The was actually caused by the way how Cycles uses objects layers. It's not possible to rely on the fact that layers are flushed from Base to Object. It's only valid when rendering active scene. Now made it so layers are used from the base.
606 lines
17 KiB
C++
606 lines
17 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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*/
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#include "camera.h"
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#include "integrator.h"
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#include "graph.h"
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#include "light.h"
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#include "mesh.h"
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#include "object.h"
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#include "scene.h"
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#include "nodes.h"
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#include "particles.h"
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#include "shader.h"
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#include "blender_sync.h"
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#include "blender_util.h"
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#include "util_foreach.h"
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#include "util_hash.h"
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CCL_NAMESPACE_BEGIN
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/* Utilities */
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bool BlenderSync::BKE_object_is_modified(BL::Object b_ob)
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{
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/* test if we can instance or if the object is modified */
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if(b_ob.type() == BL::Object::type_META) {
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/* multi-user and dupli metaballs are fused, can't instance */
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return true;
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}
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else if(ccl::BKE_object_is_modified(b_ob, b_scene, preview)) {
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/* modifiers */
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return true;
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}
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else {
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/* object level material links */
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BL::Object::material_slots_iterator slot;
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for(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot)
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if(slot->link() == BL::MaterialSlot::link_OBJECT)
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return true;
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}
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return false;
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}
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bool BlenderSync::object_is_mesh(BL::Object b_ob)
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{
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BL::ID b_ob_data = b_ob.data();
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return (b_ob_data && (b_ob_data.is_a(&RNA_Mesh) ||
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b_ob_data.is_a(&RNA_Curve) || b_ob_data.is_a(&RNA_MetaBall)));
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}
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bool BlenderSync::object_is_light(BL::Object b_ob)
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{
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BL::ID b_ob_data = b_ob.data();
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return (b_ob_data && b_ob_data.is_a(&RNA_Lamp));
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}
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static uint object_ray_visibility(BL::Object b_ob)
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{
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PointerRNA cvisibility = RNA_pointer_get(&b_ob.ptr, "cycles_visibility");
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uint flag = 0;
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flag |= get_boolean(cvisibility, "camera")? PATH_RAY_CAMERA: 0;
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flag |= get_boolean(cvisibility, "diffuse")? PATH_RAY_DIFFUSE: 0;
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flag |= get_boolean(cvisibility, "glossy")? PATH_RAY_GLOSSY: 0;
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flag |= get_boolean(cvisibility, "transmission")? PATH_RAY_TRANSMIT: 0;
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flag |= get_boolean(cvisibility, "shadow")? PATH_RAY_SHADOW: 0;
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return flag;
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}
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/* Light */
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void BlenderSync::sync_light(BL::Object b_parent, int persistent_id[OBJECT_PERSISTENT_ID_SIZE], BL::Object b_ob, Transform& tfm)
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{
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/* test if we need to sync */
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Light *light;
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ObjectKey key(b_parent, persistent_id, b_ob);
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if(!light_map.sync(&light, b_ob, b_parent, key))
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return;
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BL::Lamp b_lamp(b_ob.data());
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/* type */
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switch(b_lamp.type()) {
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case BL::Lamp::type_POINT: {
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BL::PointLamp b_point_lamp(b_lamp);
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light->size = b_point_lamp.shadow_soft_size();
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light->type = LIGHT_POINT;
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break;
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}
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case BL::Lamp::type_SPOT: {
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BL::SpotLamp b_spot_lamp(b_lamp);
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light->size = b_spot_lamp.shadow_soft_size();
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light->type = LIGHT_SPOT;
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light->spot_angle = b_spot_lamp.spot_size();
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light->spot_smooth = b_spot_lamp.spot_blend();
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break;
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}
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case BL::Lamp::type_HEMI: {
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light->type = LIGHT_DISTANT;
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light->size = 0.0f;
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break;
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}
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case BL::Lamp::type_SUN: {
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BL::SunLamp b_sun_lamp(b_lamp);
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light->size = b_sun_lamp.shadow_soft_size();
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light->type = LIGHT_DISTANT;
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break;
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}
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case BL::Lamp::type_AREA: {
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BL::AreaLamp b_area_lamp(b_lamp);
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light->size = 1.0f;
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light->axisu = transform_get_column(&tfm, 0);
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light->axisv = transform_get_column(&tfm, 1);
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light->sizeu = b_area_lamp.size();
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if(b_area_lamp.shape() == BL::AreaLamp::shape_RECTANGLE)
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light->sizev = b_area_lamp.size_y();
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else
