For example ``` OIIOOutputDriver::~OIIOOutputDriver() { } ``` becomes ``` OIIOOutputDriver::~OIIOOutputDriver() {} ``` Saves quite some vertical space, which is especially handy for constructors. Pull Request: blender/blender#105594
1123 lines
38 KiB
C++
1123 lines
38 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#include <optional>
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#include "blender/sync.h"
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#include "blender/util.h"
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#include "scene/attribute.h"
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#include "scene/camera.h"
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#include "scene/curves.h"
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#include "scene/hair.h"
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#include "scene/object.h"
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#include "scene/scene.h"
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#include "util/color.h"
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#include "util/foreach.h"
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#include "util/hash.h"
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#include "util/log.h"
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CCL_NAMESPACE_BEGIN
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ParticleCurveData::ParticleCurveData() {}
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ParticleCurveData::~ParticleCurveData() {}
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static float shaperadius(float shape, float root, float tip, float time)
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{
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assert(time >= 0.0f);
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assert(time <= 1.0f);
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float radius = 1.0f - time;
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if (shape != 0.0f) {
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if (shape < 0.0f)
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radius = powf(radius, 1.0f + shape);
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else
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radius = powf(radius, 1.0f / (1.0f - shape));
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}
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return (radius * (root - tip)) + tip;
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}
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/* curve functions */
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static bool ObtainCacheParticleData(
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Hair *hair, BL::Mesh *b_mesh, BL::Object *b_ob, ParticleCurveData *CData, bool background)
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{
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int curvenum = 0;
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int keyno = 0;
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if (!(hair && b_mesh && b_ob && CData))
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return false;
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Transform tfm = get_transform(b_ob->matrix_world());
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Transform itfm = transform_inverse(tfm);
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for (BL::Modifier &b_mod : b_ob->modifiers) {
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if ((b_mod.type() == b_mod.type_PARTICLE_SYSTEM) &&
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(background ? b_mod.show_render() : b_mod.show_viewport())) {
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BL::ParticleSystemModifier psmd((const PointerRNA)b_mod.ptr);
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BL::ParticleSystem b_psys((const PointerRNA)psmd.particle_system().ptr);
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BL::ParticleSettings b_part((const PointerRNA)b_psys.settings().ptr);
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if ((b_part.render_type() == BL::ParticleSettings::render_type_PATH) &&
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(b_part.type() == BL::ParticleSettings::type_HAIR)) {
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int shader = clamp(b_part.material() - 1, 0, hair->get_used_shaders().size() - 1);
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int display_step = background ? b_part.render_step() : b_part.display_step();
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int totparts = b_psys.particles.length();
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int totchild = background ? b_psys.child_particles.length() :
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(int)((float)b_psys.child_particles.length() *
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(float)b_part.display_percentage() / 100.0f);
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int totcurves = totchild;
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if (b_part.child_type() == 0 || totchild == 0)
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totcurves += totparts;
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if (totcurves == 0)
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continue;
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int ren_step = (1 << display_step) + 1;
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if (b_part.kink() == BL::ParticleSettings::kink_SPIRAL)
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ren_step += b_part.kink_extra_steps();
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CData->psys_firstcurve.push_back_slow(curvenum);
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CData->psys_curvenum.push_back_slow(totcurves);
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CData->psys_shader.push_back_slow(shader);
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float radius = b_part.radius_scale() * 0.5f;
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CData->psys_rootradius.push_back_slow(radius * b_part.root_radius());
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CData->psys_tipradius.push_back_slow(radius * b_part.tip_radius());
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CData->psys_shape.push_back_slow(b_part.shape());
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CData->psys_closetip.push_back_slow(b_part.use_close_tip());
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int pa_no = 0;
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if (!(b_part.child_type() == 0) && totchild != 0)
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pa_no = totparts;
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int num_add = (totparts + totchild - pa_no);
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CData->curve_firstkey.reserve(CData->curve_firstkey.size() + num_add);
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CData->curve_keynum.reserve(CData->curve_keynum.size() + num_add);
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CData->curve_length.reserve(CData->curve_length.size() + num_add);
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CData->curvekey_co.reserve(CData->curvekey_co.size() + num_add * ren_step);
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CData->curvekey_time.reserve(CData->curvekey_time.size() + num_add * ren_step);
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for (; pa_no < totparts + totchild; pa_no++) {
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int keynum = 0;
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CData->curve_firstkey.push_back_slow(keyno);
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float curve_length = 0.0f;
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float3 prev_co_world = zero_float3();
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float3 prev_co_object = zero_float3();
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for (int step_no = 0; step_no < ren_step; step_no++) {
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float3 co_world = prev_co_world;
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b_psys.co_hair(*b_ob, pa_no, step_no, &co_world.x);
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float3 co_object = transform_point(&itfm, co_world);
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if (step_no > 0) {
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const float step_length = len(co_object - prev_co_object);
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curve_length += step_length;
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}
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CData->curvekey_co.push_back_slow(co_object);
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CData->curvekey_time.push_back_slow(curve_length);
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prev_co_object = co_object;
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prev_co_world = co_world;
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keynum++;
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}
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keyno += keynum;
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CData->curve_keynum.push_back_slow(keynum);
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CData->curve_length.push_back_slow(curve_length);
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curvenum++;
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}
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}
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}
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}
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return true;
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}
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static bool ObtainCacheParticleUV(Hair *hair,
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BL::Mesh *b_mesh,
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BL::Object *b_ob,
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ParticleCurveData *CData,
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bool background,
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int uv_num)
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{
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if (!(hair && b_mesh && b_ob && CData))
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return false;
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CData->curve_uv.clear();
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for (BL::Modifier &b_mod : b_ob->modifiers) {
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if ((b_mod.type() == b_mod.type_PARTICLE_SYSTEM) &&
