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blender/intern/cycles/blender/blender_util.h

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/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __BLENDER_UTIL_H__
#define __BLENDER_UTIL_H__
#include "util_map.h"
#include "util_path.h"
#include "util_set.h"
#include "util_transform.h"
#include "util_types.h"
#include "util_vector.h"
/* Hacks to hook into Blender API
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* todo: clean this up ... */
extern "C" {
size_t BLI_timecode_string_from_time_simple(char *str, size_t maxlen, double time_seconds);
void BKE_image_user_frame_calc(void *iuser, int cfra, int fieldnr);
void BKE_image_user_file_path(void *iuser, void *ima, char *path);
unsigned char *BKE_image_get_pixels_for_frame(void *image, int frame);
float *BKE_image_get_float_pixels_for_frame(void *image, int frame);
}
CCL_NAMESPACE_BEGIN
void python_thread_state_save(void **python_thread_state);
void python_thread_state_restore(void **python_thread_state);
static inline BL::Mesh object_to_mesh(BL::BlendData& data,
BL::Object& object,
BL::Scene& scene,
bool apply_modifiers,
bool render,
bool calc_undeformed)
{
BL::Mesh me = data.meshes.new_from_object(scene, object, apply_modifiers, (render)? 2: 1, false, calc_undeformed);
if((bool)me) {
if(me.use_auto_smooth()) {
me.calc_normals_split();
}
me.calc_tessface(true);
}
return me;
}
static inline void colorramp_to_array(BL::ColorRamp& ramp,
array<float3>& ramp_color,
array<float>& ramp_alpha,
int size)
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{
ramp_color.resize(size);
ramp_alpha.resize(size);
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for(int i = 0; i < size; i++) {
float color[4];
ramp.evaluate((float)i/(float)(size-1), color);
ramp_color[i] = make_float3(color[0], color[1], color[2]);
ramp_alpha[i] = color[3];
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}
}
static inline void curvemap_minmax_curve(/*const*/ BL::CurveMap& curve,
float *min_x,
float *max_x)
{
*min_x = min(*min_x, curve.points[0].location()[0]);
*max_x = max(*max_x, curve.points[curve.points.length() - 1].location()[0]);
}
static inline void curvemapping_minmax(/*const*/ BL::CurveMapping& cumap,
bool rgb_curve,
float *min_x,
float *max_x)
{
/* const int num_curves = cumap.curves.length(); */ /* Gives linking error so far. */
const int num_curves = rgb_curve? 4: 3;
*min_x = FLT_MAX;
*max_x = -FLT_MAX;
for(int i = 0; i < num_curves; ++i) {
BL::CurveMap map(cumap.curves[i]);
curvemap_minmax_curve(map, min_x, max_x);
}
}
static inline void curvemapping_to_array(BL::CurveMapping& cumap,
array<float>& data,
int size)
{
cumap.update();
BL::CurveMap curve = cumap.curves[0];
data.resize(size);
for(int i = 0; i < size; i++) {
float t = (float)i/(float)(size-1);
data[i] = curve.evaluate(t);
}
}
static inline void curvemapping_color_to_array(BL::CurveMapping& cumap,
array<float3>& data,
int size,
bool rgb_curve)
{
float min_x = 0.0f, max_x = 1.0f;
/* TODO(sergey): There is no easy way to automatically guess what is
* the range to be used here for the case when mapping is applied on
* top of another mapping (i.e. R curve applied on top of common
* one).
*
* Using largest possible range form all curves works correct for the
* cases like vector curves and should be good enough heuristic for
* the color curves as well.
*
* There might be some better estimations here tho.
