Пример #1
0
void SceneWriter::writeLocation( const GafferScene::ScenePlug *scene, const ScenePlug::ScenePath &scenePath, Context *context, IECore::SceneInterface *output, double time ) const
{
	context->set( ScenePlug::scenePathContextName, scenePath );

	ConstCompoundObjectPtr attributes = scene->attributesPlug()->getValue();
	for( CompoundObject::ObjectMap::const_iterator it = attributes->members().begin(), eIt = attributes->members().end(); it != eIt; it++ )
	{
		output->writeAttribute( it->first, it->second.get(), time );
	}

	if( scenePath.empty() )
	{
		ConstCompoundObjectPtr globals = scene->globalsPlug()->getValue();
		output->writeAttribute( "gaffer:globals", globals.get(), time );
	}

	ConstObjectPtr object = scene->objectPlug()->getValue();

	if( object->typeId() != IECore::NullObjectTypeId && scenePath.size() > 0 )
	{
		output->writeObject( object.get(), time );
	}

	Imath::Box3f b = scene->boundPlug()->getValue();

	output->writeBound( Imath::Box3d( Imath::V3f( b.min ), Imath::V3f( b.max ) ), time );

	if( scenePath.size() )
	{
		Imath::M44f t = scene->transformPlug()->getValue();
		Imath::M44d transform(
			t[0][0], t[0][1], t[0][2], t[0][3],
			t[1][0], t[1][1], t[1][2], t[1][3],
			t[2][0], t[2][1], t[2][2], t[2][3],
			t[3][0], t[3][1], t[3][2], t[3][3]
		);

		output->writeTransform( new IECore::M44dData( transform ), time );
	}

	ConstInternedStringVectorDataPtr childNames = scene->childNamesPlug()->getValue();

	ScenePlug::ScenePath childScenePath = scenePath;
	childScenePath.push_back( InternedString() );
	for( vector<InternedString>::const_iterator it=childNames->readable().begin(); it!=childNames->readable().end(); it++ )
	{
		childScenePath[scenePath.size()] = *it;

		SceneInterfacePtr outputChild = output->child( *it, SceneInterface::CreateIfMissing );

		writeLocation( scene, childScenePath, context, outputChild.get(), time );
	}
}
Пример #2
0
GafferScene::ConstPathMatcherDataPtr BranchCreator::computeSet( const IECore::InternedString &setName, const Gaffer::Context *context, const ScenePlug *parent ) const
{
	ConstPathMatcherDataPtr inputSetData = inPlug()->set( setName );

	ConstCompoundDataPtr mapping = boost::static_pointer_cast<const CompoundData>( mappingPlug()->getValue() );
	if( !mapping->readable().size() )
	{
		return inputSetData;
	}

	ScenePlug::ScenePath parentPath = mapping->member<InternedStringVectorData>( g_parentKey )->readable();

	ConstPathMatcherDataPtr branchSetData = computeBranchSet( parentPath, setName, context );
	if( !branchSetData )
	{
		return inputSetData;
	}

	const PathMatcher &branchSet = branchSetData->readable();
	if( branchSet.isEmpty() )
	{
		return inputSetData;
	}

	const CompoundData *forwardMapping = mapping->member<CompoundData>( g_forwardMappingKey );

	PathMatcherDataPtr outputSetData = inputSetData->copy();
	PathMatcher &outputSet = outputSetData->writable();

	vector<InternedString> outputPrefix( parentPath );
	for( PathMatcher::RawIterator pIt = branchSet.begin(), peIt = branchSet.end(); pIt != peIt; ++pIt )
	{
		const ScenePlug::ScenePath &branchPath = *pIt;
		if( !branchPath.size() )
		{
			continue; // Skip root
		}
		assert( branchPath.size() == 1 );

		const InternedStringData *outputName = forwardMapping->member<InternedStringData>( branchPath[0], /* throwExceptions = */ true );

		outputPrefix.resize( parentPath.size() + 1 );
		outputPrefix.back() = outputName->readable();
		outputSet.addPaths( branchSet.subTree( *pIt ), outputPrefix );