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(background ? b_mod.show_render() : b_mod.show_viewport())) {
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BL::ParticleSystemModifier psmd((const PointerRNA)b_mod.ptr);
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BL::ParticleSystem b_psys((const PointerRNA)psmd.particle_system().ptr);
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BL::ParticleSettings b_part((const PointerRNA)b_psys.settings().ptr);
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if ((b_part.render_type() == BL::ParticleSettings::render_type_PATH) &&
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(b_part.type() == BL::ParticleSettings::type_HAIR)) {
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int totparts = b_psys.particles.length();
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int totchild = background ? b_psys.child_particles.length() :
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(int)((float)b_psys.child_particles.length() *
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(float)b_part.display_percentage() / 100.0f);
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int totcurves = totchild;
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if (b_part.child_type() == 0 || totchild == 0)
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totcurves += totparts;
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if (totcurves == 0)
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continue;
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int pa_no = 0;
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if (!(b_part.child_type() == 0) && totchild != 0)
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pa_no = totparts;
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int num_add = (totparts + totchild - pa_no);
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CData->curve_uv.reserve(CData->curve_uv.size() + num_add);
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BL::ParticleSystem::particles_iterator b_pa;
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b_psys.particles.begin(b_pa);
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for (; pa_no < totparts + totchild; pa_no++) {
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/* Add UVs */
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BL::Mesh::uv_layers_iterator l;
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b_mesh->uv_layers.begin(l);
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float2 uv = zero_float2();
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if (!b_mesh->uv_layers.empty())
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b_psys.uv_on_emitter(psmd, *b_pa, pa_no, uv_num, &uv.x);
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CData->curve_uv.push_back_slow(uv);
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if (pa_no < totparts && b_pa != b_psys.particles.end())
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++b_pa;
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}
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}
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}
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}
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return true;
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}
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static bool ObtainCacheParticleVcol(Hair *hair,
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BL::Mesh *b_mesh,
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BL::Object *b_ob,
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ParticleCurveData *CData,
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bool background,
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int vcol_num)
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{
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if (!(hair && b_mesh && b_ob && CData))
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return false;
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CData->curve_vcol.clear();
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for (BL::Modifier &b_mod : b_ob->modifiers) {
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if ((b_mod.type() == b_mod.type_PARTICLE_SYSTEM) &&
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(background ? b_mod.show_render() : b_mod.show_viewport())) {
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BL::ParticleSystemModifier psmd((const PointerRNA)b_mod.ptr);
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BL::ParticleSystem b_psys((const PointerRNA)psmd.particle_system().ptr);
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BL::ParticleSettings b_part((const PointerRNA)b_psys.settings().ptr);
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if ((b_part.render_type() == BL::ParticleSettings::render_type_PATH) &&
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(b_part.type() == BL::ParticleSettings::type_HAIR)) {
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int totparts = b_psys.particles.length();
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int totchild = background ? b_psys.child_particles.length() :
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(int)((float)b_psys.child_particles.length() *
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(float)b_part.display_percentage() / 100.0f);
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int totcurves = totchild;
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if (b_part.child_type() == 0 || totchild == 0)
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totcurves += totparts;
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if (totcurves == 0)
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continue;
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int pa_no = 0;
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if (!(b_part.child_type() == 0) && totchild != 0)
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pa_no = totparts;
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int num_add = (totparts + totchild - pa_no);
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CData->curve_vcol.reserve(CData->curve_vcol.size() + num_add);
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BL::ParticleSystem::particles_iterator b_pa;
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b_psys.particles.begin(b_pa);
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for (; pa_no < totparts + totchild; pa_no++) {
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/* Add vertex colors */
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BL::Mesh::vertex_colors_iterator l;
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b_mesh->vertex_colors.begin(l);
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float4 vcol = make_float4(0.0f, 0.0f, 0.0f, 1.0f);
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if (!b_mesh->vertex_colors.empty())
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b_psys.mcol_on_emitter(psmd, *b_pa, pa_no, vcol_num, &vcol.x);
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CData->curve_vcol.push_back_slow(vcol);
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if (pa_no < totparts && b_pa != b_psys.particles.end())
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++b_pa;
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}
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}
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}
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}
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return true;
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}
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static void ExportCurveSegments(Scene *scene, Hair *hair, ParticleCurveData *CData)
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{
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int num_keys = 0;
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int num_curves = 0;
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if (hair->num_curves())
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return;
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Attribute *attr_intercept = NULL;
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Attribute *attr_length = NULL;
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Attribute *attr_random = NULL;
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if (hair->need_attribute(scene, ATTR_STD_CURVE_INTERCEPT))
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attr_intercept = hair->attributes.add(ATTR_STD_CURVE_INTERCEPT);
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if (hair->need_attribute(scene, ATTR_STD_CURVE_LENGTH))
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attr_length = hair->attributes.add(ATTR_STD_CURVE_LENGTH);
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if (hair->need_attribute(scene, ATTR_STD_CURVE_RANDOM))
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attr_random = hair->attributes.add(ATTR_STD_CURVE_RANDOM);
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/* compute and reserve size of arrays */
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for (int sys = 0; sys < CData->psys_firstcurve.size(); sys++) {
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for (int curve = CData->psys_firstcurve[sys];
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curve < CData->psys_firstcurve[sys] + CData->psys_curvenum[sys];
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curve++) {
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num_keys += CData->curve_keynum[curve];
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num_curves++;
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}
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}
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hair->reserve_curves(hair->num_curves() + num_curves, hair->get_curve_keys().size() + num_keys);
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num_keys = 0;
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num_curves = 0;
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/* actually export */
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for (int sys = 0; sys < CData->psys_firstcurve.size(); sys++) {
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for (int curve = CData->psys_firstcurve[sys];
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curve < CData->psys_firstcurve[sys] + CData->psys_curvenum[sys];
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curve++) {
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size_t num_curve_keys = 0;
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for (int curvekey = CData->curve_firstkey[curve];
