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;
	}
}
예제 #3
0
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;
}