本文整理汇总了C++中sceneinterface::NameList类的典型用法代码示例。如果您正苦于以下问题:C++ NameList类的具体用法?C++ NameList怎么用?C++ NameList使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了NameList类的15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: computeAttributes
IECore::ConstCompoundObjectPtr SceneReader::computeAttributes( const ScenePath &path, const Gaffer::Context *context, const ScenePlug *parent ) const
{
ConstSceneInterfacePtr s = scene( path );
if( !s )
{
return parent->attributesPlug()->defaultValue();
}
// read attributes
SceneInterface::NameList nameList;
s->attributeNames( nameList );
CompoundObjectPtr result = new CompoundObject;
for( SceneInterface::NameList::iterator it = nameList.begin(); it != nameList.end(); ++it )
{
// these internal attributes should be ignored:
if( *it == SceneCache::animatedObjectTopologyAttribute )
{
continue;
}
if( *it == SceneCache::animatedObjectPrimVarsAttribute )
{
continue;
}
// the const cast is ok, because we're only using it to put the object into a CompoundObject that will
// be treated as forever const after being returned from this function.
result->members()[ std::string( *it ) ] = boost::const_pointer_cast<Object>( s->readAttribute( *it, context->getTime() ) );
}
return result;
}
示例2: loadSetWalk
static void loadSetWalk( const SceneInterface *s, const InternedString &setName, PathMatcher &set, const vector<InternedString> &path )
{
if( s->hasTag( setName, SceneInterface::LocalTag ) )
{
set.addPath( path );
}
// Figure out if we need to recurse by querying descendant tags to see if they include
// anything we're interested in.
if( !s->hasTag( setName, SceneInterface::DescendantTag ) )
{
return;
}
// Recurse to the children.
SceneInterface::NameList childNames;
s->childNames( childNames );
vector<InternedString> childPath( path );
childPath.push_back( InternedString() ); // room for the child name
for( SceneInterface::NameList::const_iterator it = childNames.begin(), eIt = childNames.end(); it != eIt; ++it )
{
ConstSceneInterfacePtr child = s->child( *it );
childPath.back() = *it;
loadSetWalk( child.get(), setName, set, childPath );
}
}
示例3:
void SceneCacheNode<BaseType>::descendantNames( const IECoreScene::SceneInterface *scene, std::vector<std::string> &descendants )
{
if ( !scene )
{
return;
}
SceneInterface::NameList children;
scene->childNames( children );
std::string current = "";
if ( scene->name() != SceneInterface::rootName )
{
SceneInterface::Path p;
scene->path( p );
SceneInterface::pathToString( p, current );
}
for ( SceneInterface::NameList::const_iterator it=children.begin(); it != children.end(); ++it )
{
descendants.push_back( current + "/" + it->value() );
}
for ( SceneInterface::NameList::const_iterator it=children.begin(); it != children.end(); ++it )
{
descendantNames( scene->child( *it ).get(), descendants );
}
};
示例4: loadObjects
void SOP_SceneCacheSource::loadObjects( const IECore::SceneInterface *scene, Imath::M44d transform, double time, Space space, const UT_StringMMPattern &shapeFilter, const std::string &attributeFilter, size_t rootSize )
{
if ( scene->hasObject() && UT_String( scene->name() ).multiMatch( shapeFilter ) )
{
ObjectPtr object = scene->readObject( time );
std::string name = relativePath( scene, rootSize );
bool hasAnimatedTopology = scene->hasAttribute( SceneCache::animatedObjectTopologyAttribute );
bool hasAnimatedPrimVars = scene->hasAttribute( SceneCache::animatedObjectPrimVarsAttribute );
std::vector<InternedString> animatedPrimVars;
if ( hasAnimatedPrimVars )
{
const ObjectPtr animatedPrimVarObj = scene->readAttribute( SceneCache::animatedObjectPrimVarsAttribute, 0 );
const InternedStringVectorData *animatedPrimVarData = IECore::runTimeCast<const InternedStringVectorData>( animatedPrimVarObj );
if ( animatedPrimVarData )
{
const std::vector<InternedString> &values = animatedPrimVarData->readable();
animatedPrimVars.resize( values.size() );
std::copy( values.begin(), values.end(), animatedPrimVars.begin() );
}
}
modifyObject( object, name, hasAnimatedTopology, hasAnimatedPrimVars, animatedPrimVars );
Imath::M44d currentTransform;
if ( space == Local )
{
currentTransform = scene->readTransformAsMatrix( time );
}
else if ( space != Object )
{
currentTransform = transform;
}
// transform the object unless its an identity
if ( currentTransform != Imath::M44d() )
{
transformObject( object, currentTransform, hasAnimatedTopology, hasAnimatedPrimVars, animatedPrimVars );
}
// convert the object to Houdini
if ( !convertObject( object, name, attributeFilter, hasAnimatedTopology, hasAnimatedPrimVars, animatedPrimVars ) )
{
addError( SOP_LOAD_UNKNOWN_BINARY_FLAG, ( "Could not convert " + name + " to houdini" ).c_str() );
}
}
SceneInterface::NameList children;
scene->childNames( children );