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curvekey < CData->curve_firstkey[curve] + CData->curve_keynum[curve];
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curvekey++) {
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const float3 ickey_loc = CData->curvekey_co[curvekey];
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const float curve_time = CData->curvekey_time[curvekey];
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const float curve_length = CData->curve_length[curve];
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const float time = (curve_length > 0.0f) ? curve_time / curve_length : 0.0f;
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float radius = shaperadius(
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CData->psys_shape[sys], CData->psys_rootradius[sys], CData->psys_tipradius[sys], time);
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if (CData->psys_closetip[sys] &&
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(curvekey == CData->curve_firstkey[curve] + CData->curve_keynum[curve] - 1)) {
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radius = 0.0f;
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}
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hair->add_curve_key(ickey_loc, radius);
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if (attr_intercept)
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attr_intercept->add(time);
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num_curve_keys++;
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}
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if (attr_length != NULL) {
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attr_length->add(CData->curve_length[curve]);
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}
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if (attr_random != NULL) {
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attr_random->add(hash_uint2_to_float(num_curves, 0));
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}
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hair->add_curve(num_keys, CData->psys_shader[sys]);
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num_keys += num_curve_keys;
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num_curves++;
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}
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}
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/* check allocation */
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if ((hair->get_curve_keys().size() != num_keys) || (hair->num_curves() != num_curves)) {
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VLOG_WARNING << "Hair memory allocation failed, clearing data.";
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hair->clear(true);
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}
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}
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static float4 CurveSegmentMotionCV(ParticleCurveData *CData, int sys, int curve, int curvekey)
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{
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const float3 ickey_loc = CData->curvekey_co[curvekey];
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const float curve_time = CData->curvekey_time[curvekey];
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const float curve_length = CData->curve_length[curve];
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float time = (curve_length > 0.0f) ? curve_time / curve_length : 0.0f;
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float radius = shaperadius(
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CData->psys_shape[sys], CData->psys_rootradius[sys], CData->psys_tipradius[sys], time);
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if (CData->psys_closetip[sys] &&
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(curvekey == CData->curve_firstkey[curve] + CData->curve_keynum[curve] - 1))
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radius = 0.0f;
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/* curve motion keys store both position and radius in float4 */
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float4 mP = float3_to_float4(ickey_loc);
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mP.w = radius;
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return mP;
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}
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static float4 LerpCurveSegmentMotionCV(ParticleCurveData *CData, int sys, int curve, float step)
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{
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assert(step >= 0.0f);
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assert(step <= 1.0f);
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const int first_curve_key = CData->curve_firstkey[curve];
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const float curve_key_f = step * (CData->curve_keynum[curve] - 1);
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int curvekey = (int)floorf(curve_key_f);
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const float remainder = curve_key_f - curvekey;
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if (remainder == 0.0f) {
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return CurveSegmentMotionCV(CData, sys, curve, first_curve_key + curvekey);
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}
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int curvekey2 = curvekey + 1;
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if (curvekey2 >= (CData->curve_keynum[curve] - 1)) {
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curvekey2 = (CData->curve_keynum[curve] - 1);
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curvekey = curvekey2 - 1;
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}
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const float4 mP = CurveSegmentMotionCV(CData, sys, curve, first_curve_key + curvekey);
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const float4 mP2 = CurveSegmentMotionCV(CData, sys, curve, first_curve_key + curvekey2);
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return lerp(mP, mP2, remainder);
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}
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static void export_hair_motion_validate_attribute(Hair *hair,
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int motion_step,
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int num_motion_keys,
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bool have_motion)
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{
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Attribute *attr_mP = hair->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
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const int num_keys = hair->get_curve_keys().size();
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if (num_motion_keys != num_keys || !have_motion) {
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/* No motion or hair "topology" changed, remove attributes again. */
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if (num_motion_keys != num_keys) {
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VLOG_WORK << "Hair topology changed, removing motion attribute.";
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}
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hair->attributes.remove(ATTR_STD_MOTION_VERTEX_POSITION);
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}
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else if (motion_step > 0) {
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/* Motion, fill up previous steps that we might have skipped because
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* they had no motion, but we need them anyway now. */
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for (int step = 0; step < motion_step; step++) {
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float4 *mP = attr_mP->data_float4() + step * num_keys;
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for (int key = 0; key < num_keys; key++) {
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mP[key] = float3_to_float4(hair->get_curve_keys()[key]);
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mP[key].w = hair->get_curve_radius()[key];
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}
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}
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}
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}
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static void ExportCurveSegmentsMotion(Hair *hair, ParticleCurveData *CData, int motion_step)
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{
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/* find attribute */
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Attribute *attr_mP = hair->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
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bool new_attribute = false;
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/* add new attribute if it doesn't exist already */
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if (!attr_mP) {
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attr_mP = hair->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION);
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new_attribute = true;
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}
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/* export motion vectors for curve keys */
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size_t numkeys = hair->get_curve_keys().size();
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float4 *mP = attr_mP->data_float4() + motion_step * numkeys;
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bool have_motion = false;
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int i = 0;
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int num_curves = 0;
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for (int sys = 0; sys < CData->psys_firstcurve.size(); sys++) {
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for (int curve = CData->psys_firstcurve[sys];
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curve < CData->psys_firstcurve[sys] + CData->psys_curvenum[sys];
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curve++) {
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/* Curve lengths may not match! Curves can be clipped. */
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int curve_key_end = (num_curves + 1 < (int)hair->get_curve_first_key().size() ?