*/
curvemapping_minmax(cumap, rgb_curve, &min_x, &max_x);
const float range_x = max_x - min_x;
cumap.update();
BL::CurveMap mapR = cumap.curves[0];
BL::CurveMap mapG = cumap.curves[1];
BL::CurveMap mapB = cumap.curves[2];
data.resize(size);
if(rgb_curve) {
BL::CurveMap mapI = cumap.curves[3];
for(int i = 0; i < size; i++) {
float t = min_x + (float)i/(float)(size-1) * range_x;
data[i][0] = mapR.evaluate(mapI.evaluate(t));
data[i][1] = mapG.evaluate(mapI.evaluate(t));
data[i][2] = mapB.evaluate(mapI.evaluate(t));
}
}
else {
for(int i = 0; i < size; i++) {
float t = min_x + (float)i/(float)(size-1) * range_x;
data[i][0] = mapR.evaluate(t);
data[i][1] = mapG.evaluate(t);
data[i][2] = mapB.evaluate(t);
}
}
}
static inline bool BKE_object_is_modified(BL::Object& self,
BL::Scene& scene,
bool preview)
{
return self.is_modified(scene, (preview)? (1<<0): (1<<1))? true: false;
}
static inline bool BKE_object_is_deform_modified(BL::Object& self,
BL::Scene& scene,
bool preview)
{
return self.is_deform_modified(scene, (preview)? (1<<0): (1<<1))? true: false;
}
static inline int render_resolution_x(BL::RenderSettings& b_render)
{
return b_render.resolution_x()*b_render.resolution_percentage()/100;
}
static inline int render_resolution_y(BL::RenderSettings& b_render)
{
return b_render.resolution_y()*b_render.resolution_percentage()/100;
}
static inline string image_user_file_path(BL::ImageUser& iuser,
BL::Image& ima,
int cfra)
{
char filepath[1024];
BKE_image_user_frame_calc(iuser.ptr.data, cfra, 0);
BKE_image_user_file_path(iuser.ptr.data, ima.ptr.data, filepath);
return string(filepath);
}
static inline int image_user_frame_number(BL::ImageUser& iuser, int cfra)
{
BKE_image_user_frame_calc(iuser.ptr.data, cfra, 0);
return iuser.frame_current();
}
static inline unsigned char *image_get_pixels_for_frame(BL::Image& image,
int frame)
{
return BKE_image_get_pixels_for_frame(image.ptr.data, frame);
}
static inline float *image_get_float_pixels_for_frame(BL::Image& image,
int frame)
{
return BKE_image_get_float_pixels_for_frame(image.ptr.data, frame);
}
/* Utilities */
static inline Transform get_transform(const BL::Array<float, 16>& array)
{
Transform tfm;
/* we assume both types to be just 16 floats, and transpose because blender
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* use column major matrix order while we use row major */
memcpy(&tfm, &array, sizeof(float)*16);
tfm = transform_transpose(tfm);
return tfm;
}
static inline float2 get_float2(const BL::Array<float, 2>& array)
{
return make_float2(array[0], array[1]);
}
static inline float3 get_float3(const BL::Array<float, 2>& array)
{
return make_float3(array[0], array[1], 0.0f);
}
static inline float3 get_float3(const BL::Array<float, 3>& array)
{
return make_float3(array[0], array[1], array[2]);
}
static inline float3 get_float3(const BL::Array<float, 4>& array)
{
return make_float3(array[0], array[1], array[2]);
}
static inline float4 get_float4(const BL::Array<float, 4>& array)
{
return make_float4(array[0], array[1], array[2], array[3]);
}
static inline int3 get_int3(const BL::Array<int, 3>& array)
{
return make_int3(array[0], array[1], array[2]);
}
static inline int4 get_int4(const BL::Array<int, 4>& array)
{
return make_int4(array[0], array[1], array[2], array[3]);
}
static inline uint get_layer(const BL::Array<int, 20>& array)
{
uint layer = 0;
for(uint i = 0; i < 20; i++)
if(array[i])
layer |= (1 << i);
return layer;
}
static inline uint get_layer(const BL::Array<int, 20>& array,
const BL::Array<int, 8>& local_array,
bool is_light = false,
uint scene_layers = (1 << 20) - 1)
{
uint layer = 0;
for(uint i = 0; i < 20; i++)
if(array[i])
layer |= (1 << i);
if(is_light) {
/* Consider light is visible if it was visible without layer
* override, which matches behavior of Blender Internal.
*/
if(layer & scene_layers) {
for(uint i = 0; i < 8; i++)
layer |= (1 << (20+i));
}
}
else {
for(uint i = 0; i < 8; i++)
if(local_array[i])
layer |= (1 << (20+i));
}
return layer;
}
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static inline float3 get_float3(PointerRNA& ptr, const char *name)
{
float3 f;
RNA_float_get_array(&ptr, name, &f.x);
return f;
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}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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static inline void set_float3(PointerRNA& ptr, const char *name, float3 value)
{
RNA_float_set_array(&ptr, name, &value.x);
}
static inline float4 get_float4(PointerRNA& ptr, const char *name)
{
float4 f;
RNA_float_get_array(&ptr, name, &f.x);
return f;
}
static inline void set_float4(PointerRNA& ptr, const char *name, float4 value)
{
RNA_float_set_array(&ptr, name, &value.x);
}
static inline bool get_boolean(PointerRNA& ptr, const char *name)
{
return RNA_boolean_get(&ptr, name)? true: false;
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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static inline void set_boolean(PointerRNA& ptr, const char *name, bool value)
{
RNA_boolean_set(&ptr, name, (int)value);
}
static inline float get_float(PointerRNA& ptr, const char *name)
{
return RNA_float_get(&ptr, name);
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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static inline void set_float(PointerRNA& ptr, const char *name, float value)
{
RNA_float_set(&ptr, name, value);
}
static inline int get_int(PointerRNA& ptr, const char *name)
{
return RNA_int_get(&ptr, name);
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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static inline void set_int(PointerRNA& ptr, const char *name, int value)
{
RNA_int_set(&ptr, name, value);
}
/* Get a RNA enum value with sanity check: if the RNA value is above num_values
* the function will return a fallback default value.
