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blender-archive/source/blender/blenkernel/BKE_attribute.h
Brecht Van Lommel 128eb6cbe9 Modifiers: export motion blur velocity through attribute
Previously fluid simulation and Alembic modifiers had a dedicated function
to query the velocity for motion blur. Now use a more generic system where
those modifiers output a velocity attribute.

Advantages:
* Geometry and particle nodes can output velocity through the same mechanism,
  or read the attribute coming from earlier modifiers.
* The velocity can be preserved through modifiers like subdivision surface or
  auto smooth.
* USD and Alembic previously only output velocity from fluid simulation, now
  they work with velocity from other sources too.
* Simplifies the code for renderers like Cycles and exporters like
  Alembic and USD.

This breaks compatibility:
* External renderers and exporters accessing these velocities through the
  Python API now need to use the attribute instead.
* Existing modifier node setups that create an attribute named "velocity"
  will render differently with motion blur.

Differential Revision: https://developer.blender.org/D12305
2021-09-10 16:48:30 +02:00

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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2006 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup bke
* \brief Generic geometry attributes built on CustomData.
*/
#pragma once
#include "BLI_sys_types.h"
#include "BKE_customdata.h"
#ifdef __cplusplus
extern "C" {
#endif
struct CustomData;
struct CustomDataLayer;
struct ID;
struct ReportList;
/* Attribute.domain */
/**
* \warning Careful when changing existing items.
* Arrays may be initialized from this (e.g. #DATASET_layout_hierarchy).
*/
typedef enum AttributeDomain {
ATTR_DOMAIN_AUTO = -1, /* Use for nodes to choose automatically based on other data. */
ATTR_DOMAIN_POINT = 0, /* Mesh, Hair or PointCloud Point */
ATTR_DOMAIN_EDGE = 1, /* Mesh Edge */
ATTR_DOMAIN_FACE = 2, /* Mesh Face */
ATTR_DOMAIN_CORNER = 3, /* Mesh Corner */
ATTR_DOMAIN_CURVE = 4, /* Hair Curve */
ATTR_DOMAIN_NUM
} AttributeDomain;
/* Attributes */
bool BKE_id_attributes_supported(struct ID *id);
struct CustomDataLayer *BKE_id_attribute_new(struct ID *id,
const char *name,
const int type,
const AttributeDomain domain,
struct ReportList *reports);
bool BKE_id_attribute_remove(struct ID *id,
struct CustomDataLayer *layer,
struct ReportList *reports);
struct CustomDataLayer *BKE_id_attribute_find(const struct ID *id,
const char *name,
const int type,
const AttributeDomain domain);
AttributeDomain BKE_id_attribute_domain(struct ID *id, struct CustomDataLayer *layer);
int BKE_id_attribute_data_length(struct ID *id, struct CustomDataLayer *layer);
bool BKE_id_attribute_required(struct ID *id, struct CustomDataLayer *layer);
bool BKE_id_attribute_rename(struct ID *id,
struct CustomDataLayer *layer,
const char *new_name,
struct ReportList *reports);
int BKE_id_attributes_length(struct ID *id, const CustomDataMask mask);
struct CustomDataLayer *BKE_id_attributes_active_get(struct ID *id);
void BKE_id_attributes_active_set(struct ID *id, struct CustomDataLayer *layer);
int *BKE_id_attributes_active_index_p(struct ID *id);
CustomData *BKE_id_attributes_iterator_next_domain(struct ID *id, struct CustomDataLayer *layers);
#ifdef __cplusplus
}
#endif