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C++ ConstObjectPtr::isInstanceOf方法代码示例

本文整理汇总了C++中iecore::ConstObjectPtr::isInstanceOf方法的典型用法代码示例。如果您正苦于以下问题:C++ ConstObjectPtr::isInstanceOf方法的具体用法?C++ ConstObjectPtr::isInstanceOf怎么用?C++ ConstObjectPtr::isInstanceOf使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在iecore::ConstObjectPtr的用法示例。


在下文中一共展示了ConstObjectPtr::isInstanceOf方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: if

Imath::Box3f ObjectSource::computeBound( const SceneNode::ScenePath &path, const Gaffer::Context *context, const ScenePlug *parent ) const
{
	Imath::Box3f result;
	IECore::ConstObjectPtr object = sourcePlug()->getValue();

	if( const IECore::VisibleRenderable *renderable = IECore::runTimeCast<const IECore::VisibleRenderable>( object.get() ) )
	{
		result = renderable->bound();
	}
	else if( object->isInstanceOf( IECore::Camera::staticTypeId() ) )
	{
		result = Imath::Box3f( Imath::V3f( -0.5, -0.5, 0 ), Imath::V3f( 0.5, 0.5, 2.0 ) );
	}
	else if( object->isInstanceOf( IECore::CoordinateSystem::staticTypeId() ) )
	{
		result = Imath::Box3f( Imath::V3f( 0 ), Imath::V3f( 1 ) );
	}
	else
	{
		result = Imath::Box3f( Imath::V3f( -0.5 ), Imath::V3f( 0.5 ) );
	}

	if( path.size() == 0 )
	{
		result = Imath::transform( result, transformPlug()->matrix() );
	}
	return result;
}
开发者ID:cedriclaunay,项目名称:gaffer,代码行数:28,代码来源:ObjectSource.cpp

示例2: pathScope

		virtual task *execute()
		{
			ScenePlug::PathScope pathScope( m_sceneGadget->m_context.get(), m_scenePath );

			// Update attributes, and compute visibility.

			const bool previouslyVisible = m_sceneGraph->m_visible;
			if( m_dirtyFlags & AttributesDirty )
			{
				const IECore::MurmurHash attributesHash = m_sceneGadget->m_scene->attributesPlug()->hash();
				if( attributesHash != m_sceneGraph->m_attributesHash )
				{
					IECore::ConstCompoundObjectPtr attributes = m_sceneGadget->m_scene->attributesPlug()->getValue( &attributesHash );
					const IECore::BoolData *visibilityData = attributes->member<IECore::BoolData>( "scene:visible" );
					m_sceneGraph->m_visible = visibilityData ? visibilityData->readable() : true;

					IECore::ConstRunTimeTypedPtr glStateCachedTyped = IECoreGL::CachedConverter::defaultCachedConverter()->convert( attributes.get() );
					IECoreGL::ConstStatePtr glStateCached = IECore::runTimeCast<const IECoreGL::State>( glStateCachedTyped );



					IECoreGL::ConstStatePtr visState = NULL;

					deferReferenceRemoval( m_sceneGraph->m_attributesRenderable );
					m_sceneGraph->m_attributesRenderable = AttributeVisualiser::allVisualisations( attributes.get(), visState );

					deferReferenceRemoval( m_sceneGraph->m_state );
					if( visState )
					{
						IECoreGL::StatePtr glState = new IECoreGL::State( *glStateCached );
						glState->add( const_cast< IECoreGL::State* >( visState.get() ) );

						m_sceneGraph->m_state = glState;
					}
					else
					{
						m_sceneGraph->m_state = glStateCached;
					}


					m_sceneGraph->m_attributesHash = attributesHash;
				}
			}

			if( !m_sceneGraph->m_visible )
			{
				// No need to update further since we're not visible.
				return NULL;
			}
			else if( !previouslyVisible )
			{
				// We didn't perform any updates when we were invisible,
				// so we need to update everything now.
				m_dirtyFlags = AllDirty;
			}

			// Update the object - converting it into an IECoreGL::Renderable

			if( m_dirtyFlags & ObjectDirty )
			{
				const IECore::MurmurHash objectHash = m_sceneGadget->m_scene->objectPlug()->hash();
				if( objectHash != m_sceneGraph->m_objectHash )
				{
					IECore::ConstObjectPtr object = m_sceneGadget->m_scene->objectPlug()->getValue( &objectHash );
					deferReferenceRemoval( m_sceneGraph->m_renderable );
					if( !object->isInstanceOf( IECore::NullObjectTypeId ) )
					{
						m_sceneGraph->m_renderable = objectToRenderable( object.get() );
					}
					m_sceneGraph->m_objectHash = objectHash;
				}
			}

			// Update the transform and bound

			if( m_dirtyFlags & TransformDirty )
			{
				m_sceneGraph->m_transform = m_sceneGadget->m_scene->transformPlug()->getValue();
			}

			m_sceneGraph->m_bound = m_sceneGraph->m_renderable ? m_sceneGraph->m_renderable->bound() : Box3f();

			// Update the expansion state

			const bool previouslyExpanded = m_sceneGraph->m_expanded;
			if( m_dirtyFlags & ExpansionDirty )
			{
				m_sceneGraph->m_expanded = m_sceneGadget->m_minimumExpansionDepth >= m_scenePath.size();
				if( !m_sceneGraph->m_expanded )
				{
					m_sceneGraph->m_expanded = m_sceneGadget->m_expandedPaths->readable().match( m_scenePath ) & Filter::ExactMatch;
				}
			}

			// If we're not expanded, then we can early out after creating a bounding box.

			deferReferenceRemoval( m_sceneGraph->m_boundRenderable );
			if( !m_sceneGraph->m_expanded )
			{
				// We're not expanded, so we early out before updating the children.
//.........这里部分代码省略.........
开发者ID:boberfly,项目名称:gaffer,代码行数:101,代码来源:SceneGadget.cpp


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