*
* NOTE: This function assumes that RNA enum values are a continuous sequence
* from 0 to num_values-1. Be careful to use it with enums where some values are
* deprecated!
*/
static inline int get_enum(PointerRNA& ptr,
const char *name,
int num_values = -1,
int default_value = -1)
{
int value = RNA_enum_get(&ptr, name);
if(num_values != -1 && value >= num_values) {
assert(default_value != -1);
value = default_value;
}
return value;
}
static inline string get_enum_identifier(PointerRNA& ptr, const char *name)
{
PropertyRNA *prop = RNA_struct_find_property(&ptr, name);
const char *identifier = "";
int value = RNA_property_enum_get(&ptr, prop);
RNA_property_enum_identifier(NULL, &ptr, prop, value, &identifier);
return string(identifier);
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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static inline void set_enum(PointerRNA& ptr, const char *name, int value)
{
RNA_enum_set(&ptr, name, value);
}
static inline void set_enum(PointerRNA& ptr, const char *name, const string &identifier)
{
RNA_enum_set_identifier(NULL, &ptr, name, identifier.c_str());
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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}
static inline string get_string(PointerRNA& ptr, const char *name)
{
char cstrbuf[1024];
char *cstr = RNA_string_get_alloc(&ptr, name, cstrbuf, sizeof(cstrbuf));
string str(cstr);
if(cstr != cstrbuf)
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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MEM_freeN(cstr);
return str;
}
static inline void set_string(PointerRNA& ptr, const char *name, const string &value)
{
RNA_string_set(&ptr, name, value.c_str());
}
/* Relative Paths */
static inline string blender_absolute_path(BL::BlendData& b_data,
BL::ID& b_id,
const string& path)
{
if(path.size() >= 2 && path[0] == '/' && path[1] == '/') {
string dirname;
if(b_id.library()) {
BL::ID b_library_id(b_id.library());
dirname = blender_absolute_path(b_data,
b_library_id,
b_id.library().filepath());
}
else
dirname = b_data.filepath();
return path_join(path_dirname(dirname), path.substr(2));
}
return path;
}
/* Texture Space */
static inline void mesh_texture_space(BL::Mesh& b_mesh,
float3& loc,
float3& size)
{
loc = get_float3(b_mesh.texspace_location());
size = get_float3(b_mesh.texspace_size());
if(size.x != 0.0f) size.x = 0.5f/size.x;
if(size.y != 0.0f) size.y = 0.5f/size.y;
if(size.z != 0.0f) size.z = 0.5f/size.z;
loc = loc*size - make_float3(0.5f, 0.5f, 0.5f);
}
/* object used for motion blur */
static inline bool object_use_motion(BL::Object& b_parent, BL::Object& b_ob)
{
PointerRNA cobject = RNA_pointer_get(&b_ob.ptr, "cycles");
bool use_motion = get_boolean(cobject, "use_motion_blur");
/* If motion blur is enabled for the object we also check
* whether it's enabled for the parent object as well.
*
* This way we can control motion blur from the dupligroup
* duplicator much easier.
*/
if(use_motion && b_parent.ptr.data != b_ob.ptr.data) {
PointerRNA parent_cobject = RNA_pointer_get(&b_parent.ptr, "cycles");
use_motion &= get_boolean(parent_cobject, "use_motion_blur");
}
return use_motion;
}
/* object motion steps */
static inline uint object_motion_steps(BL::Object& b_ob)
{
PointerRNA cobject = RNA_pointer_get(&b_ob.ptr, "cycles");
uint steps = get_int(cobject, "motion_steps");
/* use uneven number of steps so we get one keyframe at the current frame,
* and ue 2^(steps - 1) so objects with more/fewer steps still have samples
* at the same times, to avoid sampling at many different times */
return (2 << (steps - 1)) + 1;
}
/* object uses deformation motion blur */
static inline bool object_use_deform_motion(BL::Object& b_parent,
BL::Object& b_ob)
{
PointerRNA cobject = RNA_pointer_get(&b_ob.ptr, "cycles");
bool use_deform_motion = get_boolean(cobject, "use_deform_motion");
/* If motion blur is enabled for the object we also check
* whether it's enabled for the parent object as well.
*
* This way we can control motion blur from the dupligroup
* duplicator much easier.
