Both the Alembic and USD libraries use double precision floating point numbers internally to store time. However the Alembic I/O code defaulted to floats even though Blender's Scene FPS, which is generally used for look ups, is stored using a double type. Such downcasts could lead to imprecise lookups, and would cause compilation warnings (at least on MSVC). This modifies the Alembic exporter and importer to make use of doubles for the current scene time, and only downcasting to float at the very last steps (e.g. for vertex interpolation). For the importer, doubles are also used for computing interpolation weights, as it is based on a time offset. Although the USD code already used doubles internally, floats were used at the C API level. Those were replaced as well. Differential Revision: https://developer.blender.org/D13855
68 lines
2.4 KiB
C++
68 lines
2.4 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2016 Blender Foundation. All rights reserved. */
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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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double BKE_cachefile_time_offset(const struct CacheFile *cache_file, double time, double 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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/* 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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