/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include "light.h" #include "mesh.h" #include "object.h" #include "scene.h" #include "blender_sync.h" #include "blender_util.h" #include "util_foreach.h" CCL_NAMESPACE_BEGIN /* Utilities */ bool BlenderSync::object_is_modified(BL::Object b_ob) { /* test if we can instance or if the object is modified */ if(ccl::object_is_modified(b_ob, b_scene, preview)) { /* modifiers */ return true; } else { /* object level material links */ BL::Object::material_slots_iterator slot; for(slot = b_ob.material_slots.begin(); slot != b_ob.material_slots.end(); ++slot) if(slot->link() == BL::MaterialSlot::link_OBJECT) return true; } return false; } bool BlenderSync::object_is_mesh(BL::Object b_ob) { BL::ID b_ob_data = b_ob.data(); return (b_ob_data && (b_ob_data.is_a(&RNA_Mesh) || b_ob_data.is_a(&RNA_Curve) || b_ob_data.is_a(&RNA_MetaBall))); } bool BlenderSync::object_is_light(BL::Object b_ob) { BL::ID b_ob_data = b_ob.data(); return (b_ob_data && b_ob_data.is_a(&RNA_Lamp)); } /* Light */ void BlenderSync::sync_light(BL::Object b_ob, Transform& tfm) { /* test if we need to sync */ Light *light; /* todo: account for instancing */ if(!light_map.sync(&light, b_ob)) return; /* location */ light->co = make_float3(tfm.x.w, tfm.y.w, tfm.z.w); /* shader */ BL::Lamp b_lamp(b_ob.data()); vector used_shaders; find_shader(b_lamp, used_shaders); if(used_shaders.size() == 0) used_shaders.push_back(scene->default_light); light->shader = used_shaders[0]; /* tag */ light->tag_update(scene); } /* Object */ void BlenderSync::sync_object(BL::Object b_parent, int b_index, BL::Object b_ob, Transform& tfm) { /* light is handled separately */ if(object_is_light(b_ob)) { sync_light(b_ob, tfm); return; } /* only interested in object that we can create meshes from */ if(!object_is_mesh(b_ob)) return; /* test if we need to sync */ ObjectKey key(b_parent, b_index, b_ob); Object *object; bool object_updated = false; /* object sync */ if(object_map.sync(&object, b_ob, key)) { object->name = b_ob.name(); object->tfm = tfm; object->tag_update(scene); object_updated = true; } /* mesh sync */ object->mesh = sync_mesh(b_ob, object_updated); } /* Object Loop */ void BlenderSync::sync_objects(BL::SpaceView3D b_v3d) { /* layer data */ uint layer; if(b_v3d) layer = get_layer(b_v3d.layers()); else layer = get_layer(b_scene.layers()); /* prepare for sync */ light_map.pre_sync(); mesh_map.pre_sync(); object_map.pre_sync(); /* object loop */ BL::Scene::objects_iterator b_ob; for(b_ob = b_scene.objects.begin(); b_ob != b_scene.objects.end(); ++b_ob) { bool hide = (b_v3d)? b_ob->hide(): b_ob->hide_render(); if(!hide && get_layer(b_ob->layers()) & layer) { if(b_ob->is_duplicator()) { /* dupli objects */ object_create_duplilist(*b_ob, b_scene); BL::Object::dupli_list_iterator b_dup; int b_index = 0; for(b_dup = b_ob->dupli_list.begin(); b_dup != b_ob->dupli_list.end(); ++b_dup) { Transform tfm = get_transform(b_dup->matrix()); sync_object(*b_ob, b_index, b_dup->object(), tfm); b_index++; } object_free_duplilist(*b_ob); } else { /* object itself */ Transform tfm = get_transform(b_ob->matrix_world()); sync_object(*b_ob, 0, *b_ob, tfm); } } } /* handle removed data and modified pointers */ if(light_map.post_sync()) scene->light_manager->tag_update(scene); if(mesh_map.post_sync()) scene->mesh_manager->tag_update(scene); if(object_map.post_sync()) scene->object_manager->tag_update(scene); } CCL_NAMESPACE_END