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blender-archive/intern/cycles/blender/blender_object.cpp

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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.
*/
#include "render/camera.h"
#include "render/integrator.h"
#include "render/graph.h"
#include "render/light.h"
#include "render/mesh.h"
#include "render/object.h"
#include "render/scene.h"
#include "render/nodes.h"
#include "render/particles.h"
#include "render/shader.h"
#include "blender/blender_object_cull.h"
#include "blender/blender_sync.h"
#include "blender/blender_util.h"
#include "util/util_foreach.h"
#include "util/util_hash.h"
#include "util/util_logging.h"
CCL_NAMESPACE_BEGIN
/* Utilities */
bool BlenderSync::BKE_object_is_modified(BL::Object& b_ob)
{
/* test if we can instance or if the object is modified */
if(b_ob.type() == BL::Object::type_META) {
/* multi-user and dupli metaballs are fused, can't instance */
return true;
}
else if(ccl::BKE_object_is_modified(b_ob, b_scene, preview)) {
/* modifiers */
return true;
}
else {
/* object level material links */
BL::Object::material_slots_iterator slot;
for(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot)
if(slot->link() == BL::MaterialSlot::link_OBJECT)
return true;
}
return false;
}
bool BlenderSync::object_is_mesh(BL::Object& b_ob)
{
BL::ID b_ob_data = b_ob.data();
if(!b_ob_data) {
return false;
}
if(b_ob.type() == BL::Object::type_CURVE) {
/* Skip exporting curves without faces, overhead can be
* significant if there are many for path animation. */
BL::Curve b_curve(b_ob.data());
return (b_curve.bevel_object() ||
b_curve.extrude() != 0.0f ||
b_curve.bevel_depth() != 0.0f ||
b_curve.dimensions() == BL::Curve::dimensions_2D ||
b_ob.modifiers.length());
}
else {
return (b_ob_data.is_a(&RNA_Mesh) ||
b_ob_data.is_a(&RNA_Curve) ||
b_ob_data.is_a(&RNA_MetaBall));
}
}
bool BlenderSync::object_is_light(BL::Object& b_ob)
{
BL::ID b_ob_data = b_ob.data();
return (b_ob_data && b_ob_data.is_a(&RNA_Lamp));
}
static uint object_ray_visibility(BL::Object& b_ob)
{
PointerRNA cvisibility = RNA_pointer_get(&b_ob.ptr, "cycles_visibility");
uint flag = 0;
flag |= get_boolean(cvisibility, "camera")? PATH_RAY_CAMERA: 0;
flag |= get_boolean(cvisibility, "diffuse")? PATH_RAY_DIFFUSE: 0;
flag |= get_boolean(cvisibility, "glossy")? PATH_RAY_GLOSSY: 0;
flag |= get_boolean(cvisibility, "transmission")? PATH_RAY_TRANSMIT: 0;
flag |= get_boolean(cvisibility, "shadow")? PATH_RAY_SHADOW: 0;
flag |= get_boolean(cvisibility, "scatter")? PATH_RAY_VOLUME_SCATTER: 0;
return flag;
}
/* Light */
void BlenderSync::sync_light(BL::Object& b_parent,
int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
BL::Object& b_ob,
BL::Object& b_ob_instance,
int random_id,
Transform& tfm,
bool *use_portal)
{
/* test if we need to sync */
Light *light;
ObjectKey key(b_parent, persistent_id, b_ob_instance);
if(!light_map.sync(&light, b_ob, b_parent, key)) {
if(light->is_portal)
*use_portal = true;
return;
}
BL::Lamp b_lamp(b_ob.data());
/* type */
switch(b_lamp.type()) {
case BL::Lamp::type_POINT: {
BL::PointLamp b_point_lamp(b_lamp);
light->size = b_point_lamp.shadow_soft_size();
light->type = LIGHT_POINT;
break;
}
case BL::Lamp::type_SPOT: {
BL::SpotLamp b_spot_lamp(b_lamp);
light->size = b_spot_lamp.shadow_soft_size();
2012-06-04 17:17:10 +00:00
light->type = LIGHT_SPOT;
light->spot_angle = b_spot_lamp.spot_size();
light->spot_smooth = b_spot_lamp.spot_blend();
break;
}
case BL::Lamp::type_HEMI: {
light->type = LIGHT_DISTANT;
light->size = 0.0f;
break;
}
case BL::Lamp::type_SUN: {
