Files
test2/source/blender/blenkernel/BKE_cachefile.hh
Philipp Oeser 457cccd964 Fix #139782: USD MeshSequenceCache modifier using the wrong frame
It would run into using the same frame twice, looking like "freeze
frames"

Apparently we had a similar issue before, see 3f8ec963e3

Just a PoC to show that this looks like a precision/rounding issue when
getting a "working" `UsdTimeCode`.
In the modifier code, we are doing a roundtrip going from frame >> time
(in seconds -- via `BKE_cachefile_time_offset`) and then back to frame
before we store that in `USDMeshReadParams`.

To avoid the precision loss, this PR introduces
`BKE_cachefile_frame_offset` to stay in the "frame" domain and
circumvent going through FPS alltogether.

There might be better ways to let USD handle the "sightly off"
`UsdTimeCode` better though.

Pull Request: https://projects.blender.org/blender/blender/pulls/139793
2025-06-04 11:04:37 +02:00

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2.0 KiB
C++

/* SPDX-FileCopyrightText: 2016 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*/
struct CacheFile;
struct CacheFileLayer;
struct CacheReader;
struct Depsgraph;
struct Main;
struct Object;
struct Scene;
void *BKE_cachefile_add(Main *bmain, const char *name);
void BKE_cachefile_reload(Depsgraph *depsgraph, CacheFile *cache_file);
void BKE_cachefile_eval(Main *bmain, Depsgraph *depsgraph, CacheFile *cache_file);
bool BKE_cachefile_filepath_get(const Main *bmain,
const Depsgraph *depsgraph,
const CacheFile *cache_file,
char r_filepath[1024]);
double BKE_cachefile_time_offset(const CacheFile *cache_file, double time, double fps);
double BKE_cachefile_frame_offset(const CacheFile *cache_file, double time);
/* Modifiers and constraints open and free readers through these. */
void BKE_cachefile_reader_open(CacheFile *cache_file,
CacheReader **reader,
Object *object,
const char *object_path);
void BKE_cachefile_reader_free(CacheFile *cache_file, CacheReader **reader);
/**
* Determine whether the #CacheFile should use a render engine procedural. If so, data is not read
* from the file and bounding boxes are used to represent the objects in the Scene.
* Render engines will receive the bounding box as a placeholder but can instead
* load the data directly if they support it.
*/
bool BKE_cache_file_uses_render_procedural(const CacheFile *cache_file, Scene *scene);
/**
* Add a layer to the cache_file. Return NULL if the `filepath` is already that of an existing
* layer or if the number of layers exceeds the maximum allowed layer count.
*/
CacheFileLayer *BKE_cachefile_add_layer(CacheFile *cache_file, const char filepath[1024]);
CacheFileLayer *BKE_cachefile_get_active_layer(CacheFile *cache_file);
void BKE_cachefile_remove_layer(CacheFile *cache_file, CacheFileLayer *layer);