for ( SceneInterface::NameList::const_iterator it=children.begin(); it != children.end(); ++it )
{
ConstSceneInterfacePtr child = scene->child( *it );
loadObjects( child, child->readTransformAsMatrix( time ) * transform, time, space, shapeFilter, attributeFilter, rootSize );
}
}
示例5: computeChildNames
IECore::ConstInternedStringVectorDataPtr SceneReader::computeChildNames( const ScenePath &path, const Gaffer::Context *context, const ScenePlug *parent ) const
{
ConstSceneInterfacePtr s = scene( path );
if( !s )
{
return parent->childNamesPlug()->defaultValue();
}
// get the child names
InternedStringVectorDataPtr resultData = new InternedStringVectorData;
vector<InternedString> &result = resultData->writable();
s->childNames( result );
// filter out any which don't have the right tags
std::string tagsString = tagsPlug()->getValue();
if( !tagsString.empty() )
{
typedef boost::tokenizer<boost::char_separator<char> > Tokenizer;
Tokenizer tagsTokenizer( tagsString, boost::char_separator<char>( " " ) );
vector<InternedString> tags;
std::copy( tagsTokenizer.begin(), tagsTokenizer.end(), back_inserter( tags ) );
vector<InternedString>::iterator newResultEnd = result.begin();
SceneInterface::NameList childTags;
for( vector<InternedString>::const_iterator cIt = result.begin(), cEIt = result.end(); cIt != cEIt; ++cIt )
{
ConstSceneInterfacePtr child = s->child( *cIt );
childTags.clear();
child->readTags( childTags, IECore::SceneInterface::EveryTag );
bool childMatches = false;
for( SceneInterface::NameList::const_iterator tIt = childTags.begin(), tEIt = childTags.end(); tIt != tEIt; ++tIt )
{
if( find( tags.begin(), tags.end(), *tIt ) != tags.end() )
{
childMatches = true;
break;
}
}
if( childMatches )
{
*newResultEnd++ = *cIt;
}
}
result.erase( newResultEnd, result.end() );
}
return resultData;
}
示例6:
void SceneCacheNode<BaseType>::objectNames( const IECore::SceneInterface *scene, std::vector<std::string> &objects )
{
if ( scene->hasObject() )
{
objects.push_back( scene->name() );
}
SceneInterface::NameList children;
scene->childNames( children );
for ( SceneInterface::NameList::const_iterator it=children.begin(); it != children.end(); ++it )
{
objectNames( scene->child( *it ), objects );
}
};
示例7: sceneShapeAttributeNames
void SceneShape::sceneShapeAttributeNames( const MDagPath &p, SceneInterface::NameList &attributeNames )
{
MDagPath dagPath;
SceneShape *sceneShape = findScene( p, false, &dagPath );
if ( !sceneShape )
{
return;
}
SceneInterface::NameList sceneAttrNames;
ConstSceneInterfacePtr scene = sceneShape->getSceneInterface();
if ( !scene )
{
return;
}
scene->attributeNames( sceneAttrNames );
attributeNames.insert( attributeNames.end(), sceneAttrNames.begin(), sceneAttrNames.end() );
MFnDagNode fnChildDag( dagPath );
if( !fnChildDag.isIntermediateObject() && hasSceneShapeLink( p ) )
{
attributeNames.push_back( LinkedScene::linkAttribute );
}
}
示例8:
OBJ_Node *OBJ_SceneCacheTransform::doExpandChild( const SceneInterface *scene, OP_Network *parent, const Parameters ¶ms )
{
OP_Node *opNode = parent->createNode( OBJ_SceneCacheTransform::typeName, scene->name().c_str() );
OBJ_SceneCacheTransform *xform = reinterpret_cast<OBJ_SceneCacheTransform*>( opNode );
xform->referenceParent( pFile.getToken() );
xform->setPath( scene );
xform->setSpace( Local );
xform->setGeometryType( (OBJ_SceneCacheTransform::GeometryType)params.geometryType );
xform->setAttributeFilter( params.attributeFilter );
xform->setAttributeCopy( params.attributeCopy );
xform->setShapeFilter( params.shapeFilter );
xform->setFullPathName( params.fullPathName );
xform->setInt( pHierarchy.getToken(), 0, 0, params.hierarchy );
xform->setInt( pDepth.getToken(), 0, 0, params.depth );
SceneInterface::NameList children;
scene->childNames( children );
if ( children.empty() && !scene->hasObject() )
{
xform->setInt( pExpanded.getToken(), 0, 0, 1 );
}
if ( tagged( scene, params.tagFilter ) )
{
xform->setTagFilter( params.tagFilterStr );
}
else
{
xform->setDisplay( false );
}
if ( params.hierarchy == SubNetworks )
{
xform->setIndirectInput( 0, parent->getParentInput( 0 ) );
}
return xform;
}
示例9: doWrite
ROP_RENDER_CODE ROP_SceneCacheWriter::doWrite( const SceneInterface *liveScene, SceneInterface *outScene, double time )
{
if ( liveScene != m_liveScene )
{
outScene->writeTransform( liveScene->readTransform( time ), time );
}
if ( liveScene->hasObject() )
{
try
{
/// \todo: does an invisible node mean there is no object?
outScene->writeObject( liveScene->readObject( time ), time );
}
catch ( IECore::Exception &e )
{
addError( ROP_MESSAGE, e.what() );
return ROP_ABORT_RENDER;
}
}
SceneInterface::NameList children;
liveScene->childNames( children );
for ( SceneInterface::NameList::iterator it = children.begin(); it != children.end(); ++it )
{
/// \todo: does an invisible node mean its not a child?
