Esempio n. 1
0
		void applySelectionWalk( const PathMatcher &selection, const ScenePlug::ScenePath &path, bool check )
		{
			const unsigned m = check ? selection.match( path ) : 0;

			m_selected = m & Filter::ExactMatch;

			ScenePlug::ScenePath childPath = path;
			childPath.push_back( IECore::InternedString() ); // space for the child name
			for( std::vector<SceneGraph *>::const_iterator it = m_children.begin(), eIt = m_children.end(); it != eIt; ++it )
			{
				childPath.back() = (*it)->m_name;
				(*it)->applySelectionWalk( selection, childPath, m & Filter::DescendantMatch );
			}
		}
Esempio n. 2
0
bool SceneView::expandWalk( const GafferScene::ScenePlug::ScenePath &path, size_t depth, PathMatcher &expanded, PathMatcher &selected )
{
	bool result = false;

	ConstInternedStringVectorDataPtr childNamesData = preprocessedInPlug<ScenePlug>()->childNames( path );
	const vector<InternedString> &childNames = childNamesData->readable();

	if( childNames.size() )
	{
		// expand ourselves to show our children, and make sure we're
		// not selected - we only want selection at the leaf levels of
		// our expansion.
		result |= expanded.addPath( path );
		result |= selected.removePath( path );

		ScenePlug::ScenePath childPath = path;
		childPath.push_back( InternedString() ); // room for the child name
		for( vector<InternedString>::const_iterator cIt = childNames.begin(), ceIt = childNames.end(); cIt != ceIt; cIt++ )
		{
			childPath.back() = *cIt;
			if( depth == 1 )
			{
				// at the bottom of the expansion - just select the child
				result |= selected.addPath( childPath );
			}
			else
			{
				// continue the expansion
				result |= expandWalk( childPath, depth - 1, expanded, selected );
			}
		}
	}
	else
	{
		// we have no children, just make sure we're selected to mark the
		// leaf of the expansion.
		result |= selected.addPath( path );
	}

	return result;
}
Esempio n. 3
0
		virtual task *execute()
		{
			ContextPtr context = new Context( *m_context, Context::Borrowed );
			context->set( ScenePlug::scenePathContextName, m_scenePath );
			Context::Scope scopedContext( context.get() );

			// we need the attributes so we can terminate recursion at invisible locations, so
			// we might as well store them in the scene graph, along with the hash:

			m_sceneGraph->m_attributesHash = m_scene->attributesPlug()->hash();

			// use the precomputed hash in getValue() to save a bit of time:

			m_sceneGraph->m_attributes = m_scene->attributesPlug()->getValue( &m_sceneGraph->m_attributesHash );
			const BoolData *visibilityData = m_sceneGraph->m_attributes->member<BoolData>( SceneInterface::visibilityName );
			if( visibilityData && !visibilityData->readable() )
			{
				// terminate recursion for invisible locations
				return NULL;
			}

			// store the hash of the child names so we know when they change:
			m_sceneGraph->m_childNamesHash = m_scene->childNamesPlug()->hash();

			// compute child names:
			IECore::ConstInternedStringVectorDataPtr childNamesData = m_scene->childNamesPlug()->getValue( &m_sceneGraph->m_childNamesHash );

			std::vector<IECore::InternedString> childNames = childNamesData->readable();
			if( childNames.empty() )
			{
				// nothing more to do
				return NULL;
			}

			// sort the child names so we can compare child name lists easily in ChildNamesUpdateTask:
			std::sort( childNames.begin(), childNames.end() );

			// add children for this location:
			std::vector<InteractiveRender::SceneGraph *> children;
			for( std::vector<IECore::InternedString>::const_iterator it = childNames.begin(), eIt = childNames.end(); it != eIt; ++it )
			{
				SceneGraph *child = new SceneGraph();
				child->m_name = *it;
				child->m_parent = m_sceneGraph;
				children.push_back( child );
			}

			// spawn child tasks:
			set_ref_count( 1 + children.size() );
			ScenePlug::ScenePath childPath = m_scenePath;
			childPath.push_back( IECore::InternedString() ); // space for the child name
			for( std::vector<SceneGraph *>::const_iterator it = children.begin(), eIt = children.end(); it != eIt; ++it )
			{
				childPath.back() = (*it)->m_name;
				SceneGraphBuildTask *t = new( allocate_child() ) SceneGraphBuildTask(
					m_scene,
					m_context,
					(*it),
					childPath
				);

				spawn( *t );
			}

			wait_for_all();

			// add visible children to m_sceneGraph->m_children:
			for( std::vector<SceneGraph *>::const_iterator it = children.begin(), eIt = children.end(); it != eIt; ++it )
			{
				const BoolData *visibilityData = (*it)->m_attributes->member<BoolData>( SceneInterface::visibilityName );
				if( visibilityData && !visibilityData->readable() )
				{
					continue;
				}
				m_sceneGraph->m_children.push_back( *it );
			}

			return NULL;
		}
Esempio n. 4
0
		virtual task *execute()
		{
			ContextPtr context = new Context( *m_context, Context::Borrowed );
			context->set( ScenePlug::scenePathContextName, m_scenePath );
			Context::Scope scopedContext( context.get() );