BL::SunLamp b_sun_lamp(b_lamp);
light->size = b_sun_lamp.shadow_soft_size();
light->type = LIGHT_DISTANT;
break;
}
case BL::Lamp::type_AREA: {
BL::AreaLamp b_area_lamp(b_lamp);
light->size = 1.0f;
light->axisu = transform_get_column(&tfm, 0);
light->axisv = transform_get_column(&tfm, 1);
light->sizeu = b_area_lamp.size();
switch(b_area_lamp.shape()) {
case BL::AreaLamp::shape_SQUARE:
light->sizev = light->sizeu;
light->round = false;
break;
case BL::AreaLamp::shape_RECTANGLE:
light->sizev = b_area_lamp.size_y();
light->round = false;
break;
case BL::AreaLamp::shape_DISK:
light->sizev = light->sizeu;
light->round = true;
break;
case BL::AreaLamp::shape_ELLIPSE:
light->sizev = b_area_lamp.size_y();
light->round = true;
break;
}
light->type = LIGHT_AREA;
break;
}
}
/* location and (inverted!) direction */
light->co = transform_get_column(&tfm, 3);
light->dir = -transform_get_column(&tfm, 2);
light->tfm = tfm;
/* shader */
vector<Shader*> used_shaders;
find_shader(b_lamp, used_shaders, scene->default_light);
light->shader = used_shaders[0];
/* shadow */
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
PointerRNA clamp = RNA_pointer_get(&b_lamp.ptr, "cycles");
light->cast_shadow = get_boolean(clamp, "cast_shadow");
light->use_mis = get_boolean(clamp, "use_multiple_importance_sampling");
int samples = get_int(clamp, "samples");
if(get_boolean(cscene, "use_square_samples"))
light->samples = samples * samples;
else
light->samples = samples;
light->max_bounces = get_int(clamp, "max_bounces");
if(b_ob != b_ob_instance) {
light->random_id = random_id;
}
else {
light->random_id = hash_int_2d(hash_string(b_ob.name().c_str()), 0);
}
if(light->type == LIGHT_AREA)
light->is_portal = get_boolean(clamp, "is_portal");
else
light->is_portal = false;
if(light->is_portal)
*use_portal = true;
/* visibility */
uint visibility = object_ray_visibility(b_ob);
light->use_diffuse = (visibility & PATH_RAY_DIFFUSE) != 0;
light->use_glossy = (visibility & PATH_RAY_GLOSSY) != 0;
light->use_transmission = (visibility & PATH_RAY_TRANSMIT) != 0;
light->use_scatter = (visibility & PATH_RAY_VOLUME_SCATTER) != 0;
/* tag */
light->tag_update(scene);
}
void BlenderSync::sync_background_light(bool use_portal)
{
BL::World b_world = b_scene.world();
if(b_world) {
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
enum SamplingMethod {
SAMPLING_NONE = 0,
SAMPLING_AUTOMATIC,
SAMPLING_MANUAL,
SAMPLING_NUM
};
int sampling_method = get_enum(cworld, "sampling_method", SAMPLING_NUM, SAMPLING_AUTOMATIC);
bool sample_as_light = (sampling_method != SAMPLING_NONE);
if(sample_as_light || use_portal) {
/* test if we need to sync */
Light *light;
ObjectKey key(b_world, 0, b_world);
if(light_map.sync(&light, b_world, b_world, key) ||
world_recalc ||
b_world.ptr.data != world_map)
{
light->type = LIGHT_BACKGROUND;
if(sampling_method == SAMPLING_MANUAL) {
light->map_resolution = get_int(cworld, "sample_map_resolution");
}
else {
light->map_resolution = 0;
}
light->shader = scene->default_background;
light->use_mis = sample_as_light;
light->max_bounces = get_int(cworld, "max_bounces");
int samples = get_int(cworld, "samples");
if(get_boolean(cscene, "use_square_samples"))
light->samples = samples * samples;
else
light->samples = samples;
light->tag_update(scene);
light_map.set_recalc(b_world);
}
}
}
world_map = b_world.ptr.data;
world_recalc = false;
}
/* Object */
Object *BlenderSync::sync_object(BL::Depsgraph& b_depsgraph,
BL::DepsgraphObjectInstance& b_instance,
uint layer_flag,
float motion_time,
bool hide_tris,
BlenderObjectCulling& culling,
bool *use_portal)