*/
if(use_deform_motion && b_parent.ptr.data != b_ob.ptr.data) {
PointerRNA parent_cobject = RNA_pointer_get(&b_parent.ptr, "cycles");
use_deform_motion &= get_boolean(parent_cobject, "use_deform_motion");
}
return use_deform_motion;
}
static inline BL::SmokeDomainSettings object_smoke_domain_find(BL::Object& b_ob)
{
BL::Object::modifiers_iterator b_mod;
for(b_ob.modifiers.begin(b_mod); b_mod != b_ob.modifiers.end(); ++b_mod) {
if(b_mod->is_a(&RNA_SmokeModifier)) {
BL::SmokeModifier b_smd(*b_mod);
if(b_smd.smoke_type() == BL::SmokeModifier::smoke_type_DOMAIN)
return b_smd.domain_settings();
}
}
return BL::SmokeDomainSettings(PointerRNA_NULL);
}
/* ID Map
*
* Utility class to keep in sync with blender data.
* Used for objects, meshes, lights and shaders. */
template<typename K, typename T>
class id_map {
public:
id_map(vector<T*> *scene_data_)
{
scene_data = scene_data_;
}
T *find(const BL::ID& id)
{
return find(id.ptr.id.data);
}
T *find(const K& key)
{
if(b_map.find(key) != b_map.end()) {
T *data = b_map[key];
return data;
}
return NULL;
}
void set_recalc(const BL::ID& id)
{
b_recalc.insert(id.ptr.data);
}
bool has_recalc()
{
return !(b_recalc.empty());
}
void pre_sync()
{
used_set.clear();
}
bool sync(T **r_data, const BL::ID& id)
{
return sync(r_data, id, id, id.ptr.id.data);
}
bool sync(T **r_data, const BL::ID& id, const BL::ID& parent, const K& key)
{
T *data = find(key);
bool recalc;
if(!data) {
/* add data if it didn't exist yet */
data = new T();
scene_data->push_back(data);
b_map[key] = data;
recalc = true;
}
else {
recalc = (b_recalc.find(id.ptr.data) != b_recalc.end());
if(parent.ptr.data)
recalc = recalc || (b_recalc.find(parent.ptr.data) != b_recalc.end());
}
used(data);
*r_data = data;
return recalc;
}
bool is_used(const K& key)
{
T *data = find(key);
return (data) ? used_set.find(data) != used_set.end() : false;
}
void used(T *data)
{
/* tag data as still in use */
used_set.insert(data);
}
void set_default(T *data)
{
b_map[NULL] = data;
}
bool post_sync(bool do_delete = true)
{
/* remove unused data */
vector<T*> new_scene_data;
typename vector<T*>::iterator it;
bool deleted = false;
for(it = scene_data->begin(); it != scene_data->end(); it++) {
T *data = *it;
if(do_delete && used_set.find(data) == used_set.end()) {
delete data;
deleted = true;
}
else
new_scene_data.push_back(data);
}
*scene_data = new_scene_data;
/* update mapping */
map<K, T*> new_map;
typedef pair<const K, T*> TMapPair;
typename map<K, T*>::iterator jt;
for(jt = b_map.begin(); jt != b_map.end(); jt++) {
TMapPair& pair = *jt;
if(used_set.find(pair.second) != used_set.end())
new_map[pair.first] = pair.second;
}
used_set.clear();
b_recalc.clear();
b_map = new_map;
return deleted;
}
protected:
vector<T*> *scene_data;
map<K, T*> b_map;
set<T*> used_set;
set<void*> b_recalc;
};
/* Object Key */
enum { OBJECT_PERSISTENT_ID_SIZE = 8 };
struct ObjectKey {
void *parent;
int id[OBJECT_PERSISTENT_ID_SIZE];
void *ob;
ObjectKey(void *parent_, int id_[OBJECT_PERSISTENT_ID_SIZE], void *ob_)
: parent(parent_), ob(ob_)
{
if(id_)
memcpy(id, id_, sizeof(id));
else
memset(id, 0, sizeof(id));
}
bool operator<(const ObjectKey& k) const
{
if(ob < k.ob) {
return true;
}
else if(ob == k.ob) {
if(parent < k.parent)
return true;
else if(parent == k.parent)
return memcmp(id, k.id, sizeof(id)) < 0;
}
return false;
}
};
/* Particle System Key */
struct ParticleSystemKey {
void *ob;
int id[OBJECT_PERSISTENT_ID_SIZE];
ParticleSystemKey(void *ob_, int id_[OBJECT_PERSISTENT_ID_SIZE])
: ob(ob_)
{
if(id_)
memcpy(id, id_, sizeof(id));
else
memset(id, 0, sizeof(id));
}
bool operator<(const ParticleSystemKey& k) const
{
/* first id is particle index, we don't compare that */
if(ob < k.ob)
return true;
else if(ob == k.ob)
return memcmp(id+1, k.id+1, sizeof(int)*(OBJECT_PERSISTENT_ID_SIZE-1)) < 0;
return false;
}
};
CCL_NAMESPACE_END
#endif /* __BLENDER_UTIL_H__ */