forked from blender/blender
Support several instancers on one object #24
@ -55,9 +55,6 @@ bool BlenderSceneDelegate::GetVisible(pxr::SdfPath const &id)
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pxr::SdfPath BlenderSceneDelegate::GetInstancerId(pxr::SdfPath const &prim_id)
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{
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CLOG_INFO(LOG_BSD, 3, "%s", prim_id.GetText());
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if (prim_id.GetParentPath() == GetDelegateID()) {
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return pxr::SdfPath();
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}
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InstancerData *i_data = instancer_data(prim_id.GetParentPath());
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if (i_data) {
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return i_data->p_id;
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@ -69,7 +66,8 @@ pxr::SdfPathVector BlenderSceneDelegate::GetInstancerPrototypes(pxr::SdfPath con
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{
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CLOG_INFO(LOG_BSD, 3, "%s", instancer_id.GetText());
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pxr::SdfPathVector paths;
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paths.push_back(instancer_id.GetParentPath());
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InstancerData *i_data = instancer_data(instancer_id);
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paths.push_back(i_data->m_data->p_id);
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return paths;
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}
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@ -196,23 +194,28 @@ void BlenderSceneDelegate::add_update_object(Object *object)
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void BlenderSceneDelegate::add_update_instancer(Object *object)
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{
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pxr::SdfPath id = InstancerData::prim_id(this, object);
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InstancerData *i_data = instancer_data(id, true);
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InstancerData *i_data = instancer_data(id);
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if (i_data) {
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i_data->update();
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return;
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}
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objects[id] = InstancerData::create(this, object);
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i_data = instancer_data(id, true);
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i_data = instancer_data(id);
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i_data->update_visibility(view3d);
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}
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ObjectData *BlenderSceneDelegate::object_data(pxr::SdfPath const &id)
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{
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auto it = objects.find(id);
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if (it == objects.end()) {
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return nullptr;
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if (it != objects.end()) {
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return it->second.get();
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}
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return it->second.get();
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it = objects.find(id.GetParentPath());
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if (it != objects.end()) {
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InstancerData *i_data = (InstancerData *)it->second.get();
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return i_data->m_data.get();
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}
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return nullptr;
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}
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MeshData *BlenderSceneDelegate::mesh_data(pxr::SdfPath const &id)
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@ -234,12 +237,9 @@ MaterialData *BlenderSceneDelegate::material_data(pxr::SdfPath const &id)
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return it->second.get();
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}
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InstancerData *BlenderSceneDelegate::instancer_data(pxr::SdfPath const &id, bool base_prim)
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InstancerData *BlenderSceneDelegate::instancer_data(pxr::SdfPath const &id)
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{
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if (base_prim) {
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return dynamic_cast<InstancerData *>(object_data(id));
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}
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return dynamic_cast<InstancerData *>(object_data(id.GetParentPath()));
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return dynamic_cast<InstancerData *>(object_data(id));
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}
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InstancerData *BlenderSceneDelegate::instancer_data(Object *object)
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@ -58,7 +58,7 @@ class BlenderSceneDelegate : public pxr::HdSceneDelegate {
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MeshData *mesh_data(pxr::SdfPath const &id);
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LightData *light_data(pxr::SdfPath const &id);
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MaterialData *material_data(pxr::SdfPath const &id);
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InstancerData *instancer_data(pxr::SdfPath const &id, bool base_prim = false);
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InstancerData *instancer_data(pxr::SdfPath const &id);
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InstancerData *instancer_data(Object *object);
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void add_update_object(Object *object);
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@ -101,6 +101,7 @@ pxr::VtValue MaterialData::get_data(pxr::TfToken const &key) const
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pxr::VtValue MaterialData::material_resource()
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{
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return material_network_map;
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if (material_network_map.IsEmpty()) {
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const std::string &path = mtlx_path.GetResolvedPath();
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if (!path.empty()) {
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