{
const bool is_instance = b_instance.is_instance();
BL::Object b_ob = b_instance.object();
BL::Object b_parent = is_instance ? b_instance.parent()
: b_instance.object();
BL::Object b_ob_instance = is_instance ? b_instance.instance_object()
: b_ob;
Cycles: Support rendering objects from dupli-list This commit extends the work from Dalai made around scene iterators to support iterating into objects from dupli-lists. Changes can be summarized as: - Depsgraph iterator will hold pointer to an object which created current duplilist. It is available via `dupli_parent` field of the iterator. It is only set when duplilist is not NULL and guaranteed to be NULL for all other cases. - Introduced new depsgraph.duplis collection which gives a more extended information about depsgraph iterator. It is basically a collection on top of DEGObjectsIteratorData. It is used to provide access to such data as persistent ID, generated space and so on. Things which still needs to be done/finished/clarified: - Need to introduce some sort of `is_instance` boolean property which will indicate Python and C++ RNA that we are inside of dupli-list. - Introduce a way to skip dupli-list for particular objects. So, for example, if we are culling object due to distance we can skip all objects it was duplicating. - Introduce a way to skip particular duplicators. So we can skip iterating into particle system. - Introduce some cleaner API for C side of operators to access all data such as persistent ID and friends. This way we wouldn't need de-reference iterator and could keep access to such data really abstract. Who knows how we'll be storing internal state of the operator in the future. While there is still stuff to do, current state works and moves us in the proper direction.
2017-06-06 13:58:40 +02:00
const bool motion = motion_time != 0.0f;
/*const*/ Transform tfm = get_transform(b_ob.matrix_world());
int *persistent_id = NULL;
BL::Array<int, OBJECT_PERSISTENT_ID_SIZE> persistent_id_array;
if(is_instance) {
persistent_id_array = b_instance.persistent_id();
Cycles: Support rendering objects from dupli-list This commit extends the work from Dalai made around scene iterators to support iterating into objects from dupli-lists. Changes can be summarized as: - Depsgraph iterator will hold pointer to an object which created current duplilist. It is available via `dupli_parent` field of the iterator. It is only set when duplilist is not NULL and guaranteed to be NULL for all other cases. - Introduced new depsgraph.duplis collection which gives a more extended information about depsgraph iterator. It is basically a collection on top of DEGObjectsIteratorData. It is used to provide access to such data as persistent ID, generated space and so on. Things which still needs to be done/finished/clarified: - Need to introduce some sort of `is_instance` boolean property which will indicate Python and C++ RNA that we are inside of dupli-list. - Introduce a way to skip dupli-list for particular objects. So, for example, if we are culling object due to distance we can skip all objects it was duplicating. - Introduce a way to skip particular duplicators. So we can skip iterating into particle system. - Introduce some cleaner API for C side of operators to access all data such as persistent ID and friends. This way we wouldn't need de-reference iterator and could keep access to such data really abstract. Who knows how we'll be storing internal state of the operator in the future. While there is still stuff to do, current state works and moves us in the proper direction.
