forked from bartvdbraak/blender
0fa7e4c853
This way there's much less cross-references between objects and meshes device update functions. The only thing remained s the object bounds calculation which is needed by bvh update. This could also be decoupled, but it's not that crucial yet because its's how it used to be for ages now.
91 lines
2.0 KiB
C++
91 lines
2.0 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 "util_boundbox.h"
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#include "util_param.h"
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#include "util_transform.h"
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#include "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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/* Object */
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class Object {
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public:
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Mesh *mesh;
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Transform tfm;
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BoundBox bounds;
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ustring name;
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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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MotionTransform motion;
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bool use_motion;
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bool use_holdout;
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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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vector<float> motion_times();
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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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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(Device *device, DeviceScene *dscene, Scene *scene, uint *object_flag, Progress& progress);
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void device_update_flags(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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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, uint *object_flag, Progress& progress);
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};
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CCL_NAMESPACE_END
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#endif /* __OBJECT_H__ */
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