Override layers are a standard feature of Alembic, where archives can override data from other archives, provided that the hierarchies match. This is useful for modifying a UV map, updating an animation, or even creating some sort of LOD system where low resolution meshes are swapped by high resolution versions. It is possible to add UV maps and vertex colors using this system, however, they will only appear in the spreadsheet editor when viewing evaluated data, as the UV map and Vertex color UI only show data present on the original mesh. Implementation wise, this adds a `CacheFileLayer` data structure to the `CacheFile` DNA, as well as some operators and UI to present and manage the layers. For both the Alembic importer and the Cycles procedural, the main change is creating an archive from a list of filepaths, instead of a single one. After importing the base file through the regular import operator, layers can be added to or removed from the `CacheFile` via the UI list under the `Override Layers` panel located in the Mesh Sequence Cache modifier. Layers can also be moved around or hidden. See differential page for tests files and demos. Reviewed by: brecht, sybren Differential Revision: https://developer.blender.org/D13603
85 lines
3.1 KiB
C++
85 lines
3.1 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2016 Blender Foundation.
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* All rights reserved.
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*/
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#pragma once
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/** \file
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* \ingroup bke
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*/
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct CacheFile;
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struct CacheFileLayer;
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struct CacheReader;
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struct Depsgraph;
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struct Main;
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struct Object;
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struct Scene;
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void BKE_cachefiles_init(void);
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void BKE_cachefiles_exit(void);
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void *BKE_cachefile_add(struct Main *bmain, const char *name);
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void BKE_cachefile_reload(struct Depsgraph *depsgraph, struct CacheFile *cache_file);
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void BKE_cachefile_eval(struct Main *bmain,
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struct Depsgraph *depsgraph,
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struct CacheFile *cache_file);
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bool BKE_cachefile_filepath_get(const struct Main *bmain,
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const struct Depsgraph *depsgrah,
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const struct CacheFile *cache_file,
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char r_filename[1024]);
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float BKE_cachefile_time_offset(const struct CacheFile *cache_file, float time, float fps);
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/* Modifiers and constraints open and free readers through these. */
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void BKE_cachefile_reader_open(struct CacheFile *cache_file,
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struct CacheReader **reader,
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struct Object *object,
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const char *object_path);
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void BKE_cachefile_reader_free(struct CacheFile *cache_file, struct CacheReader **reader);
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/**
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* Determine whether the #CacheFile should use a render engine procedural. If so, data is not read
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* from the file and bounding boxes are used to represent the objects in the Scene.
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* Render engines will receive the bounding box as a placeholder but can instead
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* load the data directly if they support it.
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*/
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bool BKE_cache_file_uses_render_procedural(const struct CacheFile *cache_file,
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struct Scene *scene,
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int dag_eval_mode);
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/* Add a layer to the cache_file. Return NULL if the filename is already that of an existing layer
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* or if the number of layers exceeds the maximum allowed layer count. */
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struct CacheFileLayer *BKE_cachefile_add_layer(struct CacheFile *cache_file,
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const char filename[1024]);
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struct CacheFileLayer *BKE_cachefile_get_active_layer(struct CacheFile *cache_file);
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void BKE_cachefile_remove_layer(struct CacheFile *cache_file, struct CacheFileLayer *layer);
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#ifdef __cplusplus
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}
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#endif
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