Example #1
0
void SceneShape::sceneShapeAttributeNames( const MDagPath &p, SceneInterface::NameList &attributeNames )
{
	MDagPath dagPath;
	SceneShape *sceneShape = findScene( p, false, &dagPath );
	if ( !sceneShape )
	{
		return;
	}
	
	SceneInterface::NameList sceneAttrNames;
	ConstSceneInterfacePtr scene = sceneShape->getSceneInterface();
	if ( !scene )
	{
		return;
	}
	scene->attributeNames( sceneAttrNames );
	attributeNames.insert( attributeNames.end(), sceneAttrNames.begin(), sceneAttrNames.end() );
	
	MFnDagNode fnChildDag( dagPath );
	if( !fnChildDag.isIntermediateObject() && hasSceneShapeLink( p ) )
	{
		attributeNames.push_back( LinkedScene::linkAttribute );
	}
	
}
Example #2
0
IECore::ConstCompoundObjectPtr SceneReader::computeAttributes( const ScenePath &path, const Gaffer::Context *context, const ScenePlug *parent ) const
{
	ConstSceneInterfacePtr s = scene( path );
	if( !s )
	{
		return parent->attributesPlug()->defaultValue();
	}

	// read attributes
	SceneInterface::NameList nameList;
	s->attributeNames( nameList );

	CompoundObjectPtr result = new CompoundObject;

	for( SceneInterface::NameList::iterator it = nameList.begin(); it != nameList.end(); ++it )
	{
		// these internal attributes should be ignored:
		if( *it == SceneCache::animatedObjectTopologyAttribute )
		{
			continue;
		}
		if( *it == SceneCache::animatedObjectPrimVarsAttribute )
		{
			continue;
		}

		// the const cast is ok, because we're only using it to put the object into a CompoundObject that will
		// be treated as forever const after being returned from this function.
		result->members()[ std::string( *it ) ] = boost::const_pointer_cast<Object>( s->readAttribute( *it, context->getTime() ) );
	}

	return result;
}
Example #3
0
IECore::ConstCompoundObjectPtr SceneReader::computeAttributes( const ScenePath &path, const Gaffer::Context *context, const ScenePlug *parent ) const
{
	std::string fileName = fileNamePlug()->getValue();
	if( !fileName.size() )
	{
		return parent->attributesPlug()->defaultValue();
	}
	
	ConstSceneInterfacePtr s = SharedSceneInterfaces::get( fileName );
	s = s->scene( path );
	
	// read attributes
	
	SceneInterface::NameList nameList;
	s->attributeNames( nameList );
	
	CompoundObjectPtr result = new CompoundObject;
	
	for( SceneInterface::NameList::iterator it = nameList.begin(); it != nameList.end(); ++it )
	{
		// these internal attributes should be ignored:
		if( *it == SceneCache::animatedObjectTopologyAttribute )
		{
			continue;
		}
		if( *it == SceneCache::animatedObjectPrimVarsAttribute )
		{
			continue;
		}
		
		// the const cast is ok, because we're only using it to put the object into a CompoundObject that will
		// be treated as forever const after being returned from this function.
		result->members()[ std::string( *it ) ] = constPointerCast<Object>( s->readAttribute( *it, context->getFrame() / g_frameRate ) );
	}

	// read tags and turn them into attributes of the form "user:tag:tagName"
	
	nameList.clear();
	s->readTags( nameList, IECore::SceneInterface::LocalTag );
	for( SceneInterface::NameList::const_iterator it = nameList.begin(); it != nameList.end(); ++it )
	{
		if( it->string().compare( 0, 11, "ObjectType:" ) == 0 )
		{
			continue;
		}
		result->members()["user:tag:"+it->string()] = g_trueBoolData;
	}

	return result;
}
Example #4
0
void SceneReader::hashAttributes( const ScenePath &path, const Gaffer::Context *context, const ScenePlug *parent, IECore::MurmurHash &h ) const
{
	ConstSceneInterfacePtr s = scene( path );
	if( !s )
	{
		h = parent->attributesPlug()->defaultValue()->Object::hash();
		return;
	}
	
	SceneInterface::NameList attributeNames;
	s->attributeNames( attributeNames );
	SceneInterface::NameList tagNames;
	s->readTags( tagNames, IECore::SceneInterface::LocalTag );
	
	if( !attributeNames.size() && !tagNames.size() )
	{
		h = parent->attributesPlug()->defaultValue()->Object::hash();
		return;
	}

	FileSource::hashAttributes( path, context, parent, h );

	bool animated = false;
	const SampledSceneInterface *ss = runTimeCast<const SampledSceneInterface>( s.get() );
	if( !ss )
	{
		animated = true;
	}
	else
	{
		for( SceneInterface::NameList::iterator it = attributeNames.begin(); it != attributeNames.end(); ++it )
		{
			if( ss->numAttributeSamples( *it ) > 1 )
			{
				animated = true;
				break;
			}
		}
	}
				
	if( animated )
	{
		h.append( context->getFrame() );
	}
}
void OBJ_SceneCacheTransform::attributeNames( const OP_Node *node, SceneInterface::NameList &attrs )
{
	// make sure its a SceneCacheNode
	if ( !node->hasParm( pFile.getToken() ) || !node->hasParm( pRoot.getToken() ) )
	{
		return;
	}

	const SceneCacheNode<OP_Node> *sceneNode = reinterpret_cast< const SceneCacheNode<OP_Node>* >( node );
	/// \todo: do we need to ensure the file exists first?
	ConstSceneInterfacePtr scene = OBJ_SceneCacheTransform::scene( sceneNode->getFile(), sceneNode->getPath() );
	if ( !scene )
	{
		return;
	}

	scene->attributeNames( attrs );

	const char *expanded = pExpanded.getToken();
	if ( node->hasParm( expanded ) && !node->evalInt( expanded, 0, 0 ) )
	{
		attrs.push_back( LinkedScene::linkAttribute );
	}
}