* Replace license text in headers with SPDX identifiers. * Remove specific license info from outdated readme.txt, instead leave details to the source files. * Add list of SPDX license identifiers used, and corresponding license texts. * Update copyright dates while we're at it. Ref D14069, T95597
82 lines
2.3 KiB
C++
82 lines
2.3 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#include "scene/particles.h"
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#include "scene/mesh.h"
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#include "scene/object.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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CCL_NAMESPACE_BEGIN
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/* Utilities */
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bool BlenderSync::sync_dupli_particle(BL::Object &b_ob,
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BL::DepsgraphObjectInstance &b_instance,
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Object *object)
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{
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/* Test if this dupli was generated from a particle system. */
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BL::ParticleSystem b_psys = b_instance.particle_system();
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if (!b_psys)
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return false;
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object->set_hide_on_missing_motion(true);
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/* test if we need particle data */
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if (!object->get_geometry()->need_attribute(scene, ATTR_STD_PARTICLE))
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return false;
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/* don't handle child particles yet */
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BL::Array<int, OBJECT_PERSISTENT_ID_SIZE> persistent_id = b_instance.persistent_id();
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if (persistent_id[0] >= b_psys.particles.length())
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return false;
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/* find particle system */
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ParticleSystemKey key(b_ob, persistent_id);
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ParticleSystem *psys;
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bool first_use = !particle_system_map.is_used(key);
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bool need_update = particle_system_map.add_or_update(&psys, b_ob, b_instance.object(), key);
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/* no update needed? */
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if (!need_update && !object->get_geometry()->is_modified() &&
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!scene->object_manager->need_update())
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return true;
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/* first time used in this sync loop? clear and tag update */
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if (first_use) {
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psys->particles.clear();
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psys->tag_update(scene);
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}
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/* add particle */
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BL::Particle b_pa = b_psys.particles[persistent_id[0]];
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Particle pa;
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pa.index = persistent_id[0];
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pa.age = b_scene.frame_current_final() - b_pa.birth_time();
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pa.lifetime = b_pa.lifetime();
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pa.location = get_float3(b_pa.location());
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pa.rotation = get_float4(b_pa.rotation());
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pa.size = b_pa.size();
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pa.velocity = get_float3(b_pa.velocity());
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pa.angular_velocity = get_float3(b_pa.angular_velocity());
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psys->particles.push_back_slow(pa);
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object->set_particle_system(psys);
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object->set_particle_index(psys->particles.size() - 1);
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if (object->particle_index_is_modified())
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scene->object_manager->tag_update(scene, ObjectManager::PARTICLE_MODIFIED);
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/* return that this object has particle data */
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return true;
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}
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CCL_NAMESPACE_END
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