			IECore::MurmurHash childNamesHash = m_scene->childNamesPlug()->hash();

			if( childNamesHash != m_sceneGraph->m_childNamesHash )
			{
				// child names have changed - we need to update m_locationPresent on the children:
				m_sceneGraph->m_childNamesHash = childNamesHash;

				// read updated child names:
				IECore::ConstInternedStringVectorDataPtr childNamesData = m_scene->childNamesPlug()->getValue( &m_sceneGraph->m_childNamesHash );
				std::vector<IECore::InternedString> childNames = childNamesData->readable();

				// m_sceneGraph->m_children should be sorted by name. Sort this list too so we can
				// compare the two easily:
				std::sort( childNames.begin(), childNames.end() );

				std::vector<InternedString>::iterator childNamesBegin = childNames.begin();
				for( std::vector<SceneGraph *>::const_iterator it = m_sceneGraph->m_children.begin(), eIt = m_sceneGraph->m_children.end(); it != eIt; ++it )
				{
					// try and find the current child name in the list of child names:
					std::vector<InternedString>::iterator nameIt = std::find( childNamesBegin, childNames.end(), (*it)->m_name );
					if( nameIt != childNames.end() )
					{
						// ok, it's there - mark this child as still present
						(*it)->m_locationPresent = true;

						// As both the name lists are sorted, no further child names will be found beyond nameIt
						// in the list, nor will they be found at nameIt as there shouldn't be any duplicates.
						// This means we can move the start of the child names list one position past nameIt
						// to save a bit of time:
						/// \todo Note that if all the children have changed names, we never end up in here, and
						/// we will end up with quadratic behaviour calling find (a linear search N times).
						childNamesBegin = nameIt;
						++childNamesBegin;
					}
					else
					{
						(*it)->m_locationPresent = false;
					}
				}
			}

			// count children currently present in the scene:
			size_t numPresentChildren = 0;
			for( std::vector<SceneGraph *>::const_iterator it = m_sceneGraph->m_children.begin(), eIt = m_sceneGraph->m_children.end(); it != eIt; ++it )
			{
				numPresentChildren += (*it)->m_locationPresent;
			}

			// spawn child tasks:
			set_ref_count( 1 + numPresentChildren );
			ScenePlug::ScenePath childPath = m_scenePath;
			childPath.push_back( IECore::InternedString() ); // space for the child name
			for( std::vector<SceneGraph *>::const_iterator it = m_sceneGraph->m_children.begin(), eIt = m_sceneGraph->m_children.end(); it != eIt; ++it )
			{
				if( (*it)->m_locationPresent )
				{
					childPath.back() = (*it)->m_name;
					ChildNamesUpdateTask *t = new( allocate_child() ) ChildNamesUpdateTask(
						m_scene,
						m_context,
						(*it),
						childPath
					);

					spawn( *t );
				}
			}
			wait_for_all();

			return NULL;
		}
Esempio n. 5
0
		virtual task *execute()
		{
			ScenePlug::PathScope pathScope( m_sceneGadget->m_context.get(), m_scenePath );

			// Update attributes, and compute visibility.

			const bool previouslyVisible = m_sceneGraph->m_visible;
			if( m_dirtyFlags & AttributesDirty )
			{
				const IECore::MurmurHash attributesHash = m_sceneGadget->m_scene->attributesPlug()->hash();
				if( attributesHash != m_sceneGraph->m_attributesHash )
				{
					IECore::ConstCompoundObjectPtr attributes = m_sceneGadget->m_scene->attributesPlug()->getValue( &attributesHash );
					const IECore::BoolData *visibilityData = attributes->member<IECore::BoolData>( "scene:visible" );
					m_sceneGraph->m_visible = visibilityData ? visibilityData->readable() : true;

					IECore::ConstRunTimeTypedPtr glStateCachedTyped = IECoreGL::CachedConverter::defaultCachedConverter()->convert( attributes.get() );
					IECoreGL::ConstStatePtr glStateCached = IECore::runTimeCast<const IECoreGL::State>( glStateCachedTyped );



					IECoreGL::ConstStatePtr visState = NULL;

					deferReferenceRemoval( m_sceneGraph->m_attributesRenderable );
					m_sceneGraph->m_attributesRenderable = AttributeVisualiser::allVisualisations( attributes.get(), visState );

					deferReferenceRemoval( m_sceneGraph->m_state );
					if( visState )
					{
						IECoreGL::StatePtr glState = new IECoreGL::State( *glStateCached );
						glState->add( const_cast< IECoreGL::State* >( visState.get() ) );

						m_sceneGraph->m_state = glState;
					}
					else
					{
						m_sceneGraph->m_state = glStateCached;
					}


					m_sceneGraph->m_attributesHash = attributesHash;
				}
			}

			if( !m_sceneGraph->m_visible )
			{
				// No need to update further since we're not visible.
				return NULL;
			}
			else if( !previouslyVisible )
			{
				// We didn't perform any updates when we were invisible,
				// so we need to update everything now.
				m_dirtyFlags = AllDirty;
			}