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hair->get_curve_first_key()[num_curves + 1] :
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(int)hair->get_curve_keys().size());
|
|
const int num_center_curve_keys = curve_key_end - hair->get_curve_first_key()[num_curves];
|
|
const int is_num_keys_different = CData->curve_keynum[curve] - num_center_curve_keys;
|
|
|
|
if (!is_num_keys_different) {
|
|
for (int curvekey = CData->curve_firstkey[curve];
|
|
curvekey < CData->curve_firstkey[curve] + CData->curve_keynum[curve];
|
|
curvekey++) {
|
|
if (i < hair->get_curve_keys().size()) {
|
|
mP[i] = CurveSegmentMotionCV(CData, sys, curve, curvekey);
|
|
if (!have_motion) {
|
|
/* unlike mesh coordinates, these tend to be slightly different
|
|
* between frames due to particle transforms into/out of object
|
|
* space, so we use an epsilon to detect actual changes */
|
|
float4 curve_key = float3_to_float4(hair->get_curve_keys()[i]);
|
|
curve_key.w = hair->get_curve_radius()[i];
|
|
if (len_squared(mP[i] - curve_key) > 1e-5f * 1e-5f)
|
|
have_motion = true;
|
|
}
|
|
}
|
|
i++;
|
|
}
|
|
}
|
|
else {
|
|
/* Number of keys has changed. Generate an interpolated version
|
|
* to preserve motion blur. */
|
|
const float step_size = num_center_curve_keys > 1 ? 1.0f / (num_center_curve_keys - 1) :
|
|
0.0f;
|
|
for (int step_index = 0; step_index < num_center_curve_keys; ++step_index) {
|
|
const float step = step_index * step_size;
|
|
mP[i] = LerpCurveSegmentMotionCV(CData, sys, curve, step);
|
|
i++;
|
|
}
|
|
have_motion = true;
|
|
}
|
|
num_curves++;
|
|
}
|
|
}
|
|
|
|
/* In case of new attribute, we verify if there really was any motion. */
|
|
if (new_attribute) {
|
|
export_hair_motion_validate_attribute(hair, motion_step, i, have_motion);
|
|
}
|
|
}
|
|
|
|
/* Hair Curve Sync */
|
|
|
|
bool BlenderSync::object_has_particle_hair(BL::Object b_ob)
|
|
{
|
|
/* Test if the object has a particle modifier with hair. */
|
|
for (BL::Modifier &b_mod : b_ob.modifiers) {
|
|
if ((b_mod.type() == b_mod.type_PARTICLE_SYSTEM) &&
|
|
(preview ? b_mod.show_viewport() : b_mod.show_render())) {
|
|
BL::ParticleSystemModifier psmd((const PointerRNA)b_mod.ptr);
|
|
BL::ParticleSystem b_psys((const PointerRNA)psmd.particle_system().ptr);
|
|
BL::ParticleSettings b_part((const PointerRNA)b_psys.settings().ptr);
|
|
|
|
if ((b_part.render_type() == BL::ParticleSettings::render_type_PATH) &&
|
|
(b_part.type() == BL::ParticleSettings::type_HAIR)) {
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/* Old particle hair. */
|
|
void BlenderSync::sync_particle_hair(
|
|
Hair *hair, BL::Mesh &b_mesh, BObjectInfo &b_ob_info, bool motion, int motion_step)
|
|
{
|
|
if (!b_ob_info.is_real_object_data()) {
|
|
return;
|
|
}
|
|
BL::Object b_ob = b_ob_info.real_object;
|
|
|
|
/* obtain general settings */
|
|
if (b_ob.mode() == b_ob.mode_PARTICLE_EDIT || b_ob.mode() == b_ob.mode_EDIT) {
|
|
return;
|
|
}
|
|
|
|
/* Extract particle hair data - should be combined with connecting to mesh later. */
|
|
|
|
ParticleCurveData CData;
|
|
|
|
ObtainCacheParticleData(hair, &b_mesh, &b_ob, &CData, !preview);
|
|
|
|
/* add hair geometry */
|
|
if (motion)
|
|
ExportCurveSegmentsMotion(hair, &CData, motion_step);
|
|
else
|
|
ExportCurveSegments(scene, hair, &CData);
|
|
|
|
/* generated coordinates from first key. we should ideally get this from
|
|
* blender to handle deforming objects */
|
|
if (!motion) {
|
|
if (hair->need_attribute(scene, ATTR_STD_GENERATED)) {
|
|
float3 loc, size;
|
|
mesh_texture_space(b_mesh, loc, size);
|
|
|
|
Attribute *attr_generated = hair->attributes.add(ATTR_STD_GENERATED);
|
|
float3 *generated = attr_generated->data_float3();
|
|
|
|
for (size_t i = 0; i < hair->num_curves(); i++) {
|
|
float3 co = hair->get_curve_keys()[hair->get_curve(i).first_key];
|
|
generated[i] = co * size - loc;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* create vertex color attributes */
|
|
if (!motion) {
|
|
BL::Mesh::vertex_colors_iterator l;
|
|
int vcol_num = 0;
|
|
|
|
for (b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l, vcol_num++) {
|
|
if (!hair->need_attribute(scene, ustring(l->name().c_str())))
|
|
continue;
|
|
|
|
ObtainCacheParticleVcol(hair, &b_mesh, &b_ob, &CData, !preview, vcol_num);
|
|
|
|
Attribute *attr_vcol = hair->attributes.add(
|
|
ustring(l->name().c_str()), TypeRGBA, ATTR_ELEMENT_CURVE);
|
|
|
|
float4 *fdata = attr_vcol->data_float4();
|
|
|
|
if (fdata) {
|
|
size_t i = 0;
|
|
|
|
/* Encode vertex color using the sRGB curve. */
|
|