2017-06-06 13:58:40 +02:00
persistent_id = persistent_id_array.data;
}
/* light is handled separately */
if(object_is_light(b_ob)) {
/* don't use lamps for excluded layers used as mask layer */
if(!motion && !((layer_flag & view_layer.holdout_layer) &&
(layer_flag & view_layer.exclude_layer)))
{
sync_light(b_parent,
persistent_id,
b_ob,
b_ob_instance,
is_instance ? b_instance.random_id() : 0,
tfm,
use_portal);
}
return NULL;
}
/* only interested in object that we can create meshes from */
if(!object_is_mesh(b_ob)) {
return NULL;
}
/* Perform object culling. */
if(culling.test(scene, b_ob, tfm)) {
return NULL;
}
/* Visibility flags for both parent and child. */
PointerRNA cobject = RNA_pointer_get(&b_ob.ptr, "cycles");
bool use_holdout = (layer_flag & view_layer.holdout_layer) != 0 ||
get_boolean(cobject, "is_holdout");
uint visibility = object_ray_visibility(b_ob) & PATH_RAY_ALL_VISIBILITY;
if(b_parent.ptr.data != b_ob.ptr.data) {
visibility &= object_ray_visibility(b_parent);
}
/* Make holdout objects on excluded layer invisible for non-camera rays. */
if(use_holdout && (layer_flag & view_layer.exclude_layer)) {
visibility &= ~(PATH_RAY_ALL_VISIBILITY - PATH_RAY_CAMERA);
}
/* Hide objects not on render layer from camera rays. */
if(!(layer_flag & view_layer.layer)) {
visibility &= ~PATH_RAY_CAMERA;
}
/* Don't export completely invisible objects. */
if(visibility == 0) {
return NULL;
}
/* key to lookup object */
ObjectKey key(b_parent, persistent_id, b_ob_instance);
Object *object;
/* motion vector case */
if(motion) {
object = object_map.find(key);
if(object && object->use_motion()) {
/* Set transform at matching motion time step. */
int time_index = object->motion_step(motion_time);
if(time_index >= 0) {
object->motion[time_index] = tfm;
}
/* mesh deformation */
if(object->mesh)
sync_mesh_motion(b_depsgraph, b_ob, object, motion_time);
}
return object;
}
/* test if we need to sync */
bool object_updated = false;
if(object_map.sync(&object, b_ob, b_parent, key))
object_updated = true;
/* mesh sync */
object->mesh = sync_mesh(b_depsgraph, b_ob, b_ob_instance, object_updated, hide_tris);
/* special case not tracked by object update flags */
/* holdout */
if(use_holdout != object->use_holdout) {
object->use_holdout = use_holdout;
scene->object_manager->tag_update(scene);
object_updated = true;
}
if(visibility != object->visibility) {
object->visibility = visibility;
object_updated = true;
}
bool is_shadow_catcher = get_boolean(cobject, "is_shadow_catcher");
if(is_shadow_catcher != object->is_shadow_catcher) {
object->is_shadow_catcher = is_shadow_catcher;
object_updated = true;
}
/* object sync
* transform comparison should not be needed, but duplis don't work perfect
* in the depsgraph and may not signal changes, so this is a workaround */
if(object_updated || (object->mesh && object->mesh->need_update) || tfm != object->tfm) {
object->name = b_ob.name().c_str();
object->pass_id = b_ob.pass_index();
object->tfm = tfm;
object->motion.clear();
/* motion blur */
Scene::MotionType need_motion = scene->need_motion();
if(need_motion != Scene::MOTION_NONE && object->mesh) {
Mesh *mesh = object->mesh;
mesh->use_motion_blur = false;
mesh->motion_steps = 0;
uint motion_steps;
if(scene->need_motion() == Scene::MOTION_BLUR) {
motion_steps = object_motion_steps(b_parent, b_ob);
if(motion_steps && object_use_deform_motion(b_parent, b_ob)) {
mesh->motion_steps = motion_steps;
mesh->use_motion_blur = true;
}
}
else {
motion_steps = 3;
mesh->motion_steps = motion_steps;
}
object->motion.clear();
object->motion.resize(motion_steps, transform_empty());
if(motion_steps) {
object->motion[motion_steps/2] = tfm;
for(size_t step = 0; step < motion_steps; step++) {
motion_times.insert(object->motion_time(step));
}
}
}
/* dupli texture coordinates and random_id */
if(is_instance) {
object->dupli_generated = 0.5f*get_float3(b_instance.orco()) - make_float3(0.5f, 0.5f, 0.5f);
object->dupli_uv = get_float2(b_instance.uv());
object->random_id = b_instance.random_id();
/* Sync possible particle data. */
sync_dupli_particle(b_ob, b_instance, object);
}
else {
object->dupli_generated = make_float3(0.0f, 0.0f, 0.0f);
object->dupli_uv = make_float2(0.0f, 0.0f);
object->random_id = hash_int_2d(hash_string(object->name.c_str()), 0);
