コード例 #1
0
OCT_NAMESPACE_BEGIN

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Sync hair data
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void BlenderSync::sync_hair(Mesh *mesh, BL::Mesh b_mesh, BL::Object b_ob, bool motion, int time_index) {
    if(!motion) {
        mesh->hair_points.clear();
        mesh->vert_per_hair.clear();
        mesh->hair_thickness.clear();
        mesh->hair_mat_indices.clear();
        mesh->hair_uvs.clear();
    }

    if(b_ob.mode() == b_ob.mode_PARTICLE_EDIT) return;

    fill_mesh_hair_data(mesh, &b_mesh, &b_ob);
} //sync_hair()
コード例 #2
0
ファイル: blender_curves.cpp プロジェクト: dfelinto/blender
void BlenderSync::sync_curves(
    Mesh *mesh, BL::Mesh &b_mesh, BL::Object &b_ob, bool motion, int motion_step)
{
  if (!motion) {
    /* Clear stored curve data */
    mesh->curve_keys.clear();
    mesh->curve_radius.clear();
    mesh->curve_first_key.clear();
    mesh->curve_shader.clear();
    mesh->curve_attributes.clear();
  }

  /* obtain general settings */
  const bool use_curves = scene->curve_system_manager->use_curves;

  if (!(use_curves && b_ob.mode() != b_ob.mode_PARTICLE_EDIT && b_ob.mode() != b_ob.mode_EDIT)) {
    if (!motion)
      mesh->compute_bounds();
    return;
  }

  const int primitive = scene->curve_system_manager->primitive;
  const int triangle_method = scene->curve_system_manager->triangle_method;
  const int resolution = scene->curve_system_manager->resolution;
  const size_t vert_num = mesh->verts.size();
  const size_t tri_num = mesh->num_triangles();
  int used_res = 1;

  /* extract particle hair data - should be combined with connecting to mesh later*/

  ParticleCurveData CData;

  ObtainCacheParticleData(mesh, &b_mesh, &b_ob, &CData, !preview);

  /* add hair geometry to mesh */
  if (primitive == CURVE_TRIANGLES) {
    if (triangle_method == CURVE_CAMERA_TRIANGLES) {
      /* obtain camera parameters */
      float3 RotCam;
      Camera *camera = scene->camera;
      Transform &ctfm = camera->matrix;
      if (camera->type == CAMERA_ORTHOGRAPHIC) {
        RotCam = -make_float3(ctfm.x.z, ctfm.y.z, ctfm.z.z);
      }
      else {
        Transform tfm = get_transform(b_ob.matrix_world());
        Transform itfm = transform_quick_inverse(tfm);
        RotCam = transform_point(&itfm, make_float3(ctfm.x.w, ctfm.y.w, ctfm.z.w));
      }
      bool is_ortho = camera->type == CAMERA_ORTHOGRAPHIC;
      ExportCurveTrianglePlanes(mesh, &CData, RotCam, is_ortho);
    }
    else {
      ExportCurveTriangleGeometry(mesh, &CData, resolution);
      used_res = resolution;
    }
  }
  else {
    if (motion)
      ExportCurveSegmentsMotion(mesh, &CData, motion_step);
    else
      ExportCurveSegments(scene, mesh, &CData);
  }

  /* generated coordinates from first key. we should ideally get this from
   * blender to handle deforming objects */
  if (!motion) {
    if (mesh->need_attribute(scene, ATTR_STD_GENERATED)) {
      float3 loc, size;
      mesh_texture_space(b_mesh, loc, size);

      if (primitive == CURVE_TRIANGLES) {
        Attribute *attr_generated = mesh->attributes.add(ATTR_STD_GENERATED);
        float3 *generated = attr_generated->data_float3();

        for (size_t i = vert_num; i < mesh->verts.size(); i++)
          generated[i] = mesh->verts[i] * size - loc;
      }
      else {
        Attribute *attr_generated = mesh->curve_attributes.add(ATTR_STD_GENERATED);
        float3 *generated = attr_generated->data_float3();

        for (size_t i = 0; i < mesh->num_curves(); i++) {
          float3 co = mesh->curve_keys[mesh->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 (!mesh->need_attribute(scene, ustring(l->name().c_str())))
        continue;

      ObtainCacheParticleVcol(mesh, &b_mesh, &b_ob, &CData, !preview, vcol_num);

      if (primitive == CURVE_TRIANGLES) {
        Attribute *attr_vcol = mesh->attributes.add(
            ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CORNER_BYTE);

        uchar4 *cdata = attr_vcol->data_uchar4();

        ExportCurveTriangleVcol(&CData, tri_num * 3, used_res, cdata);
      }
      else {
        Attribute *attr_vcol = mesh->curve_attributes.add(
            ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CURVE);

        float3 *fdata = attr_vcol->data_float3();

        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_v3(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 (mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) {
        Attribute *attr_uv;

        ObtainCacheParticleUV(mesh, &b_mesh, &b_ob, &CData, !preview, uv_num);

        if (primitive == CURVE_TRIANGLES) {
          if (active_render)
            attr_uv = mesh->attributes.add(std, name);
          else
            attr_uv = mesh->attributes.add(name, TypeFloat2, ATTR_ELEMENT_CORNER);

          float2 *uv = attr_uv->data_float2();

          ExportCurveTriangleUV(&CData, tri_num * 3, used_res, uv);
        }
        else {
          if (active_render)
            attr_uv = mesh->curve_attributes.add(std, name);
          else
            attr_uv = mesh->curve_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];
            }
          }
        }
      }
    }
  }

  mesh->compute_bounds();
}