for (size_t curve = 0; curve < CData.curve_vcol.size(); curve++) {
|
|
fdata[i++] = color_srgb_to_linear_v4(CData.curve_vcol[curve]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* create UV attributes */
|
|
if (!motion) {
|
|
BL::Mesh::uv_layers_iterator l;
|
|
int uv_num = 0;
|
|
|
|
for (b_mesh.uv_layers.begin(l); l != b_mesh.uv_layers.end(); ++l, uv_num++) {
|
|
bool active_render = l->active_render();
|
|
AttributeStandard std = (active_render) ? ATTR_STD_UV : ATTR_STD_NONE;
|
|
ustring name = ustring(l->name().c_str());
|
|
|
|
/* UV map */
|
|
if (hair->need_attribute(scene, name) || hair->need_attribute(scene, std)) {
|
|
Attribute *attr_uv;
|
|
|
|
ObtainCacheParticleUV(hair, &b_mesh, &b_ob, &CData, !preview, uv_num);
|
|
|
|
if (active_render)
|
|
attr_uv = hair->attributes.add(std, name);
|
|
else
|
|
attr_uv = hair->attributes.add(name, TypeFloat2, ATTR_ELEMENT_CURVE);
|
|
|
|
float2 *uv = attr_uv->data_float2();
|
|
|
|
if (uv) {
|
|
size_t i = 0;
|
|
|
|
for (size_t curve = 0; curve < CData.curve_uv.size(); curve++) {
|
|
uv[i++] = CData.curve_uv[curve];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static std::optional<BL::FloatAttribute> find_curves_radius_attribute(BL::Curves b_curves)
|
|
{
|
|
for (BL::Attribute &b_attribute : b_curves.attributes) {
|
|
if (b_attribute.name() != "radius") {
|
|
continue;
|
|
}
|
|
if (b_attribute.domain() != BL::Attribute::domain_POINT) {
|
|
continue;
|
|
}
|
|
if (b_attribute.data_type() != BL::Attribute::data_type_FLOAT) {
|
|
continue;
|
|
}
|
|
return BL::FloatAttribute{b_attribute};
|
|
}
|
|
return std::nullopt;
|
|
}
|
|
|
|
static BL::FloatVectorAttribute find_curves_position_attribute(BL::Curves b_curves)
|
|
{
|
|
for (BL::Attribute &b_attribute : b_curves.attributes) {
|
|
if (b_attribute.name() != "position") {
|
|
continue;
|
|
}
|
|
if (b_attribute.domain() != BL::Attribute::domain_POINT) {
|
|
continue;
|
|
}
|
|
if (b_attribute.data_type() != BL::Attribute::data_type_FLOAT_VECTOR) {
|
|
continue;
|
|
}
|
|
return BL::FloatVectorAttribute{b_attribute};
|
|
}
|
|
/* The position attribute must exist. */
|
|
assert(false);
|
|
return BL::FloatVectorAttribute{b_curves.attributes[0]};
|
|
}
|
|
|
|
template<typename TypeInCycles, typename GetValueAtIndex>
|
|
static void fill_generic_attribute(BL::Curves &b_curves,
|
|
TypeInCycles *data,
|
|
const AttributeElement element,
|
|
const GetValueAtIndex &get_value_at_index)
|
|
{
|
|
switch (element) {
|
|
case ATTR_ELEMENT_CURVE_KEY: {
|
|
const int num_points = b_curves.points.length();
|
|
for (int i = 0; i < num_points; i++) {
|
|
data[i] = get_value_at_index(i);
|
|
}
|
|
break;
|
|
}
|
|
case ATTR_ELEMENT_CURVE: {
|
|
const int num_verts = b_curves.curves.length();
|
|
for (int i = 0; i < num_verts; i++) {
|
|
data[i] = get_value_at_index(i);
|
|
}
|
|
break;
|
|
}
|
|
default: {
|
|
assert(false);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void attr_create_motion(Hair *hair, BL::Attribute &b_attribute, const float motion_scale)
|
|
{
|
|
if (!(b_attribute.domain() == BL::Attribute::domain_POINT) &&
|
|
(b_attribute.data_type() == BL::Attribute::data_type_FLOAT_VECTOR)) {
|
|
return;
|
|
}
|
|
|
|
BL::FloatVectorAttribute b_vector_attribute(b_attribute);
|
|
const int num_curve_keys = hair->get_curve_keys().size();
|
|
|
|
/* Find or add attribute */
|
|
float3 *P = &hair->get_curve_keys()[0];
|
|
Attribute *attr_mP = hair->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
|
|
|
|
if (!attr_mP) {
|
|
attr_mP = hair->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION);
|
|
}
|
|
|
|
/* Only export previous and next frame, we don't have any in between data. */
|
|
float motion_times[2] = {-1.0f, 1.0f};
|
|
for (int step = 0; step < 2; step++) {
|
|
const float relative_time = motion_times[step] * 0.5f * motion_scale;
|
|
float3 *mP = attr_mP->data_float3() + step * num_curve_keys;
|
|
|
|
for (int i = 0; i < num_curve_keys; i++) {
|
|
mP[i] = P[i] + get_float3(b_vector_attribute.data[i].vector()) * relative_time;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void attr_create_uv(AttributeSet &attributes,
|
|
BL::Curves &b_curves,
|
|
BL::Attribute &b_attribute,
|
|
const ustring name)
|
|
{
|
|
BL::Float2Attribute b_float2_attribute{b_attribute};
|
|
Attribute *attr = attributes.add(ATTR_STD_UV, name);
|
|
|
|
float2 *data = attr->data_float2();
|
|
fill_generic_attribute(b_curves, data, ATTR_ELEMENT_CURVE, [&](int i) {
|
|
BL::Array<float, 2> v = b_float2_attribute.data[i].vector();
|
|
return make_float2(v[0], v[1]);
|
|
});
|
|
}
|
|
|
|
static void attr_create_generic(Scene *scene,