}
object->tag_update(scene);
}
return object;
}
static bool object_render_hide_original(BL::Object::type_enum ob_type,
BL::Object::dupli_type_enum dupli_type)
{
/* metaball exception, they duplicate self */
if(ob_type == BL::Object::type_META)
return false;
return (dupli_type == BL::Object::dupli_type_VERTS ||
dupli_type == BL::Object::dupli_type_FACES ||
dupli_type == BL::Object::dupli_type_FRAMES);
}
static bool object_render_hide(BL::Object& b_ob,
bool top_level,
bool parent_hide,
bool& hide_triangles,
BL::Depsgraph::mode_enum depsgraph_mode)
{
/* check if we should render or hide particle emitter */
BL::Object::particle_systems_iterator b_psys;
bool hair_present = false;
bool has_particles = false;
bool show_emitter = false;
bool hide_emitter = false;
bool hide_as_dupli_parent = false;
bool hide_as_dupli_child_original = false;
for(b_ob.particle_systems.begin(b_psys); b_psys != b_ob.particle_systems.end(); ++b_psys) {
if((b_psys->settings().render_type() == BL::ParticleSettings::render_type_PATH) &&
(b_psys->settings().type()==BL::ParticleSettings::type_HAIR))
hair_present = true;
has_particles = true;
}
/* Both mode_PREVIEW and mode_VIEWPORT are treated the same here.*/
const bool show_duplicator = depsgraph_mode == BL::Depsgraph::mode_RENDER
? b_ob.show_duplicator_for_render()
: b_ob.show_duplicator_for_viewport();
if(has_particles) {
show_emitter = show_duplicator;
hide_emitter = !show_emitter;
} else if(b_ob.is_duplicator()) {
if(top_level || show_duplicator) {
hide_as_dupli_parent = true;
}
}
/* hide original object for duplis */
BL::Object parent = b_ob.parent();
while(parent) {
if(object_render_hide_original(b_ob.type(),
parent.dupli_type()))
{
if(parent_hide) {
hide_as_dupli_child_original = true;
break;
}
}
parent = parent.parent();
}
hide_triangles = hide_emitter;
if(show_emitter) {
return false;
}
else if(hair_present) {
return hide_as_dupli_child_original;
}
else {
return (hide_as_dupli_parent || hide_as_dupli_child_original);
}
}
/* Object Loop */
void BlenderSync::sync_objects(BL::Depsgraph& b_depsgraph, float motion_time)
{
/* layer data */
bool motion = motion_time != 0.0f;
if(!motion) {
/* prepare for sync */
light_map.pre_sync();
mesh_map.pre_sync();
object_map.pre_sync();
particle_system_map.pre_sync();
motion_times.clear();
}
else {
mesh_motion_synced.clear();
}
/* initialize culling */
BlenderObjectCulling culling(scene, b_scene);
/* object loop */
bool cancel = false;
bool use_portal = false;
BL::Depsgraph::mode_enum depsgraph_mode = b_depsgraph.mode();
BL::Depsgraph::object_instances_iterator b_instance_iter;
for(b_depsgraph.object_instances.begin(b_instance_iter);
b_instance_iter != b_depsgraph.object_instances.end() && !cancel;
++b_instance_iter)
Cycles: Support rendering objects from dupli-list This commit extends the work from Dalai made around scene iterators to support iterating into objects from dupli-lists. Changes can be summarized as: - Depsgraph iterator will hold pointer to an object which created current duplilist. It is available via `dupli_parent` field of the iterator. It is only set when duplilist is not NULL and guaranteed to be NULL for all other cases. - Introduced new depsgraph.duplis collection which gives a more extended information about depsgraph iterator. It is basically a collection on top of DEGObjectsIteratorData. It is used to provide access to such data as persistent ID, generated space and so on. Things which still needs to be done/finished/clarified: - Need to introduce some sort of `is_instance` boolean property which will indicate Python and C++ RNA that we are inside of dupli-list. - Introduce a way to skip dupli-list for particular objects. So, for example, if we are culling object due to distance we can skip all objects it was duplicating. - Introduce a way to skip particular duplicators. So we can skip iterating into particle system. - Introduce some cleaner API for C side of operators to access all data such as persistent ID and friends. This way we wouldn't need de-reference iterator and could keep access to such data really abstract. Who knows how we'll be storing internal state of the operator in the future. While there is still stuff to do, current state works and moves us in the proper direction.
