,
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eDepsNode_Type component_type,
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const char *name,
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int name_tag = -1);
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OperationKey(ID *id,
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eDepsNode_Type component_type,
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const char *component_name,
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const char *name,
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int name_tag);
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OperationKey(ID *id,
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eDepsNode_Type component_type,
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eDepsOperation_Code opcode);
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OperationKey(ID *id,
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eDepsNode_Type component_type,
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const char *component_name,
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eDepsOperation_Code opcode);
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OperationKey(ID *id,
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eDepsNode_Type component_type,
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eDepsOperation_Code opcode,
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const char *name,
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int name_tag = -1);
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OperationKey(ID *id,
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eDepsNode_Type component_type,
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const char *component_name,
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eDepsOperation_Code opcode,
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const char *name,
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int name_tag = -1);
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string identifier() const;
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ID *id;
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eDepsNode_Type component_type;
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const char *component_name;
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eDepsOperation_Code opcode;
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const char *name;
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int name_tag;
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};
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struct RNAPathKey
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{
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/* NOTE: see depsgraph_build.cpp for implementation */
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RNAPathKey(ID *id, const char *path);
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RNAPathKey(ID *id, const PointerRNA &ptr, PropertyRNA *prop);
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string identifier() const;
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ID *id;
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PointerRNA ptr;
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PropertyRNA *prop;
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};
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struct DepsgraphRelationBuilder
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{
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DepsgraphRelationBuilder(Main *bmain, Depsgraph *graph);
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void begin_build();
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template <typename KeyFrom, typename KeyTo>
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void add_relation(const KeyFrom& key_from,
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const KeyTo& key_to,
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const char *description,
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bool check_unique = false);
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template <typename KeyTo>
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void add_relation(const TimeSourceKey& key_from,
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const KeyTo& key_to,
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const char *description,
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bool check_unique = false);
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template <typename KeyType>
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void add_node_handle_relation(const KeyType& key_from,
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const DepsNodeHandle *handle,
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const char *description,
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bool check_unique = false);
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void build_view_layer(Scene *scene, ViewLayer *view_layer);
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void build_group(Object *object, Group *group);
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void build_object(Base *base, Object *object);
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void build_object_flags(Base *base, Object *object);
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void build_object_data(Object *object);
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void build_object_parent(Object *object);
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void build_constraints(ID *id,
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eDepsNode_Type component_type,
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const char *component_subdata,
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ListBase *constraints,
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RootPChanMap *root_map);
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void build_animdata(ID *id);
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void build_animdata_curves(ID *id);
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void build_animdata_curves_targets(ID *id,
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ComponentKey &adt_key,
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OperationDepsNode *operation_from,
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ListBase *curves);
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void build_animdata_nlastrip_targets(ID *id,
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ComponentKey &adt_key,
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OperationDepsNode *operation_from,
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ListBase *strips);
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void build_animdata_drivers(ID *id);
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void build_driver(ID *id, FCurve *fcurve);
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void build_driver_data(ID *id, FCurve *fcurve);
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void build_driver_variables(ID *id, FCurve *fcurve);
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void build_world(World *world);
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void build_rigidbody(Scene *scene);
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void build_particles(Object *object);
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void build_particle_settings(ParticleSettings *part);
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void build_particles_visualization_object(Object *object,
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ParticleSystem *psys,
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Object *draw_object);
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void build_cloth(Object *object, ModifierData *md);
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void build_ik_pose(Object *object,
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bPoseChannel *pchan,
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bConstraint *con,
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RootPChanMap *root_map);
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void build_splineik_pose(Object *object,
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bPoseChannel *pchan,
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bConstraint *con,
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RootPChanMap *root_map);
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void build_rig(Object *object);
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void build_proxy_rig(Object *object);
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void build_shapekeys(ID *obdata, Key *key);
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void build_obdata_geom(Object *object);
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void build_camera(Object *object);