|
|
Hair *hair,
|
|
BL::Curves &b_curves,
|
|
const bool need_motion,
|
|
const float motion_scale)
|
|
{
|
|
AttributeSet &attributes = hair->attributes;
|
|
static const ustring u_velocity("velocity");
|
|
const bool need_uv = hair->need_attribute(scene, ATTR_STD_UV);
|
|
bool have_uv = false;
|
|
|
|
for (BL::Attribute &b_attribute : b_curves.attributes) {
|
|
const ustring name{b_attribute.name().c_str()};
|
|
|
|
const BL::Attribute::domain_enum b_domain = b_attribute.domain();
|
|
const BL::Attribute::data_type_enum b_data_type = b_attribute.data_type();
|
|
|
|
if (need_motion && name == u_velocity) {
|
|
attr_create_motion(hair, b_attribute, motion_scale);
|
|
continue;
|
|
}
|
|
|
|
/* Weak, use first float2 attribute as standard UV. */
|
|
if (need_uv && !have_uv && b_data_type == BL::Attribute::data_type_FLOAT2 &&
|
|
b_domain == BL::Attribute::domain_CURVE) {
|
|
attr_create_uv(attributes, b_curves, b_attribute, name);
|
|
have_uv = true;
|
|
continue;
|
|
}
|
|
|
|
if (!hair->need_attribute(scene, name)) {
|
|
continue;
|
|
}
|
|
if (attributes.find(name)) {
|
|
continue;
|
|
}
|
|
|
|
AttributeElement element = ATTR_ELEMENT_NONE;
|
|
switch (b_domain) {
|
|
case BL::Attribute::domain_POINT:
|
|
element = ATTR_ELEMENT_CURVE_KEY;
|
|
break;
|
|
case BL::Attribute::domain_CURVE:
|
|
element = ATTR_ELEMENT_CURVE;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if (element == ATTR_ELEMENT_NONE) {
|
|
/* Not supported. */
|
|
continue;
|
|
}
|
|
switch (b_data_type) {
|
|
case BL::Attribute::data_type_FLOAT: {
|
|
BL::FloatAttribute b_float_attribute{b_attribute};
|
|
Attribute *attr = attributes.add(name, TypeFloat, element);
|
|
float *data = attr->data_float();
|
|
fill_generic_attribute(
|
|
b_curves, data, element, [&](int i) { return b_float_attribute.data[i].value(); });
|
|
break;
|
|
}
|
|
case BL::Attribute::data_type_BOOLEAN: {
|
|
BL::BoolAttribute b_bool_attribute{b_attribute};
|
|
Attribute *attr = attributes.add(name, TypeFloat, element);
|
|
float *data = attr->data_float();
|
|
fill_generic_attribute(b_curves, data, element, [&](int i) {
|
|
return (float)b_bool_attribute.data[i].value();
|
|
});
|
|
break;
|
|
}
|
|
case BL::Attribute::data_type_INT: {
|
|
BL::IntAttribute b_int_attribute{b_attribute};
|
|
Attribute *attr = attributes.add(name, TypeFloat, element);
|
|
float *data = attr->data_float();
|
|
fill_generic_attribute(b_curves, data, element, [&](int i) {
|
|
return (float)b_int_attribute.data[i].value();
|
|
});
|
|
break;
|
|
}
|
|
case BL::Attribute::data_type_FLOAT_VECTOR: {
|
|
BL::FloatVectorAttribute b_vector_attribute{b_attribute};
|
|
Attribute *attr = attributes.add(name, TypeVector, element);
|
|
float3 *data = attr->data_float3();
|
|
fill_generic_attribute(b_curves, data, element, [&](int i) {
|
|
BL::Array<float, 3> v = b_vector_attribute.data[i].vector();
|
|
return make_float3(v[0], v[1], v[2]);
|
|
});
|
|
break;
|
|
}
|
|
case BL::Attribute::data_type_FLOAT_COLOR: {
|
|
BL::FloatColorAttribute b_color_attribute{b_attribute};
|
|
Attribute *attr = attributes.add(name, TypeRGBA, element);
|
|
float4 *data = attr->data_float4();
|
|
fill_generic_attribute(b_curves, data, element, [&](int i) {
|
|
BL::Array<float, 4> v = b_color_attribute.data[i].color();
|
|
return make_float4(v[0], v[1], v[2], v[3]);
|
|
});
|
|
break;
|
|
}
|
|
case BL::Attribute::data_type_FLOAT2: {
|
|
BL::Float2Attribute b_float2_attribute{b_attribute};
|
|
Attribute *attr = attributes.add(name, TypeFloat2, element);
|
|
float2 *data = attr->data_float2();
|
|
fill_generic_attribute(b_curves, data, element, [&](int i) {
|
|
BL::Array<float, 2> v = b_float2_attribute.data[i].vector();
|
|
return make_float2(v[0], v[1]);
|
|
});
|
|
break;
|
|
}
|
|
default:
|
|
/* Not supported. */
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
static float4 hair_point_as_float4(BL::FloatVectorAttribute b_attr_position,
|
|
std::optional<BL::FloatAttribute> b_attr_radius,
|
|
const int index)
|
|
{
|
|
float4 mP = float3_to_float4(get_float3(b_attr_position.data[index].vector()));
|
|
mP.w = b_attr_radius ? b_attr_radius->data[index].value() : 0.005f;
|
|
return mP;
|
|
}
|
|
|
|
static float4 interpolate_hair_points(BL::FloatVectorAttribute b_attr_position,
|
|
std::optional<BL::FloatAttribute> b_attr_radius,
|
|
const int first_point_index,
|
|
const int num_points,
|
|
const float step)
|
|
{
|
|
const float curve_t = step * (num_points - 1);
|
|
const int point_a = clamp((int)curve_t, 0, num_points - 1);
|
|
const int point_b = min(point_a + 1, num_points - 1);