			// Update the object - converting it into an IECoreGL::Renderable

			if( m_dirtyFlags & ObjectDirty )
			{
				const IECore::MurmurHash objectHash = m_sceneGadget->m_scene->objectPlug()->hash();
				if( objectHash != m_sceneGraph->m_objectHash )
				{
					IECore::ConstObjectPtr object = m_sceneGadget->m_scene->objectPlug()->getValue( &objectHash );
					deferReferenceRemoval( m_sceneGraph->m_renderable );
					if( !object->isInstanceOf( IECore::NullObjectTypeId ) )
					{
						m_sceneGraph->m_renderable = objectToRenderable( object.get() );
					}
					m_sceneGraph->m_objectHash = objectHash;
				}
			}

			// Update the transform and bound

			if( m_dirtyFlags & TransformDirty )
			{
				m_sceneGraph->m_transform = m_sceneGadget->m_scene->transformPlug()->getValue();
			}

			m_sceneGraph->m_bound = m_sceneGraph->m_renderable ? m_sceneGraph->m_renderable->bound() : Box3f();

			// Update the expansion state

			const bool previouslyExpanded = m_sceneGraph->m_expanded;
			if( m_dirtyFlags & ExpansionDirty )
			{
				m_sceneGraph->m_expanded = m_sceneGadget->m_minimumExpansionDepth >= m_scenePath.size();
				if( !m_sceneGraph->m_expanded )
				{
					m_sceneGraph->m_expanded = m_sceneGadget->m_expandedPaths->readable().match( m_scenePath ) & Filter::ExactMatch;
				}
			}

			// If we're not expanded, then we can early out after creating a bounding box.

			deferReferenceRemoval( m_sceneGraph->m_boundRenderable );
			if( !m_sceneGraph->m_expanded )
			{
				// We're not expanded, so we early out before updating the children.
				// We do however need to see if we have any children, and arrange to
				// draw their bounding box if we do.
				bool haveChildren = m_sceneGraph->m_children.size();
				if( m_dirtyFlags & ChildNamesDirty || !previouslyExpanded )
				{
					IECore::ConstInternedStringVectorDataPtr childNamesData = m_sceneGadget->m_scene->childNamesPlug()->getValue();
					haveChildren = childNamesData->readable().size();
				}

				m_sceneGraph->clearChildren();

				m_sceneGraph->m_bound.extendBy( m_sceneGadget->m_scene->boundPlug()->getValue() );

				if( haveChildren )
				{
					IECore::CurvesPrimitivePtr curvesBound = IECore::CurvesPrimitive::createBox( m_sceneGraph->m_bound );
					m_sceneGraph->m_boundRenderable = boost::static_pointer_cast<const IECoreGL::Renderable>(
						IECoreGL::CachedConverter::defaultCachedConverter()->convert( curvesBound.get() )
					);
				}
				return NULL;
			}

			// We are expanded, so we need to visit all the children
			// and update those too.

			if( !previouslyExpanded )
			{
				m_dirtyFlags = AllDirty;
			}

			// Make sure we have a child for each child name

			if( m_dirtyFlags & ChildNamesDirty )
			{
				IECore::ConstInternedStringVectorDataPtr childNamesData = m_sceneGadget->m_scene->childNamesPlug()->getValue();
				const std::vector<IECore::InternedString> &childNames = childNamesData->readable();
				if( !existingChildNamesValid( childNames ) )
				{
					m_sceneGraph->clearChildren();

					for( std::vector<IECore::InternedString>::const_iterator it = childNames.begin(), eIt = childNames.end(); it != eIt; ++it )
					{
						SceneGraph *child = new SceneGraph();
						child->m_name = *it;
						m_sceneGraph->m_children.push_back( child );
					}

					m_dirtyFlags = AllDirty; // We've made brand new children, so they need a full update.
				}
			}

			// And then update each child

			if( m_sceneGraph->m_children.size() )
			{
				set_ref_count( 1 + m_sceneGraph->m_children.size() );

				ScenePlug::ScenePath childPath = m_scenePath;
				childPath.push_back( IECore::InternedString() ); // space for the child name
				for( std::vector<SceneGraph *>::const_iterator it = m_sceneGraph->m_children.begin(), eIt = m_sceneGraph->m_children.end(); it != eIt; ++it )
				{
					childPath.back() = (*it)->m_name;
					UpdateTask *t = new( allocate_child() ) UpdateTask( m_sceneGadget, *it, m_dirtyFlags, childPath );
					spawn( *t );
				}

				wait_for_all();
			}

			// Finally compute our bound from the child bounds.

			for( std::vector<SceneGraph *>::const_iterator it = m_sceneGraph->m_children.begin(), eIt = m_sceneGraph->m_children.end(); it != eIt; ++it )
			{
				const Box3f childBound = transform( (*it)->m_bound, (*it)->m_transform );
				m_sceneGraph->m_bound.extendBy( childBound );
			}

			return NULL;
		}