Cycles: support arbitrary number of motion blur steps for objects.
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@@ -54,6 +54,9 @@ struct UpdateObjectTransformState {
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*/
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map<Mesh*, float> surface_area_map;
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/* Motion offsets for each object. */
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array<uint> motion_offset;
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/* Packed object arrays. Those will be filled in. */
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uint *object_flag;
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KernelObject *objects;
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@@ -91,6 +94,7 @@ NODE_DEFINE(Object)
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SOCKET_BOOLEAN(hide_on_missing_motion, "Hide on Missing Motion", false);
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SOCKET_POINT(dupli_generated, "Dupli Generated", make_float3(0.0f, 0.0f, 0.0f));
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SOCKET_POINT2(dupli_uv, "Dupli UV", make_float2(0.0f, 0.0f));
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SOCKET_TRANSFORM_ARRAY(motion, "Motion", array<Transform>());
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SOCKET_BOOLEAN(is_shadow_catcher, "Shadow Catcher", false);
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@@ -103,46 +107,54 @@ Object::Object()
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particle_system = NULL;
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particle_index = 0;
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bounds = BoundBox::empty;
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motion.pre = transform_empty();
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motion.mid = transform_empty();
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motion.post = transform_empty();
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use_motion = false;
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}
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Object::~Object()
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{
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}
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void Object::update_motion()
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{
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if(!use_motion()) {
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return;
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}
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bool have_motion = false;
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for(size_t i = 0; i < motion.size(); i++) {
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if(motion[i] == transform_empty()) {
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if(hide_on_missing_motion) {
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/* Hide objects that have no valid previous or next
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* transform, for example particle that stop existing. It
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* would be better to handle this in the kernel and make
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* objects invisible outside certain motion steps. */
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tfm = transform_empty();
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motion.clear();
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return;
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}
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else {
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/* Otherwise just copy center motion. */
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motion[i] = tfm;
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}
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}
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/* Test if any of the transforms are actually different. */
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have_motion = have_motion || motion[i] != tfm;
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}
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/* Clear motion array if there is no actual motion. */
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if(!have_motion) {
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motion.clear();
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}
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}
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void Object::compute_bounds(bool motion_blur)
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{
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BoundBox mbounds = mesh->bounds;
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if(motion_blur && use_motion) {
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MotionTransform mtfm = motion;
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if(hide_on_missing_motion) {
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/* Hide objects that have no valid previous or next transform, for
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* example particle that stop existing. TODO: add support for this
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* case in the kernel so we don't get render artifacts. */
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if(mtfm.pre == transform_empty() ||
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mtfm.post == transform_empty()) {
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bounds = BoundBox::empty;
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return;
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}
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}
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/* In case of missing motion information for previous/next frame,
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* assume there is no motion. */
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if(mtfm.pre == transform_empty()) {
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mtfm.pre = tfm;
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}
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if(mtfm.post == transform_empty()) {
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mtfm.post = tfm;
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}
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mtfm.mid = tfm;
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DecomposedMotionTransform decomp;
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transform_motion_decompose(&decomp.pre, &mtfm.pre, 3);
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if(motion_blur && use_motion()) {
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array<DecomposedTransform> decomp(motion.size());
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transform_motion_decompose(decomp.data(), motion.data(), motion.size());
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bounds = BoundBox::empty;
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@@ -152,11 +164,12 @@ void Object::compute_bounds(bool motion_blur)
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for(float t = 0.0f; t < 1.0f; t += (1.0f/128.0f)) {
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Transform ttfm;
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transform_motion_array_interpolate(&ttfm, &decomp.pre, 3, t);
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transform_motion_array_interpolate(&ttfm, decomp.data(), motion.size(), t);
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bounds.grow(mbounds.transformed(&ttfm));
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}
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}
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else {
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/* No motion blur case. */
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if(mesh->transform_applied) {
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bounds = mbounds;
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}
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@@ -276,6 +289,29 @@ void Object::tag_update(Scene *scene)
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scene->object_manager->need_update = true;
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}
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bool Object::use_motion() const
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{
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return (motion.size() > 1);
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}
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float Object::motion_time(int step) const
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{
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return (use_motion()) ? 2.0f * step / (motion.size() - 1) - 1.0f : 0.0f;
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}
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int Object::motion_step(float time) const
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{
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if(use_motion()) {
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for(size_t step = 0; step < motion.size(); step++) {
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if(time == motion_time(step)) {
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return step;
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}
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}
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}
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return -1;
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}
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bool Object::is_traceable() const
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{
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/* Mesh itself can be empty,can skip all such objects. */
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@@ -381,12 +417,13 @@ void ObjectManager::device_update_object_transform(UpdateObjectTransformState *s
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}
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}
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memcpy(&kobject.tfm.pre, &tfm, sizeof(tfm));
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memcpy(&kobject.tfm.mid, &itfm, sizeof(itfm));
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kobject.tfm = tfm;
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kobject.itfm = itfm;
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kobject.surface_area = surface_area;
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kobject.pass_id = pass_id;
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kobject.random_number = random_number;
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kobject.particle_index = particle_index;
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kobject.motion_offset = 0;
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if(mesh->use_motion_blur) {
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state->have_motion = true;
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@@ -396,38 +433,39 @@ void ObjectManager::device_update_object_transform(UpdateObjectTransformState *s
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}
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if(state->need_motion == Scene::MOTION_PASS) {
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/* Clear motion array if there is no actual motion. */
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ob->update_motion();
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/* Compute motion transforms. */
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Transform tfm_pre, tfm_post;
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if(ob->use_motion()) {
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tfm_pre = ob->motion[0];
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tfm_post = ob->motion[ob->motion.size() - 1];
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}
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else {
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tfm_pre = tfm;
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tfm_post = tfm;
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}
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/* Motion transformations, is world/object space depending if mesh
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* comes with deformed position in object space, or if we transform
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* the shading point in world space.
