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authorKévin Dietrich <kevin.dietrich@mailoo.org>2016-08-06 07:20:37 +0300
committerKévin Dietrich <kevin.dietrich@mailoo.org>2016-08-06 11:58:13 +0300
commit61050f75b13ef706d3a80b86137436d3fb0bfa93 (patch)
treea8044c720b35ae0b1dd8d265178e7a412a50e8bf /source/blender/depsgraph/DEG_depsgraph_build.h
parent4158737cb2d79898b9f1147eaa26eb486f4980a1 (diff)
Basic Alembic support
All in all, this patch adds an Alembic importer, an Alembic exporter, and a new CacheFile data block which, for now, wraps around an Alembic archive. This data block is made available through a new modifier ("Mesh Sequence Cache") as well as a new constraint ("Transform Cache") to somewhat properly support respectively geometric and transformation data streaming from alembic caches. A more in-depth documentation is to be found on the wiki, as well as a guide to compile alembic: https://wiki.blender.org/index.php/ User:Kevindietrich/AlembicBasicIo. Many thanks to everyone involved in this little project, and huge shout out to "cgstrive" for the thorough testings with Maya, 3ds Max, Houdini and Realflow as well as @fjuhec, @jensverwiebe and @jasperge for the custom builds and compile fixes. Reviewers: sergey, campbellbarton, mont29 Reviewed By: sergey, campbellbarton, mont29 Differential Revision: https://developer.blender.org/D2060
Diffstat (limited to 'source/blender/depsgraph/DEG_depsgraph_build.h')
-rw-r--r--source/blender/depsgraph/DEG_depsgraph_build.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/depsgraph/DEG_depsgraph_build.h b/source/blender/depsgraph/DEG_depsgraph_build.h
index 49b648c7dae..0209e94debe 100644
--- a/source/blender/depsgraph/DEG_depsgraph_build.h
+++ b/source/blender/depsgraph/DEG_depsgraph_build.h
@@ -79,6 +79,7 @@ void DEG_scene_graph_free(struct Scene *scene);
*/
struct DepsNodeHandle;
+struct CacheFile;
struct Object;
typedef enum eDepsSceneComponentType {
@@ -100,11 +101,13 @@ typedef enum eDepsObjectComponentType {
DEG_OB_COMP_EVAL_PARTICLES, /* Particle Systems Component */
DEG_OB_COMP_SHADING, /* Material Shading Component */
+ DEG_OB_COMP_CACHE, /* Cache Component */
} eDepsObjectComponentType;
void DEG_add_scene_relation(struct DepsNodeHandle *node, struct Scene *scene, eDepsSceneComponentType component, const char *description);
void DEG_add_object_relation(struct DepsNodeHandle *node, struct Object *ob, eDepsObjectComponentType component, const char *description);
void DEG_add_bone_relation(struct DepsNodeHandle *handle, struct Object *ob, const char *bone_name, eDepsObjectComponentType component, const char *description);
+void DEG_add_object_cache_relation(struct DepsNodeHandle *handle, struct CacheFile *cache_file, eDepsObjectComponentType component, const char *description);
/* TODO(sergey): Remove once all geometry update is granular. */
void DEG_add_special_eval_flag(struct Depsgraph *graph, struct ID *id, short flag);