forked from bartvdbraak/blender
133 lines
3.3 KiB
C++
133 lines
3.3 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __OBJECT_H__
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#define __OBJECT_H__
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#include "graph/node.h"
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#include "render/scene.h"
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#include "util/util_boundbox.h"
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#include "util/util_param.h"
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#include "util/util_transform.h"
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#include "util/util_thread.h"
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#include "util/util_types.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class Mesh;
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class ParticleSystem;
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class Progress;
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class Scene;
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struct Transform;
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struct UpdateObjectTransformState;
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/* Object */
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class Object : public Node {
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public:
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NODE_DECLARE
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Mesh *mesh;
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Transform tfm;
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BoundBox bounds;
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uint random_id;
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int pass_id;
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vector<ParamValue> attributes;
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uint visibility;
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array<Transform> motion;
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bool hide_on_missing_motion;
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bool use_holdout;
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bool is_shadow_catcher;
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float3 dupli_generated;
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float2 dupli_uv;
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ParticleSystem *particle_system;
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int particle_index;
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Object();
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~Object();
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void tag_update(Scene *scene);
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void compute_bounds(bool motion_blur);
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void apply_transform(bool apply_to_motion);
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/* Convert between normalized -1..1 motion time and index
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* in the motion array. */
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bool use_motion() const;
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float motion_time(int step) const;
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int motion_step(float time) const;
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void update_motion();
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/* Check whether object is traceable and it worth adding it to
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* kernel scene.
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*/
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bool is_traceable() const;
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/* Combine object's visibility with all possible internal run-time
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* determined flags which denotes trace-time visibility.
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*/
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uint visibility_for_tracing() const;
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};
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/* Object Manager */
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class ObjectManager {
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public:
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bool need_update;
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bool need_flags_update;
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ObjectManager();
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~ObjectManager();
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void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_update_transforms(DeviceScene *dscene,
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Scene *scene,
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Progress& progress);
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void device_update_flags(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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Progress& progress,
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bool bounds_valid = true);
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void device_update_mesh_offsets(Device *device, DeviceScene *dscene, Scene *scene);
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void device_free(Device *device, DeviceScene *dscene);
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void tag_update(Scene *scene);
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void apply_static_transforms(DeviceScene *dscene, Scene *scene, Progress& progress);
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protected:
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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(UpdateObjectTransformState *state);
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bool device_update_object_transform_pop_work(
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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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CCL_NAMESPACE_END
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#endif /* __OBJECT_H__ */
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