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light->sizev = light->sizeu;
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light->type = LIGHT_AREA;
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break;
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}
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}
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/* location and (inverted!) direction */
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light->co = transform_get_column(&tfm, 3);
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light->dir = -transform_get_column(&tfm, 2);
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/* shader */
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vector<uint> used_shaders;
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find_shader(b_lamp, used_shaders, scene->default_light);
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if(used_shaders.size() == 0)
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used_shaders.push_back(scene->default_light);
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light->shader = used_shaders[0];
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/* shadow */
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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PointerRNA clamp = RNA_pointer_get(&b_lamp.ptr, "cycles");
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light->cast_shadow = get_boolean(clamp, "cast_shadow");
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light->use_mis = get_boolean(clamp, "use_multiple_importance_sampling");
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int samples = get_int(clamp, "samples");
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if(get_boolean(cscene, "use_square_samples"))
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light->samples = samples * samples;
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else
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light->samples = samples;
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/* visibility */
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uint visibility = object_ray_visibility(b_ob);
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light->use_diffuse = (visibility & PATH_RAY_DIFFUSE) != 0;
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light->use_glossy = (visibility & PATH_RAY_GLOSSY) != 0;
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light->use_transmission = (visibility & PATH_RAY_TRANSMIT) != 0;
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/* tag */
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light->tag_update(scene);
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}
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void BlenderSync::sync_background_light()
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{
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BL::World b_world = b_scene.world();
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if(b_world) {
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PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
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bool sample_as_light = get_boolean(cworld, "sample_as_light");
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if(sample_as_light) {
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/* test if we need to sync */
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Light *light;
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ObjectKey key(b_world, 0, b_world);
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if(light_map.sync(&light, b_world, b_world, key) ||
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world_recalc ||
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b_world.ptr.data != world_map)
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{
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light->type = LIGHT_BACKGROUND;
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light->map_resolution = get_int(cworld, "sample_map_resolution");
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light->shader = scene->default_background;
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int samples = get_int(cworld, "samples");
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if(get_boolean(cscene, "use_square_samples"))
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light->samples = samples * samples;
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else
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light->samples = samples;
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light->tag_update(scene);
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light_map.set_recalc(b_world);
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}
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}
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}
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world_map = b_world.ptr.data;
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world_recalc = false;
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}
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/* Object */
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Object *BlenderSync::sync_object(BL::Object b_parent, int persistent_id[OBJECT_PERSISTENT_ID_SIZE], BL::DupliObject b_dupli_ob,
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Transform& tfm, uint layer_flag, float motion_time, bool hide_tris)
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{
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BL::Object b_ob = (b_dupli_ob ? b_dupli_ob.object() : b_parent);
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bool motion = motion_time != 0.0f;
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/* light is handled separately */
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if(object_is_light(b_ob)) {
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/* don't use lamps for excluded layers used as mask layer */
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if(!motion && !((layer_flag & render_layer.holdout_layer) && (layer_flag & render_layer.exclude_layer)))
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sync_light(b_parent, persistent_id, b_ob, tfm);
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return NULL;
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}
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/* only interested in object that we can create meshes from */
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if(!object_is_mesh(b_ob))
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return NULL;
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/* key to lookup object */
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ObjectKey key(b_parent, persistent_id, b_ob);
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Object *object;
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/* motion vector case */
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if(motion) {
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object = object_map.find(key);
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if(object && (scene->need_motion() == Scene::MOTION_PASS || object_use_motion(b_ob))) {
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/* object transformation */
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if(tfm != object->tfm) {
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if(motion_time == -1.0f) {
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object->motion.pre = tfm;
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object->use_motion = true;
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}
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else if(motion_time == 1.0f) {
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object->motion.post = tfm;
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object->use_motion = true;
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}
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}
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/* mesh deformation */
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if(object->mesh)
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sync_mesh_motion(b_ob, object, motion_time);
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}
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return object;
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}
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/* test if we need to sync */
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bool object_updated = false;
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if(object_map.sync(&object, b_ob, b_parent, key))
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object_updated = true;