|
|
const float t = curve_t - (float)point_a;
|
|
return lerp(hair_point_as_float4(b_attr_position, b_attr_radius, first_point_index + point_a),
|
|
hair_point_as_float4(b_attr_position, b_attr_radius, first_point_index + point_b),
|
|
t);
|
|
}
|
|
|
|
static void export_hair_curves(Scene *scene,
|
|
Hair *hair,
|
|
BL::Curves b_curves,
|
|
const bool need_motion,
|
|
const float motion_scale)
|
|
{
|
|
/* TODO: optimize so we can straight memcpy arrays from Blender? */
|
|
|
|
const int num_keys = b_curves.points.length();
|
|
const int num_curves = b_curves.curves.length();
|
|
|
|
hair->resize_curves(num_curves, num_keys);
|
|
|
|
float3 *curve_keys = hair->get_curve_keys().data();
|
|
float *curve_radius = hair->get_curve_radius().data();
|
|
int *curve_first_key = hair->get_curve_first_key().data();
|
|
int *curve_shader = hair->get_curve_shader().data();
|
|
|
|
/* Add requested attributes. */
|
|
float *attr_intercept = NULL;
|
|
float *attr_length = NULL;
|
|
float *attr_random = NULL;
|
|
|
|
if (hair->need_attribute(scene, ATTR_STD_CURVE_INTERCEPT)) {
|
|
attr_intercept = hair->attributes.add(ATTR_STD_CURVE_INTERCEPT)->data_float();
|
|
}
|
|
if (hair->need_attribute(scene, ATTR_STD_CURVE_LENGTH)) {
|
|
attr_length = hair->attributes.add(ATTR_STD_CURVE_LENGTH)->data_float();
|
|
}
|
|
if (hair->need_attribute(scene, ATTR_STD_CURVE_RANDOM)) {
|
|
attr_random = hair->attributes.add(ATTR_STD_CURVE_RANDOM)->data_float();
|
|
}
|
|
|
|
BL::FloatVectorAttribute b_attr_position = find_curves_position_attribute(b_curves);
|
|
std::optional<BL::FloatAttribute> b_attr_radius = find_curves_radius_attribute(b_curves);
|
|
|
|
/* Export curves and points. */
|
|
for (int i = 0; i < num_curves; i++) {
|
|
const int first_point_index = b_curves.curve_offset_data[i].value();
|
|
const int num_points = b_curves.curve_offset_data[i + 1].value() - first_point_index;
|
|
|
|
float3 prev_co = zero_float3();
|
|
float length = 0.0f;
|
|
|
|
/* Position and radius. */
|
|
for (int j = 0; j < num_points; j++) {
|
|
const int point_offset = first_point_index + j;
|
|
const float3 co = get_float3(b_attr_position.data[point_offset].vector());
|
|
const float radius = b_attr_radius ? b_attr_radius->data[point_offset].value() : 0.005f;
|
|
|
|
curve_keys[point_offset] = co;
|
|
curve_radius[point_offset] = radius;
|
|
|
|
if (attr_length || attr_intercept) {
|
|
if (j > 0) {
|
|
length += len(co - prev_co);
|
|
}
|
|
prev_co = co;
|
|
|
|
if (attr_intercept) {
|
|
attr_intercept[point_offset] = length;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Normalized 0..1 attribute along curve. */
|
|
if (attr_intercept && length > 0.0f) {
|
|
for (int j = 1; j < num_points; j++) {
|
|
const int point_offset = first_point_index + j;
|
|
attr_intercept[point_offset] /= length;
|
|
}
|
|
}
|
|
|
|
/* Curve length. */
|
|
if (attr_length) {
|
|
attr_length[i] = length;
|
|
}
|
|
|
|
/* Random number per curve. */
|
|
if (attr_random != NULL) {
|
|
attr_random[i] = hash_uint2_to_float(i, 0);
|
|
}
|
|
|
|
/* Curve. */
|
|
curve_shader[i] = 0;
|
|
curve_first_key[i] = first_point_index;
|
|
}
|
|
|
|
attr_create_generic(scene, hair, b_curves, need_motion, motion_scale);
|
|
}
|
|
|
|
static void export_hair_curves_motion(Hair *hair, BL::Curves b_curves, int motion_step)
|
|
{
|
|
/* Find or add attribute. */
|
|
Attribute *attr_mP = hair->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
|
|
bool new_attribute = false;
|
|
|
|
if (!attr_mP) {
|
|
attr_mP = hair->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION);
|
|
new_attribute = true;
|
|
}
|
|
|
|
/* Export motion keys. */
|
|
const int num_keys = hair->get_curve_keys().size();
|
|
const int num_curves = b_curves.curves.length();
|
|
float4 *mP = attr_mP->data_float4() + motion_step * num_keys;
|
|
bool have_motion = false;
|
|
int num_motion_keys = 0;
|
|
int curve_index = 0;
|
|
|
|
BL::FloatVectorAttribute b_attr_position = find_curves_position_attribute(b_curves);
|
|
std::optional<BL::FloatAttribute> b_attr_radius = find_curves_radius_attribute(b_curves);
|
|
|
|
for (int i = 0; i < num_curves; i++) {
|
|
const int first_point_index = b_curves.curve_offset_data[i].value();
|
|
const int num_points = b_curves.curve_offset_data[i + 1].value() - first_point_index;
|
|
|
|
Hair::Curve curve = hair->get_curve(curve_index);
|
|
curve_index++;
|
|
|
|
if (num_points == curve.num_keys) {
|
|
/* Number of keys matches. */
|
|
for (int i = 0; i < num_points; i++) {
|
|
int point_index = first_point_index + i;
|
|
|
|
if (point_index < num_keys) {