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*/
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MotionTransform mtfm = ob->motion;
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/* In case of missing motion information for previous/next frame,
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* assume there is no motion. */
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if(!ob->use_motion || mtfm.pre == transform_empty()) {
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mtfm.pre = ob->tfm;
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}
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if(!ob->use_motion || mtfm.post == transform_empty()) {
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mtfm.post = ob->tfm;
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}
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* the shading point in world space. */
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if(!mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)) {
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mtfm.pre = mtfm.pre * itfm;
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mtfm.post = mtfm.post * itfm;
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tfm_pre = tfm_pre * itfm;
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tfm_post = tfm_post * itfm;
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}
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object_motion_pass[object_index*OBJECT_MOTION_PASS_SIZE+0] = mtfm.pre;
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object_motion_pass[object_index*OBJECT_MOTION_PASS_SIZE+1] = mtfm.post;
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int motion_pass_offset = object_index*OBJECT_MOTION_PASS_SIZE;
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object_motion_pass[motion_pass_offset + 0] = tfm_pre;
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object_motion_pass[motion_pass_offset + 1] = tfm_post;
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}
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else if(state->need_motion == Scene::MOTION_BLUR) {
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if(ob->use_motion) {
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/* decompose transformations for interpolation. */
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DecomposedMotionTransform decomp;
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MotionTransform mtfm = ob->motion;
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mtfm.mid = tfm;
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if(ob->use_motion()) {
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kobject.motion_offset = state->motion_offset[object_index];
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transform_motion_decompose(&decomp.pre, &mtfm.pre, 3);
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kobject.tfm = decomp;
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/* Decompose transforms for interpolation. */
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DecomposedTransform *decomp = state->object_motion + kobject.motion_offset;
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transform_motion_decompose(decomp, ob->motion.data(), ob->motion.size());
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flag |= SD_OBJECT_MOTION;
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state->have_motion = true;
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}
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@@ -512,11 +550,28 @@ void ObjectManager::device_update_transforms(DeviceScene *dscene,
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state.objects = dscene->objects.alloc(scene->objects.size());
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state.object_flag = dscene->object_flag.alloc(scene->objects.size());
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state.object_motion = NULL;
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state.object_motion_pass = NULL;
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if(state.need_motion == Scene::MOTION_PASS) {
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state.object_motion_pass = dscene->object_motion_pass.alloc(OBJECT_MOTION_PASS_SIZE*scene->objects.size());
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}
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else if(state.need_motion == Scene::MOTION_BLUR) {
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/* Set object offsets into global object motion array. */
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uint *motion_offsets = state.motion_offset.resize(scene->objects.size());
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uint motion_offset = 0;
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foreach(Object *ob, scene->objects) {
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*motion_offsets = motion_offset;
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motion_offsets++;
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/* Clear motion array if there is no actual motion. */
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ob->update_motion();
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motion_offset += ob->motion.size();
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}
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state.object_motion = dscene->object_motion.alloc(motion_offset);
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}
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/* Particle system device offsets
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* 0 is dummy particle, index starts at 1.
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@@ -560,6 +615,9 @@ void ObjectManager::device_update_transforms(DeviceScene *dscene,
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if(state.need_motion == Scene::MOTION_PASS) {
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dscene->object_motion_pass.copy_to_device();
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}
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else if(state.need_motion == Scene::MOTION_BLUR) {
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dscene->object_motion.copy_to_device();
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}
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dscene->data.bvh.have_motion = state.have_motion;
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dscene->data.bvh.have_curves = state.have_curves;
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@@ -709,6 +767,7 @@ void ObjectManager::device_free(Device *, DeviceScene *dscene)
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{
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dscene->objects.free();
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dscene->object_motion_pass.free();
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dscene->object_motion.free();
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dscene->object_flag.free();
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}
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@@ -748,7 +807,7 @@ void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, P
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if((mesh_users[object->mesh] == 1 && !object->mesh->has_surface_bssrdf) &&
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!object->mesh->has_true_displacement() && object->mesh->subdivision_type == Mesh::SUBDIVISION_NONE)
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{
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if(!(motion_blur && object->use_motion)) {
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if(!(motion_blur && object->use_motion())) {
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if(!object->mesh->transform_applied) {
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object->apply_transform(apply_to_motion);
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object->mesh->transform_applied = true;
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