forked from blender/blender
BLEN-359: Implement updates for instances in viewport #20
@ -134,6 +134,9 @@ void BlenderSceneDelegate::update_collection(bool remove, bool visibility)
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}
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if (data.dupli_object_current != nullptr) {
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if (!InstancerData::supported(data.dupli_object_current->ob)) {
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continue;
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}
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add_update_instancer(data.dupli_object_current);
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continue;
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}
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@ -204,7 +207,7 @@ void BlenderSceneDelegate::add_update_instancer(DupliObject *dupli)
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if (!i_data) {
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objects[id] = InstancerData::create(this, dupli->ob);
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i_data = instancer_data(id, true);
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// i_data->update_visibility(view3d);
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i_data->update_visibility(view3d);
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}
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i_data->add_instance(dupli);
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@ -66,16 +66,28 @@ GfMatrix4d InstancerData::transform()
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return transforms[0];
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}
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bool InstancerData::update_visibility(View3D *view3d)
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{
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if (!view3d) {
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return false;
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}
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Object *obj = (Object *)id;
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if (!obj->parent) {
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return false;
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}
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bool prev_visible = visible;
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visible = BKE_object_is_visible_in_viewport(view3d, obj->parent);
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return visible != prev_visible;
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}
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VtValue InstancerData::get_data(TfToken const &key) const
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{
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CLOG_INFO(LOG_BSD, 3, "%s [%s]", id->name, key.GetText());
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if (key == HdInstancerTokens->instanceTransform) {
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pxr::VtMatrix4dArray t = transforms;
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/* USD hides the prototype mesh when instancing in contrary to the Blender,
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so we must add it back implicitly */
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t[0] = pxr::GfMatrix4d(1.0);
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return VtValue(transforms);
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return VtValue(calc_instance_transforms());
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}
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return MeshData::get_data(key);
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}
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@ -124,7 +136,7 @@ size_t InstancerData::sample_instancer_primvar(TfToken const &key,
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void InstancerData::add_instance(DupliObject *dupli)
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{
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CLOG_INFO(LOG_BSD, 2, "%s [%d]", id->name, dupli->random_id);
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transforms.push_back(/*ObjectData::transform().GetInverse() **/ gf_matrix_from_transform(dupli->mat));
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transforms.push_back(gf_matrix_from_transform(dupli->mat));
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}
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void InstancerData::insert()
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@ -135,7 +147,6 @@ void InstancerData::insert()
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if (face_vertex_counts.empty()) {
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return;
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}
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scene_delegate->GetRenderIndex().InsertInstancer(scene_delegate, instancer_id);
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}
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@ -154,8 +165,19 @@ void InstancerData::remove()
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void InstancerData::update()
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{
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CLOG_INFO(LOG_BSD, 2, "%s", id->name);
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MeshData::update();
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}
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pxr::VtMatrix4dArray InstancerData::calc_instance_transforms() const
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{
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pxr::VtMatrix4dArray ret;
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/* USD hides the prototype mesh when instancing in contrary to the Blender,
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so we must add it back implicitly */
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ret.push_back(pxr::GfMatrix4d(1.0));
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for (size_t i = 1; i < transforms.size(); ++i) {
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ret.push_back(transforms[0].GetInverse() * transforms[i]);
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}
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return ret;
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}
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} // namespace blender::render::hydra
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@ -12,7 +12,7 @@ namespace blender::render::hydra {
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class InstancerData: public MeshData {
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public:
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static bool supported(Object *object);
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static std::unique_ptr<InstancerData> create(BlenderSceneDelegate *scene_delegate, Object *object);
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static std::unique_ptr<InstancerData> create(BlenderSceneDelegate *scene_delegate, Object *object);
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static pxr::SdfPath prim_id(BlenderSceneDelegate *scene_delegate, Object *object);
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InstancerData(BlenderSceneDelegate *scene_delegate, Object *object);
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@ -23,6 +23,7 @@ public:
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void update() override;
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pxr::VtValue get_data(pxr::TfToken const &key) const override;
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pxr::GfMatrix4d transform() override;
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bool update_visibility(View3D *view3d) override;
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pxr::GfMatrix4d instancer_transform();
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pxr::HdPrimvarDescriptorVector instancer_primvar_descriptors(pxr::HdInterpolation interpolation);
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@ -37,6 +38,7 @@ public:
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pxr::SdfPath instancer_id;
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private:
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pxr::VtMatrix4dArray calc_instance_transforms() const;
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pxr::VtMatrix4dArray transforms;
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};
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