		pIt.prune(); // We only want to visit the first level
	}

	return outputSetData;
}
Пример #3
0
void ScenePlug::pathToString( const ScenePlug::ScenePath &path, std::string &s )
{
	if( !path.size() )
	{
		s = "/";
	}
	else
	{
		s.clear();
		for( ScenePlug::ScenePath::const_iterator it = path.begin(), eIt = path.end(); it != eIt; it++ )
		{
			s += "/" + it->string();
		}
	}
}
Пример #4
0
void InteractiveRender::updateShadersWalk( const ScenePlug::ScenePath &path )
{
	/// \todo Keep a track of the hashes of the shaders at each path,
	/// and use it to only update the shaders when they've changed.
	ConstCompoundObjectPtr attributes = inPlug()->attributes( path );

	// terminate recursion for invisible locations
	ConstBoolDataPtr visibility = attributes->member<BoolData>( SceneInterface::visibilityName );
	if( visibility && ( !visibility->readable() ) )
	{
		return;
	}

	ConstObjectVectorPtr shader = attributes->member<ObjectVector>( "shader" );
	if( shader )
	{
		std::string name;
		ScenePlug::pathToString( path, name );

		CompoundDataMap parameters;
		parameters["exactscopename"] = new StringData( name );
		{
			EditBlock edit( m_renderer.get(), "attribute", parameters );

			for( ObjectVector::MemberContainer::const_iterator it = shader->members().begin(), eIt = shader->members().end(); it != eIt; it++ )
			{
				const StateRenderable *s = runTimeCast<const StateRenderable>( it->get() );
				if( s )
				{
					s->render( m_renderer.get() );
				}
			}
		}
	}

	ConstInternedStringVectorDataPtr childNames = inPlug()->childNames( path );
	ScenePlug::ScenePath childPath = path;
	childPath.push_back( InternedString() ); // for the child name
	for( vector<InternedString>::const_iterator it=childNames->readable().begin(); it!=childNames->readable().end(); it++ )
	{
		childPath[path.size()] = *it;
		updateShadersWalk( childPath );
	}
}
Пример #5
0
bool GafferScene::SceneAlgo::exists( const ScenePlug *scene, const ScenePlug::ScenePath &path )
{
	ScenePlug::PathScope pathScope( Context::current() );

	ScenePlug::ScenePath p; p.reserve( path.size() );
	for( ScenePlug::ScenePath::const_iterator it = path.begin(), eIt = path.end(); it != eIt; ++it )
	{
		pathScope.setPath( p );
		ConstInternedStringVectorDataPtr childNamesData = scene->childNamesPlug()->getValue();
		const vector<InternedString> &childNames = childNamesData->readable();
		if( find( childNames.begin(), childNames.end(), *it ) == childNames.end() )
		{
			return false;
		}
		p.push_back( *it );
	}

	return true;
}
Пример #6
0
bool GafferScene::exists( const ScenePlug *scene, const ScenePlug::ScenePath &path )
{
	ContextPtr context = new Context( *Context::current(), Context::Borrowed );
	Context::Scope scopedContext( context.get() );

	ScenePlug::ScenePath p; p.reserve( path.size() );
	for( ScenePlug::ScenePath::const_iterator it = path.begin(), eIt = path.end(); it != eIt; ++it )
	{
		context->set( ScenePlug::scenePathContextName, p );
		ConstInternedStringVectorDataPtr childNamesData = scene->childNamesPlug()->getValue();
		const vector<InternedString> &childNames = childNamesData->readable();
		if( find( childNames.begin(), childNames.end(), *it ) == childNames.end() )
		{
			return false;
		}
		p.push_back( *it );
	}

	return true;
}
Пример #7
0
bool GafferScene::SceneAlgo::visible( const ScenePlug *scene, const ScenePlug::ScenePath &path )
{
	ScenePlug::PathScope pathScope( Context::current() );

	ScenePlug::ScenePath p; p.reserve( path.size() );
	for( ScenePlug::ScenePath::const_iterator it = path.begin(), eIt = path.end(); it != eIt; ++it )
	{
		p.push_back( *it );
		pathScope.setPath( p );

