The depsgraph was always created within a fixed evaluation context. Passing both risks the depsgraph and evaluation context not matching, and it complicates the Python API where we'd have to expose both which is not so easy to understand. This also removes the global evaluation context in main, which assumed there to be a single active scene and view layer. Differential Revision: https://developer.blender.org/D3152
63 lines
1.7 KiB
C++
63 lines
1.7 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Sybren A. Stüvel
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __ABC_MBALL_H__
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#define __ABC_MBALL_H__
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#include "abc_object.h"
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class AbcMeshWriter;
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struct Main;
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struct MetaBall;
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struct Object;
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/* AbcMBallWriter converts the metaballs to meshes at every frame,
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* and defers to a wrapped AbcMeshWriter to perform the writing
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* to the Alembic file. Only the basis balls are exported, as this
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* results in the entire shape as one mesh. */
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class AbcMBallWriter : public AbcObjectWriter {
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AbcMeshWriter *m_mesh_writer;
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Object *m_mesh_ob;
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bool m_is_animated;
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Main *m_bmain;
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public:
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AbcMBallWriter(
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Main *bmain,
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Depsgraph *depsgraph,
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Scene *scene,
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Object *ob,
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AbcTransformWriter *parent,
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uint32_t time_sampling,
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ExportSettings &settings);
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~AbcMBallWriter();
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static bool isBasisBall(Scene *scene, Object *ob);
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private:
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virtual void do_write();
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bool isAnimated() const;
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};
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#endif /* __ABC_MBALL_H__ */
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