|
|
mP[num_motion_keys] = hair_point_as_float4(b_attr_position, b_attr_radius, point_index);
|
|
num_motion_keys++;
|
|
|
|
if (!have_motion) {
|
|
/* TODO: use epsilon for comparison? Was needed for particles due to
|
|
* transform, but ideally should not happen anymore. */
|
|
float4 curve_key = float3_to_float4(hair->get_curve_keys()[i]);
|
|
curve_key.w = hair->get_curve_radius()[i];
|
|
have_motion = !(mP[i] == curve_key);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* Number of keys has changed. Generate an interpolated version
|
|
* to preserve motion blur. */
|
|
const float step_size = curve.num_keys > 1 ? 1.0f / (curve.num_keys - 1) : 0.0f;
|
|
for (int i = 0; i < curve.num_keys; i++) {
|
|
const float step = i * step_size;
|
|
mP[num_motion_keys] = interpolate_hair_points(
|
|
b_attr_position, b_attr_radius, first_point_index, num_points, step);
|
|
num_motion_keys++;
|
|
}
|
|
have_motion = true;
|
|
}
|
|
}
|
|
|
|
/* In case of new attribute, we verify if there really was any motion. */
|
|
if (new_attribute) {
|
|
export_hair_motion_validate_attribute(hair, motion_step, num_motion_keys, have_motion);
|
|
}
|
|
}
|
|
|
|
/* Hair object. */
|
|
void BlenderSync::sync_hair(Hair *hair, BObjectInfo &b_ob_info, bool motion, int motion_step)
|
|
{
|
|
/* Motion blur attribute is relative to seconds, we need it relative to frames. */
|
|
const bool need_motion = object_need_motion_attribute(b_ob_info, scene);
|
|
const float motion_scale = (need_motion) ?
|
|
scene->motion_shutter_time() /
|
|
(b_scene.render().fps() / b_scene.render().fps_base()) :
|
|
0.0f;
|
|
|
|
/* Convert Blender hair to Cycles curves. */
|
|
BL::Curves b_curves(b_ob_info.object_data);
|
|
if (motion) {
|
|
export_hair_curves_motion(hair, b_curves, motion_step);
|
|
}
|
|
else {
|
|
export_hair_curves(scene, hair, b_curves, need_motion, motion_scale);
|
|
}
|
|
}
|
|
|
|
void BlenderSync::sync_hair(BL::Depsgraph b_depsgraph, BObjectInfo &b_ob_info, Hair *hair)
|
|
{
|
|
/* make a copy of the shaders as the caller in the main thread still need them for syncing the
|
|
* attributes */
|
|
array<Node *> used_shaders = hair->get_used_shaders();
|
|
|
|
Hair new_hair;
|
|
new_hair.set_used_shaders(used_shaders);
|
|
|
|
if (view_layer.use_hair) {
|
|
if (b_ob_info.object_data.is_a(&RNA_Curves)) {
|
|
/* Hair object. */
|
|
sync_hair(&new_hair, b_ob_info, false);
|
|
}
|
|
else {
|
|
/* Particle hair. */
|
|
bool need_undeformed = new_hair.need_attribute(scene, ATTR_STD_GENERATED);
|
|
BL::Mesh b_mesh = object_to_mesh(
|
|
b_data, b_ob_info, b_depsgraph, need_undeformed, Mesh::SUBDIVISION_NONE);
|
|
|
|
if (b_mesh) {
|
|
sync_particle_hair(&new_hair, b_mesh, b_ob_info, false);
|
|
free_object_to_mesh(b_data, b_ob_info, b_mesh);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* update original sockets */
|
|
|
|
for (const SocketType &socket : new_hair.type->inputs) {
|
|
/* Those sockets are updated in sync_object, so do not modify them. */
|
|
if (socket.name == "use_motion_blur" || socket.name == "motion_steps" ||
|
|
socket.name == "used_shaders") {
|
|
continue;
|
|
}
|
|
hair->set_value(socket, new_hair, socket);
|
|
}
|
|
|
|
hair->attributes.update(std::move(new_hair.attributes));
|
|
|
|
/* tag update */
|
|
|
|
/* Compares curve_keys rather than strands in order to handle quick hair
|
|
* adjustments in dynamic BVH - other methods could probably do this better. */
|
|
const bool rebuild = (hair->curve_keys_is_modified() || hair->curve_radius_is_modified());
|
|
|
|
hair->tag_update(scene, rebuild);
|
|
}
|
|
|
|
void BlenderSync::sync_hair_motion(BL::Depsgraph b_depsgraph,
|
|
BObjectInfo &b_ob_info,
|
|
Hair *hair,
|
|
int motion_step)
|
|
{
|
|
/* Skip if nothing exported. */
|
|
if (hair->num_keys() == 0) {
|
|
return;
|
|
}
|
|
|
|
/* Export deformed coordinates. */
|
|
if (ccl::BKE_object_is_deform_modified(b_ob_info, b_scene, preview)) {
|
|
if (b_ob_info.object_data.is_a(&RNA_Curves)) {
|
|
/* Hair object. */
|
|
sync_hair(hair, b_ob_info, true, motion_step);
|
|
return;
|
|
}
|
|
else {
|
|
/* Particle hair. */
|
|
BL::Mesh b_mesh = object_to_mesh(
|
|
b_data, b_ob_info, b_depsgraph, false, Mesh::SUBDIVISION_NONE);
|
|
if (b_mesh) {
|
|
sync_particle_hair(hair, b_mesh, b_ob_info, true, motion_step);
|
|
free_object_to_mesh(b_data, b_ob_info, b_mesh);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* No deformation on this frame, copy coordinates if other frames did have it. */
|
|
hair->copy_center_to_motion_step(motion_step);
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|