2017-06-06 13:58:40 +02:00
{
BL::DepsgraphObjectInstance b_instance = *b_instance_iter;
BL::Object b_ob = b_instance.object();
progress.set_sync_status("Synchronizing object", b_ob.name());
/* load per-object culling data */
culling.init_object(scene, b_ob);
/* test if object needs to be hidden */
bool hide_tris;
if(!object_render_hide(b_ob, true, true, hide_tris, depsgraph_mode)) {
/* object itself */
sync_object(b_depsgraph,
b_instance,
~(0), /* until we get rid of layers */
motion_time,
hide_tris,
culling,
&use_portal);
}
cancel = progress.get_cancel();
}
progress.set_sync_status("");
if(!cancel && !motion) {
sync_background_light(use_portal);
/* handle removed data and modified pointers */
if(light_map.post_sync())
scene->light_manager->tag_update(scene);
if(mesh_map.post_sync())
scene->mesh_manager->tag_update(scene);
if(object_map.post_sync())
scene->object_manager->tag_update(scene);
if(particle_system_map.post_sync())
scene->particle_system_manager->tag_update(scene);
}
if(motion)
mesh_motion_synced.clear();
}
void BlenderSync::sync_motion(BL::RenderSettings& b_render,
BL::Depsgraph& b_depsgraph,
BL::Object& b_override,
int width, int height,
void **python_thread_state)
{
if(scene->need_motion() == Scene::MOTION_NONE)
return;
/* get camera object here to deal with camera switch */
BL::Object b_cam = b_scene.camera();
if(b_override)
b_cam = b_override;
Camera prevcam = *(scene->camera);
int frame_center = b_scene.frame_current();
float subframe_center = b_scene.frame_subframe();
float frame_center_delta = 0.0f;
if(scene->need_motion() != Scene::MOTION_PASS &&
scene->camera->motion_position != Camera::MOTION_POSITION_CENTER)
{
float shuttertime = scene->camera->shuttertime;
if(scene->camera->motion_position == Camera::MOTION_POSITION_END) {
frame_center_delta = -shuttertime * 0.5f;
}
else {
assert(scene->camera->motion_position == Camera::MOTION_POSITION_START);
frame_center_delta = shuttertime * 0.5f;
}
float time = frame_center + subframe_center + frame_center_delta;
int frame = (int)floorf(time);
float subframe = time - frame;
python_thread_state_restore(python_thread_state);
b_engine.frame_set(frame, subframe);
python_thread_state_save(python_thread_state);
sync_camera_motion(b_render, b_cam, width, height, 0.0f);
sync_objects(b_depsgraph, 0.0f);
}
/* always sample these times for camera motion */
motion_times.insert(-1.0f);
motion_times.insert(1.0f);
/* note iteration over motion_times set happens in sorted order */
foreach(float relative_time, motion_times) {
/* center time is already handled. */
if(relative_time == 0.0f) {
continue;
}
VLOG(1) << "Synchronizing motion for the relative time "
<< relative_time << ".";
/* fixed shutter time to get previous and next frame for motion pass */
float shuttertime = scene->motion_shutter_time();
/* compute frame and subframe time */
float time = frame_center + subframe_center + frame_center_delta + relative_time * shuttertime * 0.5f;
int frame = (int)floorf(time);
float subframe = time - frame;
/* change frame */
python_thread_state_restore(python_thread_state);
b_engine.frame_set(frame, subframe);
python_thread_state_save(python_thread_state);
/* sync camera, only supports two times at the moment */
if(relative_time == -1.0f || relative_time == 1.0f) {
sync_camera_motion(b_render,
b_cam,
width, height,
relative_time);
}
/* sync object */
sync_objects(b_depsgraph, relative_time);
}
/* we need to set the python thread state again because this
* function assumes it is being executed from python and will
* try to save the thread state */
python_thread_state_restore(python_thread_state);
b_engine.frame_set(frame_center, subframe_center);
python_thread_state_save(python_thread_state);
/* tag camera for motion update */
if(scene->camera->motion_modified(prevcam))
scene->camera->tag_update();
}
CCL_NAMESPACE_END