forked from blender/blender
Move to use blender::Map container instead std::unordered_map #47
@ -214,8 +214,8 @@ void BlenderSceneDelegate::clear()
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for (auto &it : objects_.values()) {
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for (auto &it : objects_.values()) {
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it->remove();
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it->remove();
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}
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}
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for (auto &it : instancers_) {
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for (auto &it : instancers_.values()) {
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it.second->remove();
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it->remove();
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}
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}
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BogdanNagirniak marked this conversation as resolved
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Bogdan Nagirniak
commented
rename rename `val` -> `obj_data`, `i_data`, `m_data`
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@ -320,9 +320,9 @@ InstancerData *BlenderSceneDelegate::instancer_data(pxr::SdfPath const &id, bool
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p_id = id;
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p_id = id;
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}
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}
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auto it = instancers_.find(p_id);
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const std::unique_ptr<InstancerData> *value = instancers_.lookup_ptr(p_id);
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if (it != instancers_.end()) {
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if (value != nullptr) {
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return it->second.get();
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return value->get();
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}
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}
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return nullptr;
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return nullptr;
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}
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}
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@ -357,8 +357,8 @@ void BlenderSceneDelegate::update_objects(Object *object)
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void BlenderSceneDelegate::update_instancers(Object *object)
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void BlenderSceneDelegate::update_instancers(Object *object)
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{
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{
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/* Check object inside instancers */
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/* Check object inside instancers */
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for (auto &it : instancers_) {
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for (auto &it : instancers_.values()) {
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it.second->check_update(object);
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it->check_update(object);
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}
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}
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BogdanNagirniak marked this conversation as resolved
Outdated
Bogdan Nagirniak
commented
`val` -> `i_data`
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pxr::SdfPath id = instancer_prim_id(object);
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pxr::SdfPath id = instancer_prim_id(object);
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@ -367,7 +367,7 @@ void BlenderSceneDelegate::update_instancers(Object *object)
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if ((object->transflag & OB_DUPLI) == 0) {
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if ((object->transflag & OB_DUPLI) == 0) {
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/* Object isn't instancer anymore and should be removed */
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/* Object isn't instancer anymore and should be removed */
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i_data->remove();
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i_data->remove();
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instancers_.erase(id);
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instancers_.remove(id);
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return;
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return;
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}
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}
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@ -384,7 +384,7 @@ void BlenderSceneDelegate::update_instancers(Object *object)
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return;
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return;
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}
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}
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instancers_[id] = std::make_unique<InstancerData>(this, object, id);
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instancers_.add_overwrite(id, std::make_unique<InstancerData>(this, object, id));
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i_data = instancer_data(id);
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i_data = instancer_data(id);
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i_data->init();
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i_data->init();
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Vasyl-Pidhirskyi marked this conversation as resolved
Outdated
Georgiy Markelov
commented
seems like here should be seems like here should be `add_new`.
Bogdan Nagirniak
commented
use use `lookup_or_add_default`
Vasyl Pidhirskyi
commented
implemented via implemented via `lookup_or_add`
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i_data->insert();
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i_data->insert();
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@ -547,16 +547,16 @@ void BlenderSceneDelegate::remove_unused_objects()
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ITER_END;
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ITER_END;
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/* Remove unused instancers */
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/* Remove unused instancers */
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for (auto it = instancers_.begin(); it != instancers_.end(); ++it) {
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instancers_.remove_if([&](auto item) {
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if (available_objects.find(it->first.GetName()) != available_objects.end()) {
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bool ret = available_objects.find(item.key.GetName()) == available_objects.end();
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/* Remove objects from instancers */
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if (ret){
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it->second->check_remove(available_objects);
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item.value->remove();
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continue;
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}
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it->second->remove();
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instancers_.erase(it);
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it = instancers_.begin();
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}
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}
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else{
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item.value->check_remove(available_objects);
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}
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return ret;
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});
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/* Remove unused objects */
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/* Remove unused objects */
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objects_.remove_if([&](auto item) {
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objects_.remove_if([&](auto item) {
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@ -580,8 +580,8 @@ void BlenderSceneDelegate::remove_unused_objects()
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c_data->available_materials(available_materials);
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c_data->available_materials(available_materials);
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}
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}
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}
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}
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for (auto &it : instancers_) {
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for (auto &it : instancers_.values()) {
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it.second->available_materials(available_materials);
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it->available_materials(available_materials);
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}
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}
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materials_.remove_if([&](auto item) {
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materials_.remove_if([&](auto item) {
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@ -599,8 +599,8 @@ void BlenderSceneDelegate::update_visibility()
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for (auto &it : objects_.values()) {
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for (auto &it : objects_.values()) {
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it->update_visibility();
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it->update_visibility();
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}
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}
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for (auto &it : instancers_) {
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for (auto &it : instancers_.values()) {
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it.second->update_visibility();
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it->update_visibility();
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}
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}
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/* Add objects/instancers which were invisible before and not added yet */
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/* Add objects/instancers which were invisible before and not added yet */
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@ -4,6 +4,7 @@
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#pragma once
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#pragma once
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#include "BKE_duplilist.h"
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#include "BKE_duplilist.h"
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#include "BLI_map.hh"
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#include "light.h"
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#include "light.h"
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#include "mesh.h"
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#include "mesh.h"
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@ -62,6 +63,6 @@ class InstancerData : public ObjectData {
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};
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};
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using InstancerDataMap =
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using InstancerDataMap =
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pxr::TfHashMap<pxr::SdfPath, std::unique_ptr<InstancerData>, pxr::SdfPath::Hash>;
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Map<pxr::SdfPath, std::unique_ptr<InstancerData>>;
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} // namespace blender::render::hydra
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} // namespace blender::render::hydra
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@ -66,8 +66,8 @@ void MaterialData::update()
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m_data->update_double_sided(this);
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m_data->update_double_sided(this);
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}
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}
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}
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}
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for (auto &it : scene_delegate_->instancers_) {
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for (auto &it : scene_delegate_->instancers_.values()) {
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it.second->update_double_sided(this);
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it->update_double_sided(this);
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}
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}
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}
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}
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}
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}
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Loading…
Reference in New Issue
Block a user
rename please
it
->val
as it misleads becausevalues()
doesn't return iterator.rename
val
->data