static void set_default_value(ShaderInput *input, BL::Node b_node, BL::NodeSocket b_sock, BL::BlendData b_data, BL::ID b_id) { /* copy values for non linked inputs */ switch(input->type) { case SHADER_SOCKET_FLOAT: { input->set(get_float(b_sock.ptr, "default_value")); break; } case SHADER_SOCKET_INT: { input->set((float)get_int(b_sock.ptr, "default_value")); break; } case SHADER_SOCKET_COLOR: { input->set(float4_to_float3(get_float4(b_sock.ptr, "default_value"))); break; } case SHADER_SOCKET_NORMAL: case SHADER_SOCKET_POINT: case SHADER_SOCKET_VECTOR: { input->set(get_float3(b_sock.ptr, "default_value")); break; } case SHADER_SOCKET_STRING: { input->set((ustring)blender_absolute_path(b_data, b_id, get_string(b_sock.ptr, "default_value"))); break; } case SHADER_SOCKET_CLOSURE: case SHADER_SOCKET_UNDEFINED: break; } }
static void set_default_value(ShaderInput *input, BL::NodeSocket& b_sock, BL::BlendData& b_data, BL::ID& b_id) { Node *node = input->parent; const SocketType& socket = input->socket_type; /* copy values for non linked inputs */ switch(input->type()) { case SocketType::FLOAT: { node->set(socket, get_float(b_sock.ptr, "default_value")); break; } case SocketType::INT: { node->set(socket, get_int(b_sock.ptr, "default_value")); break; } case SocketType::COLOR: { node->set(socket, float4_to_float3(get_float4(b_sock.ptr, "default_value"))); break; } case SocketType::NORMAL: case SocketType::POINT: case SocketType::VECTOR: { node->set(socket, get_float3(b_sock.ptr, "default_value")); break; } case SocketType::STRING: { node->set(socket, (ustring)blender_absolute_path(b_data, b_id, get_string(b_sock.ptr, "default_value"))); break; } default: break; } }
CCL_NAMESPACE_BEGIN /* Utilities */ bool BlenderSync::sync_dupli_particle(BL::Object b_ob, BL::DupliObject b_dup, Object *object) { /* test if this dupli was generated from a particle sytem */ BL::ParticleSystem b_psys = b_dup.particle_system(); if(!b_psys) return false; /* test if we need particle data */ if(!object->mesh->need_attribute(scene, ATTR_STD_PARTICLE)) return false; /* don't handle child particles yet */ BL::Array<int, OBJECT_PERSISTENT_ID_SIZE> persistent_id = b_dup.persistent_id(); if(persistent_id[0] >= b_psys.particles.length()) return false; /* find particle system */ ParticleSystemKey key(b_ob, persistent_id); ParticleSystem *psys; bool first_use = !particle_system_map.is_used(key); bool need_update = particle_system_map.sync(&psys, b_ob, b_dup.object(), key); /* no update needed? */ if(!need_update && !object->mesh->need_update && !scene->object_manager->need_update) return true; /* first time used in this sync loop? clear and tag update */ if(first_use) { psys->particles.clear(); psys->tag_update(scene); } /* add particle */ BL::Particle b_pa = b_psys.particles[persistent_id[0]]; Particle pa; pa.index = persistent_id[0]; pa.age = b_scene.frame_current() - b_pa.birth_time(); pa.lifetime = b_pa.lifetime(); pa.location = get_float3(b_pa.location()); pa.rotation = get_float4(b_pa.rotation()); pa.size = b_pa.size(); pa.velocity = get_float3(b_pa.velocity()); pa.angular_velocity = get_float3(b_pa.angular_velocity()); psys->particles.push_back(pa); if (object->particle_index != psys->particles.size() - 1) scene->object_manager->tag_update(scene); object->particle_system = psys; object->particle_index = psys->particles.size() - 1; /* return that this object has particle data */ return true; }