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test/source/blender/io/usd/hydra/object.hh

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1.6 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include <pxr/base/gf/matrix4d.h>
#include <pxr/base/tf/hashmap.h>
#include "DNA_object_types.h"
#include "BLI_map.hh"
#include "BLI_set.hh"
#include "BKE_object.hh"
#include "id.hh"
#include "material.hh"
namespace blender::io::hydra {
class ObjectData : public IdData {
public:
pxr::GfMatrix4d transform;
bool visible = true;
ObjectData(HydraSceneDelegate *scene_delegate,
const Object *object,
pxr::SdfPath const &prim_id);
static std::unique_ptr<ObjectData> create(HydraSceneDelegate *scene_delegate,
const Object *object,
pxr::SdfPath const &prim_id);
static bool is_supported(const Object *object);
static bool is_mesh(const Object *object);
static bool is_visible(HydraSceneDelegate *scene_delegate,
const Object *object,
int mode = OB_VISIBLE_SELF);
using IdData::get_data;
virtual pxr::VtValue get_data(pxr::SdfPath const &id, pxr::TfToken const &key) const;
virtual pxr::SdfPath material_id() const;
virtual pxr::SdfPath material_id(pxr::SdfPath const &id) const;
virtual void available_materials(Set<pxr::SdfPath> &paths) const;
protected:
virtual void write_transform();
virtual void write_materials();
MaterialData *get_or_create_material(const Material *mat);
};
using ObjectDataMap = Map<pxr::SdfPath, std::unique_ptr<ObjectData>>;
pxr::GfMatrix4d gf_matrix_from_transform(const float m[4][4]);
} // namespace blender::io::hydra