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