The issue stems from the fact that scene arrays are not cleared when rendering is done. This was not really an issue before the introduction of the ownership system (rB429afe0c626a) as the id_map would recreate scene data arrays based on their new content. However, now that the id_maps do not have access to the scene data anymore the arrays are never created. Another related issue is that the BlenderSync instance is never freed when the persistent data option is activated. To fix this, we delete nodes created by the id_maps in their destructors, and delete the BlenderSync instance before creating a new one, so the id_maps destructors are actually called. Reviewed By: brecht Maniphest Tasks: T82129 Differential Revision: https://developer.blender.org/D9378
93 lines
2.8 KiB
C++
93 lines
2.8 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "render/mesh.h"
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#include "render/object.h"
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#include "render/particles.h"
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#include "blender/blender_sync.h"
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#include "blender/blender_util.h"
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#include "util/util_foreach.h"
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CCL_NAMESPACE_BEGIN
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/* Utilities */
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bool BlenderSync::sync_dupli_particle(BL::Object &b_ob,
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BL::DepsgraphObjectInstance &b_instance,
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Object *object)
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{
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/* test if this dupli was generated from a particle sytem */
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BL::ParticleSystem b_psys = b_instance.particle_system();
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if (!b_psys)
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return false;
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object->hide_on_missing_motion = true;
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/* test if we need particle data */
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if (!object->geometry->need_attribute(scene, ATTR_STD_PARTICLE))
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return false;
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/* don't handle child particles yet */
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BL::Array<int, OBJECT_PERSISTENT_ID_SIZE> persistent_id = b_instance.persistent_id();
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if (persistent_id[0] >= b_psys.particles.length())
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return false;
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/* find particle system */
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ParticleSystemKey key(b_ob, persistent_id);
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ParticleSystem *psys;
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bool first_use = !particle_system_map.is_used(key);
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bool need_update = particle_system_map.add_or_update(&psys, b_ob, b_instance.object(), key);
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/* no update needed? */
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if (!need_update && !object->geometry->need_update && !scene->object_manager->need_update)
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return true;
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/* first time used in this sync loop? clear and tag update */
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if (first_use) {
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psys->particles.clear();
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psys->tag_update(scene);
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}
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/* add particle */
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BL::Particle b_pa = b_psys.particles[persistent_id[0]];
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Particle pa;
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pa.index = persistent_id[0];
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pa.age = b_scene.frame_current() - b_pa.birth_time();
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pa.lifetime = b_pa.lifetime();
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pa.location = get_float3(b_pa.location());
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pa.rotation = get_float4(b_pa.rotation());
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pa.size = b_pa.size();
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pa.velocity = get_float3(b_pa.velocity());
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pa.angular_velocity = get_float3(b_pa.angular_velocity());
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psys->particles.push_back_slow(pa);
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if (object->particle_index != psys->particles.size() - 1)
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scene->object_manager->tag_update(scene);
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object->particle_system = psys;
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object->particle_index = psys->particles.size() - 1;
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/* return that this object has particle data */
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return true;
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}
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CCL_NAMESPACE_END
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