This makes evaluated objects to point to a non-evaluated collection, which is already really bad. What is even more worse, objects in those collections are not evaluated either. Proper solution would be to implement visibility flag for nodes, which will be set to 0 for transform/geometry components, but which will be 1 for copy-on-write components. This way we will guarantee consistency of dependency graph. For now this change is good enough and unlocks production. Fixes T55375: Crash when changing visibility of instanced collection Fixes T55357: Particle geometry crash
249 lines
8.3 KiB
C++
249 lines
8.3 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_nodes.h
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* \ingroup depsgraph
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*/
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#pragma once
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#include "intern/builder/deg_builder_map.h"
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#include "intern/depsgraph_types.h"
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#include "DEG_depsgraph.h"
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struct Base;
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struct bArmature;
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struct CacheFile;
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struct Camera;
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struct bGPdata;
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struct ListBase;
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struct GHash;
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struct ID;
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struct Image;
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struct FCurve;
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struct Collection;
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struct Key;
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struct Lamp;
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struct LayerCollection;
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struct LightProbe;
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struct Main;
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struct Material;
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struct Mask;
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struct MTex;
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struct MovieClip;
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struct bNodeTree;
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struct Object;
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struct ParticleSettings;
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struct Probe;
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struct bPoseChannel;
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struct bConstraint;
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struct Scene;
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struct Tex;
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struct World;
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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 IDDepsNode;
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struct TimeSourceDepsNode;
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struct ComponentDepsNode;
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struct OperationDepsNode;
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struct DepsgraphNodeBuilder {
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DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph);
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~DepsgraphNodeBuilder();
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/* For given original ID get ID which is created by CoW system. */
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ID *get_cow_id(const ID *id_orig) const;
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/* Similar to above, but for the cases when there is no ID node we create
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* one.
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*/
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ID *ensure_cow_id(ID *id_orig);
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/* Helper wrapper function which wraps get_cow_id with a needed type cast. */
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template<typename T>
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T *get_cow_datablock(const T *orig) const {
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return (T *)get_cow_id(&orig->id);
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}
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/* For a given COW datablock get corresponding original one. */
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template<typename T>
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T *get_orig_datablock(const T *cow) const {
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return (T *)cow->id.orig_id;
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}
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void begin_build();
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void end_build();
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IDDepsNode *add_id_node(ID *id);
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IDDepsNode *find_id_node(ID *id);
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TimeSourceDepsNode *add_time_source();
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ComponentDepsNode *add_component_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name = "");
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OperationDepsNode *add_operation_node(ComponentDepsNode *comp_node,
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const DepsEvalOperationCb& op,
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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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OperationDepsNode *add_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name,
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const DepsEvalOperationCb& op,
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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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OperationDepsNode *add_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const DepsEvalOperationCb& op,
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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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OperationDepsNode *ensure_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const DepsEvalOperationCb& op,
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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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bool has_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_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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OperationDepsNode *find_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_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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OperationDepsNode *find_operation_node(ID *id,
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eDepsNode_Type comp_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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void build_id(ID* id);
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void build_layer_collections(ListBase *lb);
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void build_view_layer(Scene *scene,
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ViewLayer *view_layer,
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eDepsNode_LinkedState_Type linked_state);
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void build_collection(eDepsNode_CollectionOwner owner_type,
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Collection *collection);
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void build_object(int base_index,
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Object *object,
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eDepsNode_LinkedState_Type linked_state);
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void build_object_flags(int base_index,
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Object *object,
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eDepsNode_LinkedState_Type linked_state);
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void build_object_data(Object *object);
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void build_object_data_camera(Object *object);
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void build_object_data_geometry(Object *object);
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void build_object_data_geometry_datablock(ID *obdata);
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void build_object_data_lamp(Object *object);
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void build_object_data_lightprobe(Object *object);
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void build_object_transform(Object *object);
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void build_object_constraints(Object *object);
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void build_pose_constraints(Object *object, bPoseChannel *pchan, int pchan_index);
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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_cloth(Object *object);
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void build_animdata(ID *id);
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void build_driver(ID *id, FCurve *fcurve, int driver_index);
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void build_driver_variables(ID *id, FCurve *fcurve);
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void build_driver_id_property(ID *id, const char *rna_path);
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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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void build_splineik_pose(Object *object,
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bPoseChannel *pchan,
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bConstraint *con);
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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_armature(bArmature *armature);
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void build_shapekeys(Key *key);
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void build_camera(Camera *camera);
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void build_lamp(Lamp *lamp);
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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_image(Image *image);
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void build_world(World *world);
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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(LightProbe *probe);
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protected:
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struct SavedEntryTag {
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ID *id;
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eDepsNode_Type component_type;
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eDepsOperation_Code opcode;
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};
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vector<SavedEntryTag> saved_entry_tags_;
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struct BuilderWalkUserData {
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DepsgraphNodeBuilder *builder;
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};
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static void modifier_walk(void *user_data,
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struct Object *object,
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struct ID **idpoin,
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int cb_flag);
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static void constraint_walk(bConstraint *constraint,
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ID **idpoin,
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bool is_reference,
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void *user_data);
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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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ViewLayer *view_layer_;
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int view_layer_index_;
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GHash *cow_id_hash_;
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BuilderMap built_map_;
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};
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} // namespace DEG
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