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void build_lamp(Object *object);
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void build_nodetree(bNodeTree *ntree);
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void build_material(Material *ma);
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void build_texture(Tex *tex);
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void build_texture_stack(MTex **texture_stack);
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void build_compositor(Scene *scene);
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void build_gpencil(bGPdata *gpd);
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void build_cachefile(CacheFile *cache_file);
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void build_mask(Mask *mask);
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void build_movieclip(MovieClip *clip);
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void build_lightprobe(Object *object);
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void add_collision_relations(const OperationKey &key,
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Scene *scene,
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Object *object,
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Group *group,
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bool dupli,
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const char *name);
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void add_forcefield_relations(const OperationKey &key,
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Scene *scene,
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Object *object,
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ParticleSystem *psys,
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EffectorWeights *eff,
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bool add_absorption, const char *name);
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struct LayerCollectionState {
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int index;
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OperationKey init_key;
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OperationKey done_key;
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OperationKey prev_key;
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};
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void build_layer_collection(ID *owner_id,
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LayerCollection *layer_collection,
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LayerCollectionState *state);
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void build_layer_collections(ID *owner_id,
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ListBase *layer_collections,
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LayerCollectionState *state);
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void build_view_layer_collections(struct ID *owner_id, ViewLayer *view_layer);
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void build_copy_on_write_relations();
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void build_copy_on_write_relations(IDDepsNode *id_node);
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template <typename KeyType>
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OperationDepsNode *find_operation_node(const KeyType &key);
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Depsgraph *getGraph();
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protected:
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TimeSourceDepsNode *get_node(const TimeSourceKey &key) const;
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ComponentDepsNode *get_node(const ComponentKey &key) const;
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OperationDepsNode *get_node(const OperationKey &key) const;
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DepsNode *get_node(const RNAPathKey &key) const;
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OperationDepsNode *find_node(const OperationKey &key) const;
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bool has_node(const OperationKey &key) const;
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void add_time_relation(TimeSourceDepsNode *timesrc,
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DepsNode *node_to,
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const char *description,
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bool check_unique = false);
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void add_operation_relation(OperationDepsNode *node_from,
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OperationDepsNode *node_to,
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const char *description,
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bool check_unique = false);
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template <typename KeyType>
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DepsNodeHandle create_node_handle(const KeyType& key,
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const char *default_name = "");
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/* TODO(sergey): All those is_same* functions are to be generalized. */
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/* Check whether two keys correponds to the same bone from same armature.
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*
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* This is used by drivers relations builder to avoid possible fake
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* dependency cycle when one bone property drives another property of the
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* same bone.
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*/
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template <typename KeyFrom, typename KeyTo>
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bool is_same_bone_dependency(const KeyFrom& key_from, const KeyTo& key_to);
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/* Similar to above, but used to check whether driver is using node from
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* the same node tree as a driver variable.
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*/
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template <typename KeyFrom, typename KeyTo>
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bool is_same_nodetree_node_dependency(const KeyFrom& key_from,
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const KeyTo& key_to);
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/* Similar to above, but used to check whether driver is using key from
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* the same key datablock as a driver variable.
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*/
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template <typename KeyFrom, typename KeyTo>
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bool is_same_shapekey_dependency(const KeyFrom& key_from,
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const KeyTo& key_to);
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private:
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/* State which never changes, same for the whole builder time. */
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Main *bmain_;
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Depsgraph *graph_;
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/* State which demotes currently built entities. */
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Scene *scene_;
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};
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struct DepsNodeHandle
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{
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DepsNodeHandle(DepsgraphRelationBuilder *builder,
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OperationDepsNode *node,
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const char *default_name = "")
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: builder(builder),
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node(node),
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default_name(default_name)
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{
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BLI_assert(node != NULL);
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}
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DepsgraphRelationBuilder *builder;
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OperationDepsNode *node;
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const char *default_name;
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};
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} // namespace DEG
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#include "intern/builder/deg_builder_relations_impl.h"
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