All in all, this patch adds an Alembic importer, an Alembic exporter,
and a new CacheFile data block which, for now, wraps around an Alembic
archive. This data block is made available through a new modifier ("Mesh
Sequence Cache") as well as a new constraint ("Transform Cache") to
somewhat properly support respectively geometric and transformation data
streaming from alembic caches.
A more in-depth documentation is to be found on the wiki, as well as a
guide to compile alembic: https://wiki.blender.org/index.php/
User:Kevindietrich/AlembicBasicIo.
Many thanks to everyone involved in this little project, and huge shout
out to "cgstrive" for the thorough testings with Maya, 3ds Max, Houdini
and Realflow as well as @fjuhec, @jensverwiebe and @jasperge for the
custom builds and compile fixes.
Reviewers: sergey, campbellbarton, mont29
Reviewed By: sergey, campbellbarton, mont29
Differential Revision: https://developer.blender.org/D2060
220 lines
6.0 KiB
C++
220 lines
6.0 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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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) 2013 Blender Foundation.
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* All rights reserved.
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*
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* Original Author: Joshua Leung
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* Contributor(s): None Yet
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/depsgraph/intern/nodes/deg_node_component.h
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* \ingroup depsgraph
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*/
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#pragma once
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#include "intern/nodes/deg_node.h"
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#include "BLI_utildefines.h"
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#include "BLI_string.h"
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struct ID;
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struct bPoseChannel;
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struct GHash;
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struct EvaluationContext;
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namespace DEG {
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struct Depsgraph;
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struct OperationDepsNode;
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struct BoneComponentDepsNode;
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/* ID Component - Base type for all components */
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struct ComponentDepsNode : public DepsNode {
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/* Key used to look up operations within a component */
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struct OperationIDKey
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{
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eDepsOperation_Code opcode;
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string name;
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OperationIDKey() :
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opcode(DEG_OPCODE_OPERATION), name("")
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{}
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OperationIDKey(eDepsOperation_Code opcode) :
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opcode(opcode), name("")
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{}
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OperationIDKey(eDepsOperation_Code opcode, const string &name) :
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opcode(opcode), name(name)
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{}
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string identifier() const
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{
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char codebuf[5];
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BLI_snprintf(codebuf, sizeof(codebuf), "%d", opcode);
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return string("OperationIDKey(") + codebuf + ", " + name + ")";
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}
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bool operator==(const OperationIDKey &other) const
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{
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return (opcode == other.opcode) && (name == other.name);
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}
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};
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/* Typedef for container of operations */
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ComponentDepsNode();
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~ComponentDepsNode();
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void init(const ID *id, const string &subdata);
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string identifier() const;
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/* Find an existing operation, will throw an assert() if it does not exist. */
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OperationDepsNode *find_operation(OperationIDKey key) const;
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OperationDepsNode *find_operation(eDepsOperation_Code opcode,
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const string &name) const;
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/* Check operation exists and return it. */
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OperationDepsNode *has_operation(OperationIDKey key) const;
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OperationDepsNode *has_operation(eDepsOperation_Code opcode,
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const string &name) const;
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/**
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* Create a new node for representing an operation and add this to graph
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* \warning If an existing node is found, it will be modified. This helps
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* when node may have been partially created earlier (e.g. parent ref before
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* parent item is added)
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*
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* \param type: Operation node type (corresponding to context/component that
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* it operates in)
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* \param optype: Role that operation plays within component
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* (i.e. where in eval process)
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* \param op: The operation to perform
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* \param name: Identifier for operation - used to find/locate it again
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*/
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OperationDepsNode *add_operation(eDepsOperation_Type optype,
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DepsEvalOperationCb op,
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eDepsOperation_Code opcode,
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const string &name);
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void remove_operation(eDepsOperation_Code opcode, const string &name);
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void clear_operations();
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void tag_update(Depsgraph *graph);
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/* Evaluation Context Management .................. */
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/* Initialize component's evaluation context used for the specified
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* purpose.
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*/
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virtual bool eval_context_init(EvaluationContext * /*eval_ctx*/) { return false; }
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/* Free data in component's evaluation context which is used for
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* the specified purpose
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*
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* NOTE: this does not free the actual context in question
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*/
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virtual void eval_context_free(EvaluationContext * /*eval_ctx*/) {}
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OperationDepsNode *get_entry_operation();
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OperationDepsNode *get_exit_operation();
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void finalize_build();
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IDDepsNode *owner;
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/* ** Inner nodes for this component ** */
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/* Operations stored as a hash map, for faster build.
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* This hash map will be freed when graph is fully built.
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*/
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GHash *operations_map;
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/* This is a "normal" list of operations, used by evaluation
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* and other routines after construction.
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*/
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vector<OperationDepsNode *> operations;
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OperationDepsNode *entry_operation;
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OperationDepsNode *exit_operation;
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// XXX: a poll() callback to check if component's first node can be started?
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/* Temporary bitmask, used during graph construction. */
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unsigned int layers;
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};
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/* ---------------------------------------- */
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struct ParametersComponentDepsNode : public ComponentDepsNode {
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DEG_DEPSNODE_DECLARE;
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};
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struct AnimationComponentDepsNode : public ComponentDepsNode {
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DEG_DEPSNODE_DECLARE;
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};
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struct TransformComponentDepsNode : public ComponentDepsNode {
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DEG_DEPSNODE_DECLARE;
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};
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struct ProxyComponentDepsNode : public ComponentDepsNode {
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DEG_DEPSNODE_DECLARE;
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};
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struct GeometryComponentDepsNode : public ComponentDepsNode {
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DEG_DEPSNODE_DECLARE;
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};
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struct SequencerComponentDepsNode : public ComponentDepsNode {
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DEG_DEPSNODE_DECLARE;
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};
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struct PoseComponentDepsNode : public ComponentDepsNode {
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DEG_DEPSNODE_DECLARE;
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};
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/* Bone Component */
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struct BoneComponentDepsNode : public ComponentDepsNode {
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void init(const ID *id, const string &subdata);
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struct bPoseChannel *pchan; /* the bone that this component represents */
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DEG_DEPSNODE_DECLARE;
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};
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struct ParticlesComponentDepsNode : public ComponentDepsNode {
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DEG_DEPSNODE_DECLARE;
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};
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struct ShadingComponentDepsNode : public ComponentDepsNode {
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DEG_DEPSNODE_DECLARE;
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};
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struct CacheComponentDepsNode : public ComponentDepsNode {
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DEG_DEPSNODE_DECLARE;
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};
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void deg_register_component_depsnodes();
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} // namespace DEG
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