This inconsistency drove me totally crazy, it's really confusing when it's inconsistent especially when you work on both Cycles and Blender sides. Shouldn;t cause merge PITA, it's whitespace changes only, Git should be able to merge it nicely.
617 lines
17 KiB
C++
617 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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#include "util_logging.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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flag |= get_boolean(cvisibility, "scatter")? PATH_RAY_VOLUME_SCATTER: 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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light->max_bounces = get_int(clamp, "max_bounces");
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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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light->use_scatter = (visibility & PATH_RAY_VOLUME_SCATTER) != 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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VLOG(1) << "Object " << b_ob.name() << " motion detected.";
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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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}
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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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while(parent) {
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if(object_render_hide_original(b_ob.type(),
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parent.dupli_type()))
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{
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if(parent_hide) {
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hide_as_dupli_child_original = true;
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break;
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}
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}
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parent = parent.parent();
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}
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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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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 : DAG_EVAL_PREVIEW
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* 2 : DAG_EVAL_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)) {
|
|
/* dupli objects */
|
|
b_ob.dupli_list_create(b_scene, dupli_settings);
|
|
|
|
BL::Object::dupli_list_iterator b_dup;
|
|
|
|
for(b_ob.dupli_list.begin(b_dup); b_dup != b_ob.dupli_list.end(); ++b_dup) {
|
|
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);
|
|
}
|
|
|
|
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_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_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_engine.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
|
|
|