77 struct DepsNodeHandle;
79 class DepsgraphBuilderCache;
85 struct TimeSourceNode;
153 template<
typename KeyFrom,
typename KeyTo>
156 const char *description,
159 template<
typename KeyTo>
162 const char *description,
165 template<
typename KeyType>
168 const char *description,
171 template<
typename KeyTo>
174 const char *description,
218 const char *component_subdata,
321 const char *description,
330 const char *description,
333 template<
typename KeyType>
343 template<
typename KeyFrom,
typename KeyTo>
348 template<
typename KeyFrom,
typename KeyTo>
352 struct BuilderWalkUserData {
356 static void modifier_walk(
void *
user_data,
struct Depsgraph Depsgraph
ID and Library types, which are fundamental for sdna.
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to curves
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 Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise 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
bool has_node(const OperationKey &key) const
void add_particle_collision_relations(const OperationKey &key, Object *object, Collection *collection, const char *name)
virtual void build_sound(bSound *sound)
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_scene_audio(Scene *scene)
virtual void build_image(Image *image)
virtual void build_scene_camera(Scene *scene)
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_material(Material *ma)
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_collection(LayerCollection *from_layer_collection, Object *object, Collection *collection)
virtual void build_speaker(Speaker *speaker)
virtual void build_animdata_force(ID *id)
TimeSourceNode * get_node(const TimeSourceKey &key) const
virtual void build_layer_collections(ListBase *lb)
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_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_vfont(VFont *vfont)
virtual void build_animdata_curves_targets(ID *id, ComponentKey &adt_key, OperationNode *operation_from, ListBase *curves)
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_driver_id_property(ID *id, const char *rna_path)
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_texture(Tex *tex)
void add_special_eval_flag(ID *id, uint32_t flag)
virtual void build_generic_id(ID *id)
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)
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 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)
virtual void build_simulation(Simulation *simulation)
virtual void build_inter_ik_chains(Object *object, const OperationKey &solver_key, const bPoseChannel *rootchan, const RootPChanMap *root_map)
virtual void build_materials(Material **materials, int num_materials)
virtual void build_shapekeys(Key *key)
virtual void build_object_data_speaker(Object *object)
virtual void build_freestyle_lineset(FreestyleLineSet *fls)
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_animdata_curves(ID *id)
virtual void build_cachefile(CacheFile *cache_file)
DepsNodeHandle create_node_handle(const KeyType &key, const char *default_name="")
void add_modifier_to_transform_relation(const DepsNodeHandle *handle, const char *description)
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)
FreestyleLineStyle linestyle
depth_tx normal_tx diffuse_light_tx specular_light_tx volume_light_tx environment_tx ambient_occlusion_tx aov_value_tx in_weight_img image(1, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D_ARRAY, "out_weight_img") .image(3
smooth(Type::VEC4, "color_mul") .smooth(Type gpFillTexture gpSceneDepthTexture materials[GPENCIL_MATERIAL_BUFFER_LEN]
ccl_device_inline float4 mask(const int4 &mask, const float4 &a)
eDepsNode_LinkedState_Type
string identifier() const
DepsgraphRelationBuilder * builder
const char * default_name
DepsNodeHandle(DepsgraphRelationBuilder *builder, OperationNode *node, const char *default_name="")
const char * component_name
string identifier() const
string identifier() const
RNAPathKey(ID *id, const char *path, RNAPointerSource source)
string identifier() const