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bool use_holdout = (layer_flag & render_layer.holdout_layer) != 0;
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/* mesh sync */
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object->mesh = sync_mesh(b_ob, object_updated, hide_tris);
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/* special case not tracked by object update flags */
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/* holdout */
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if(use_holdout != object->use_holdout) {
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object->use_holdout = use_holdout;
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scene->object_manager->tag_update(scene);
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object_updated = true;
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}
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/* visibility flags for both parent and child */
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uint visibility = object_ray_visibility(b_ob) & PATH_RAY_ALL_VISIBILITY;
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if(b_parent.ptr.data != b_ob.ptr.data) {
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visibility &= object_ray_visibility(b_parent);
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object->random_id ^= hash_int(hash_string(b_parent.name().c_str()));
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}
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/* make holdout objects on excluded layer invisible for non-camera rays */
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if(use_holdout && (layer_flag & render_layer.exclude_layer))
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visibility &= ~(PATH_RAY_ALL_VISIBILITY - PATH_RAY_CAMERA);
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/* camera flag is not actually used, instead is tested against render layer
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* flags */
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if(visibility & PATH_RAY_CAMERA) {
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visibility |= layer_flag << PATH_RAY_LAYER_SHIFT;
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visibility &= ~PATH_RAY_CAMERA;
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}
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if(visibility != object->visibility) {
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object->visibility = visibility;
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object_updated = true;
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}
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/* object sync
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* transform comparison should not be needed, but duplis don't work perfect
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* in the depsgraph and may not signal changes, so this is a workaround */
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if(object_updated || (object->mesh && object->mesh->need_update) || tfm != object->tfm) {
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object->name = b_ob.name().c_str();
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object->pass_id = b_ob.pass_index();
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object->tfm = tfm;
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object->motion.pre = tfm;
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object->motion.post = tfm;
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object->use_motion = false;
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/* motion blur */
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if(scene->need_motion() == Scene::MOTION_BLUR && object->mesh) {
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Mesh *mesh = object->mesh;
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mesh->use_motion_blur = false;
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if(object_use_motion(b_ob)) {
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if(object_use_deform_motion(b_ob)) {
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mesh->motion_steps = object_motion_steps(b_ob);
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mesh->use_motion_blur = true;
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}
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vector<float> times = object->motion_times();
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foreach(float time, times)
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motion_times.insert(time);
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}
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}
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/* random number */
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object->random_id = hash_string(object->name.c_str());
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if(persistent_id) {
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for(int i = 0; i < OBJECT_PERSISTENT_ID_SIZE; i++)
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object->random_id = hash_int_2d(object->random_id, persistent_id[i]);
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}
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else
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object->random_id = hash_int_2d(object->random_id, 0);
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if(b_parent.ptr.data != b_ob.ptr.data)
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object->random_id ^= hash_int(hash_string(b_parent.name().c_str()));
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/* dupli texture coordinates */
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if (b_dupli_ob) {
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object->dupli_generated = 0.5f*get_float3(b_dupli_ob.orco()) - make_float3(0.5f, 0.5f, 0.5f);
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object->dupli_uv = get_float2(b_dupli_ob.uv());
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}
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else {
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object->dupli_generated = make_float3(0.0f, 0.0f, 0.0f);
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object->dupli_uv = make_float2(0.0f, 0.0f);
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}
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object->tag_update(scene);
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}
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return object;
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}
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static bool object_render_hide_original(BL::Object::type_enum ob_type, BL::Object::dupli_type_enum dupli_type)
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{
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/* metaball exception, they duplicate self */
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if(ob_type == BL::Object::type_META)
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return false;
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return (dupli_type == BL::Object::dupli_type_VERTS ||
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dupli_type == BL::Object::dupli_type_FACES ||
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dupli_type == BL::Object::dupli_type_FRAMES);
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}
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static bool object_render_hide(BL::Object b_ob, bool top_level, bool parent_hide, bool& hide_triangles)
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{
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/* check if we should render or hide particle emitter */
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BL::Object::particle_systems_iterator b_psys;
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bool hair_present = false;
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bool show_emitter = false;
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bool hide_emitter = false;
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bool hide_as_dupli_parent = false;
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bool hide_as_dupli_child_original = false;
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for(b_ob.particle_systems.begin(b_psys); b_psys != b_ob.particle_systems.end(); ++b_psys) {
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if((b_psys->settings().render_type() == BL::ParticleSettings::render_type_PATH) &&
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(b_psys->settings().type()==BL::ParticleSettings::type_HAIR))
