示例#1
0
		bool pathFromSelectionId( GLuint selectionId, ScenePlug::ScenePath &path ) const
		{
			path.clear();
			const bool result = pathFromSelectionIdWalk( selectionId, path );
			std::reverse( path.begin(), path.end() );
			return result;
		}
示例#2
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();
		}
	}
}
示例#3
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;
}
示例#4
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;
}
示例#5
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;
}
示例#6
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;
}