		ConstCompoundObjectPtr attributes = scene->attributesPlug()->getValue();
		const BoolData *visibilityData = attributes->member<BoolData>( "scene:visible" );
		if( visibilityData && !visibilityData->readable() )
		{
			return false;
		}
	}

	return true;
}
Пример #8
0
bool GafferScene::visible( const ScenePlug *scene, const ScenePlug::ScenePath &path )
{
	ContextPtr context = new Context( *Context::current(), Context::Borrowed );
	Context::Scope scopedContext( context.get() );

	ScenePlug::ScenePath p; p.reserve( path.size() );
	for( ScenePlug::ScenePath::const_iterator it = path.begin(), eIt = path.end(); it != eIt; ++it )
	{
		p.push_back( *it );
		context->set( ScenePlug::scenePathContextName, p );

		ConstCompoundObjectPtr attributes = scene->attributesPlug()->getValue();
		const BoolData *visibilityData = attributes->member<BoolData>( "scene:visible" );
		if( visibilityData && !visibilityData->readable() )
		{
			return false;
		}
	}

	return true;
}
Пример #9
0
void SceneView::collapseSelection()
{
	PathMatcher &selection = const_cast<GafferScene::PathMatcherData *>( m_sceneGadget->getSelection() )->writable();

	std::vector<string> toCollapse;
	selection.paths( toCollapse );

	if( !toCollapse.size() )
	{
		return;
	}

	GafferScene::PathMatcherData *expandedData = expandedPaths();
	PathMatcher &expanded = expandedData->writable();

	for( vector<string>::const_iterator it = toCollapse.begin(), eIt = toCollapse.end(); it != eIt; ++it )
	{
		/// \todo It would be nice to be able to get ScenePaths out of
		/// PathMatcher::paths() directly.
		ScenePlug::ScenePath path;
		ScenePlug::stringToPath( *it, path );

		if( !expanded.removePath( path ) )
		{
			if( path.size() <= 1 )
			{
				continue;
			}
			selection.removePath( path );
			path.pop_back(); // now the parent path
			expanded.removePath( path );
			selection.addPath( path );
		}
	}

	// See comment in expandSelection().
	getContext()->changedSignal()( getContext(), "ui:scene:expandedPaths" );
	// See comment in expandSelection().
	transferSelectionToContext();
}
Пример #10
0
		virtual void *operator()( void *item )
		{
			SceneGraph *s = (SceneGraph*)item;
			ScenePlug::ScenePath path;
			s->path( path );

			std::string name;
			ScenePlug::pathToString( path, name );

			try
			{
				if( !m_editMode )
				{
					// outputting scene for the first time - do some attribute block tracking:
					if( path.size() )
					{
						for( int i = m_previousPath.size(); i >= (int)path.size(); --i )
						{
							--m_attrBlockCounter;
							m_renderer->attributeEnd();
						}
					}

					m_previousPath = path;

					++m_attrBlockCounter;
					m_renderer->attributeBegin();

					// set the name for this location:
					m_renderer->setAttribute( "name", new StringData( name ) );

				}

				// transform:
				if( !m_editMode )
				{
					m_renderer->concatTransform( s->m_transform );
				}

				// attributes:
				if( s->m_attributes )
				{
					if( m_editMode )
					{
						CompoundDataMap parameters;
						parameters["exactscopename"] = new StringData( name );
						m_renderer->editBegin( "attribute", parameters );
					}

					outputAttributes( s->m_attributes.get(), m_renderer );
					s->m_attributes = NULL;

					if( m_editMode )
					{
						m_renderer->editEnd();
					}

				}

				// object:
				if( s->m_object && !m_editMode )
				{
					if( const VisibleRenderable *renderable = runTimeCast< const VisibleRenderable >( s->m_object.get() ) )
					{
						renderable->render( m_renderer );
					}
					s->m_object = 0;
				}
			}
			catch( const std::exception &e )
			{
				IECore::msg( IECore::Msg::Error, "InteractiveRender::update", name + ": " + e.what() );
			}

			return NULL;
		}