forked from bartvdbraak/blender
Fix typo in struct name obejct to object.
Reviewers: sergey Reviewed By: sergey Differential Revision: https://developer.blender.org/D3041
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f911fb0744
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@ -285,7 +285,7 @@ ObjectManager::~ObjectManager()
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{
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}
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void ObjectManager::device_update_object_transform(UpdateObejctTransformState *state,
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void ObjectManager::device_update_object_transform(UpdateObjectTransformState *state,
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Object *ob,
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int object_index)
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{
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@ -433,7 +433,7 @@ void ObjectManager::device_update_object_transform(UpdateObejctTransformState *s
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}
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bool ObjectManager::device_update_object_transform_pop_work(
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UpdateObejctTransformState *state,
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UpdateObjectTransformState *state,
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int *start_index,
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int *num_objects)
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{
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@ -458,7 +458,7 @@ bool ObjectManager::device_update_object_transform_pop_work(
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}
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void ObjectManager::device_update_object_transform_task(
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UpdateObejctTransformState *state)
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UpdateObjectTransformState *state)
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{
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int start_index, num_objects;
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while(device_update_object_transform_pop_work(state,
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@ -478,7 +478,7 @@ void ObjectManager::device_update_transforms(DeviceScene *dscene,
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uint *object_flag,
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Progress& progress)
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{
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UpdateObejctTransformState state;
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UpdateObjectTransformState state;
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state.need_motion = scene->need_motion();
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state.have_motion = false;
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state.have_curves = false;
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@ -113,7 +113,7 @@ public:
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protected:
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/* Global state of object transform update. */
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struct UpdateObejctTransformState {
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struct UpdateObjectTransformState {
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/* Global state used by device_update_object_transform().
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* Common for both threaded and non-threaded update.
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*/
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@ -152,12 +152,12 @@ protected:
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/* First unused object index in the queue. */
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int queue_start_object;
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};
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void device_update_object_transform(UpdateObejctTransformState *state,
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void device_update_object_transform(UpdateObjectTransformState *state,
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Object *ob,
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const int object_index);
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void device_update_object_transform_task(UpdateObejctTransformState *state);
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void device_update_object_transform_task(UpdateObjectTransformState *state);
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bool device_update_object_transform_pop_work(
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UpdateObejctTransformState *state,
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UpdateObjectTransformState *state,
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int *start_index,
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int *num_objects);
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};
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