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hair_present = true;
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if(b_psys->settings().use_render_emitter())
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show_emitter = true;
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else
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hide_emitter = true;
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}
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if(show_emitter)
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hide_emitter = false;
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/* duplicators hidden by default, except dupliframes which duplicate self */
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if(b_ob.is_duplicator())
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if(top_level || b_ob.dupli_type() != BL::Object::dupli_type_FRAMES)
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hide_as_dupli_parent = true;
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/* hide original object for duplis */
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BL::Object parent = b_ob.parent();
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if(parent && object_render_hide_original(b_ob.type(), parent.dupli_type()))
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if(parent_hide)
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hide_as_dupli_child_original = true;
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hide_triangles = hide_emitter;
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if(show_emitter) {
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return false;
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}
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else if(hair_present) {
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return hide_as_dupli_child_original;
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}
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else {
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return (hide_as_dupli_parent || hide_as_dupli_child_original);
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}
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}
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static bool object_render_hide_duplis(BL::Object b_ob)
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{
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BL::Object parent = b_ob.parent();
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return (parent && object_render_hide_original(b_ob.type(), parent.dupli_type()));
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}
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/* Object Loop */
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void BlenderSync::sync_objects(BL::SpaceView3D b_v3d, float motion_time)
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{
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/* layer data */
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uint scene_layer = render_layer.scene_layer;
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bool motion = motion_time != 0.0f;
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if(!motion) {
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/* prepare for sync */
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light_map.pre_sync();
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mesh_map.pre_sync();
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object_map.pre_sync();
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mesh_synced.clear();
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particle_system_map.pre_sync();
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motion_times.clear();
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}
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else {
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mesh_motion_synced.clear();
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}
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/* object loop */
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BL::Scene::object_bases_iterator b_base;
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BL::Scene b_sce = b_scene;
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/* modifier result type (not exposed as enum in C++ API)
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* 1 : eModifierMode_Realtime
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* 2 : eModifierMode_Render
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*/
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int dupli_settings = preview ? 1 : 2;
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bool cancel = false;
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for(; b_sce && !cancel; b_sce = b_sce.background_set()) {
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for(b_sce.object_bases.begin(b_base); b_base != b_sce.object_bases.end() && !cancel; ++b_base) {
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BL::Object b_ob = b_base->object();
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bool hide = (render_layer.use_viewport_visibility)? b_ob.hide(): b_ob.hide_render();
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uint ob_layer = get_layer(b_base->layers(), b_base->layers_local_view(), render_layer.use_localview, object_is_light(b_ob));
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hide = hide || !(ob_layer & scene_layer);
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if(!hide) {
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progress.set_sync_status("Synchronizing object", b_ob.name());
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if(b_ob.is_duplicator() && !object_render_hide_duplis(b_ob)) {
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/* dupli objects */
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b_ob.dupli_list_create(b_scene, dupli_settings);
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BL::Object::dupli_list_iterator b_dup;
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for(b_ob.dupli_list.begin(b_dup); b_dup != b_ob.dupli_list.end(); ++b_dup) {
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Transform tfm = get_transform(b_dup->matrix());
|
|
BL::Object b_dup_ob = b_dup->object();
|
|
bool dup_hide = (b_v3d)? b_dup_ob.hide(): b_dup_ob.hide_render();
|
|
bool in_dupli_group = (b_dup->type() == BL::DupliObject::type_GROUP);
|
|
bool hide_tris;
|
|
|
|
if(!(b_dup->hide() || dup_hide || object_render_hide(b_dup_ob, false, in_dupli_group, hide_tris))) {
|
|
/* the persistent_id allows us to match dupli objects
|
|
* between frames and updates */
|
|
BL::Array<int, OBJECT_PERSISTENT_ID_SIZE> persistent_id = b_dup->persistent_id();
|
|
|
|
/* sync object and mesh or light data */
|
|
Object *object = sync_object(b_ob, persistent_id.data, *b_dup, tfm, ob_layer, motion_time, hide_tris);
|
|
|
|
/* sync possible particle data, note particle_id
|
|
* starts counting at 1, first is dummy particle */
|
|
if(!motion && object) {
|
|
sync_dupli_particle(b_ob, *b_dup, object);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
b_ob.dupli_list_clear();
|
|
}
|
|
|
|
/* test if object needs to be hidden */
|
|
bool hide_tris;
|
|
|
|
if(!object_render_hide(b_ob, true, true, hide_tris)) {
|
|
/* object itself */
|
|
Transform tfm = get_transform(b_ob.matrix_world());
|
|
sync_object(b_ob, NULL, PointerRNA_NULL, tfm, ob_layer, motion_time, hide_tris);
|
|
}
|
|
}
|
|
|
|
cancel = progress.get_cancel();
|
|
}
|
|
}
|
|
|
|
progress.set_sync_status("");
|
|
|
|
if(!cancel && !motion) {
|
|
sync_background_light();
|
|
|
|
/* 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);
|
|
mesh_synced.clear();
|
|
}
|
|
|
|
if(motion)
|
|
mesh_motion_synced.clear();
|
|
}
|
|
|
|
void BlenderSync::sync_motion(BL::SpaceView3D b_v3d, BL::Object b_override, 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();
|
|
|
|
/* 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) {
|
|
/* fixed shutter time to get previous and next frame for motion pass */
|
|
float shuttertime;
|
|
|
|
if(scene->need_motion() == Scene::MOTION_PASS)
|
|
shuttertime = 2.0f;
|
|
else
|
|
shuttertime = scene->camera->shuttertime;
|
|
|
|
/* compute frame and subframe time */
|
|
float time = frame_center + relative_time * shuttertime * 0.5f;
|
|
int frame = (int)floorf(time);
|
|
float subframe = time - frame;
|
|
|
|
/* change frame */
|
|
python_thread_state_restore(python_thread_state);
|
|
b_scene.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_cam, relative_time);
|
|
|
|
/* sync object */
|
|
sync_objects(b_v3d, 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_scene.frame_set(frame_center, 0.0f);
|
|
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
|
|
|