forked from blender/blender
Move to use blender::Map container instead std::unordered_map #47
@ -218,7 +218,6 @@ void BlenderSceneDelegate::clear()
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it->remove();
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}
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objects_.clear();
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instancers_.clear();
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materials_.clear_and_shrink();
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@ -567,7 +566,6 @@ void BlenderSceneDelegate::remove_unused_objects()
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return ret;
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});
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/* Remove unused materials */
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std::set<pxr::SdfPath> available_materials;
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for (auto &it : objects_.values()) {
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@ -199,7 +199,8 @@ void CurvesData::write_material()
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pxr::SdfPath p_id = scene_delegate_->material_prim_id(mat);
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mat_data_ = scene_delegate_->material_data(p_id);
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if (!mat_data_) {
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scene_delegate_->materials_.add_overwrite(p_id, std::make_unique<MaterialData>(scene_delegate_, mat, p_id));
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scene_delegate_->materials_.add_overwrite(
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p_id, std::make_unique<MaterialData>(scene_delegate_, mat, p_id));
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mat_data_ = scene_delegate_->material_data(p_id);
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mat_data_->init();
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mat_data_->insert();
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@ -7,8 +7,8 @@
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#include <pxr/base/vt/value.h>
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#include <pxr/usd/sdf/path.h>
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#include "DNA_ID.h"
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#include "BLI_hash.hh"
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#include "DNA_ID.h"
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template<> struct blender::DefaultHash<pxr::SdfPath> {
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uint64_t operator()(const pxr::SdfPath &value) const
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@ -62,7 +62,6 @@ class InstancerData : public ObjectData {
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pxr::VtMatrix4dArray mesh_transforms_;
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};
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using InstancerDataMap =
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Map<pxr::SdfPath, std::unique_ptr<InstancerData>>;
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using InstancerDataMap = Map<pxr::SdfPath, std::unique_ptr<InstancerData>>;
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} // namespace blender::render::hydra
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@ -7,8 +7,8 @@
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#include <pxr/usd/sdf/assetPath.h>
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#include <pxr/usd/sdf/path.h>
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#include "DNA_material_types.h"
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#include "BLI_map.hh"
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#include "DNA_material_types.h"
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#include "id.h"
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@ -304,8 +304,8 @@ void MeshData::write_materials()
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pxr::SdfPath p_id = scene_delegate_->material_prim_id(mat);
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m.mat_data = scene_delegate_->material_data(p_id);
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if (!m.mat_data) {
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scene_delegate_->materials_.add_overwrite(p_id,
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std::make_unique<MaterialData>(scene_delegate_, mat, p_id));
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scene_delegate_->materials_.add_overwrite(
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p_id, std::make_unique<MaterialData>(scene_delegate_, mat, p_id));
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m.mat_data = scene_delegate_->material_data(p_id);
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m.mat_data->init();
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m.mat_data->insert();
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@ -7,8 +7,8 @@
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#include <pxr/base/gf/matrix4d.h>
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#include "BKE_layer.h"
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#include "DNA_object_types.h"
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#include "BLI_map.hh"
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#include "DNA_object_types.h"
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#include "id.h"
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#include "material.h"
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@ -37,8 +37,7 @@ class ObjectData : public IdData {
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Object *parent_ = nullptr;
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};
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using ObjectDataMap =
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Map<pxr::SdfPath, std::unique_ptr<ObjectData>>;
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using ObjectDataMap = Map<pxr::SdfPath, std::unique_ptr<ObjectData>>;
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pxr::GfMatrix4d gf_matrix_from_transform(float m[4][4]);
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