ConstSceneInterfacePtr liveChild = liveScene->child( *it );
SceneInterfacePtr outChild = outScene->child( *it, SceneInterface::CreateIfMissing );
ROP_RENDER_CODE status = doWrite( liveChild, outChild, time );
if ( status != ROP_CONTINUE_RENDER )
{
return status;
}
}
return ROP_CONTINUE_RENDER;
}
示例10: computeAttributes
IECore::ConstCompoundObjectPtr SceneReader::computeAttributes( const ScenePath &path, const Gaffer::Context *context, const ScenePlug *parent ) const
{
std::string fileName = fileNamePlug()->getValue();
if( !fileName.size() )
{
return parent->attributesPlug()->defaultValue();
}
ConstSceneInterfacePtr s = SharedSceneInterfaces::get( fileName );
s = s->scene( path );
// read attributes
SceneInterface::NameList nameList;
s->attributeNames( nameList );
CompoundObjectPtr result = new CompoundObject;
for( SceneInterface::NameList::iterator it = nameList.begin(); it != nameList.end(); ++it )
{
// these internal attributes should be ignored:
if( *it == SceneCache::animatedObjectTopologyAttribute )
{
continue;
}
if( *it == SceneCache::animatedObjectPrimVarsAttribute )
{
continue;
}
// the const cast is ok, because we're only using it to put the object into a CompoundObject that will
// be treated as forever const after being returned from this function.
result->members()[ std::string( *it ) ] = constPointerCast<Object>( s->readAttribute( *it, context->getFrame() / g_frameRate ) );
}
// read tags and turn them into attributes of the form "user:tag:tagName"
nameList.clear();
s->readTags( nameList, IECore::SceneInterface::LocalTag );
for( SceneInterface::NameList::const_iterator it = nameList.begin(); it != nameList.end(); ++it )
{
if( it->string().compare( 0, 11, "ObjectType:" ) == 0 )
{
continue;
}
result->members()["user:tag:"+it->string()] = g_trueBoolData;
}
return result;
}
示例11: hashAttributes
void SceneReader::hashAttributes( const ScenePath &path, const Gaffer::Context *context, const ScenePlug *parent, IECore::MurmurHash &h ) const
{
ConstSceneInterfacePtr s = scene( path );
if( !s )
{
h = parent->attributesPlug()->defaultValue()->Object::hash();
return;
}
SceneInterface::NameList attributeNames;
s->attributeNames( attributeNames );
SceneInterface::NameList tagNames;
s->readTags( tagNames, IECore::SceneInterface::LocalTag );
if( !attributeNames.size() && !tagNames.size() )
{
h = parent->attributesPlug()->defaultValue()->Object::hash();
return;
}
FileSource::hashAttributes( path, context, parent, h );
bool animated = false;
const SampledSceneInterface *ss = runTimeCast<const SampledSceneInterface>( s.get() );
if( !ss )
{
animated = true;
}
else
{
for( SceneInterface::NameList::iterator it = attributeNames.begin(); it != attributeNames.end(); ++it )
{
if( ss->numAttributeSamples( *it ) > 1 )
{
animated = true;
break;
}
}
}
if( animated )
{
h.append( context->getFrame() );
}
}
示例12: attributeNames
void OBJ_SceneCacheTransform::attributeNames( const OP_Node *node, SceneInterface::NameList &attrs )
{
// make sure its a SceneCacheNode
if ( !node->hasParm( pFile.getToken() ) || !node->hasParm( pRoot.getToken() ) )
{
return;
}
const SceneCacheNode<OP_Node> *sceneNode = reinterpret_cast< const SceneCacheNode<OP_Node>* >( node );
/// \todo: do we need to ensure the file exists first?
ConstSceneInterfacePtr scene = OBJ_SceneCacheTransform::scene( sceneNode->getFile(), sceneNode->getPath() );
if ( !scene )
{
return;
}
scene->attributeNames( attrs );
const char *expanded = pExpanded.getToken();
if ( node->hasParm( expanded ) && !node->evalInt( expanded, 0, 0 ) )
{
attrs.push_back( LinkedScene::linkAttribute );
}
}
示例13: loadObjects
void SOP_SceneCacheSource::loadObjects( const IECore::SceneInterface *scene, Imath::M44d transform, double time, Space space, const UT_StringMMPattern &shapeFilter, const std::string &attributeFilter, GeometryType geometryType, size_t rootSize )
{
UT_Interrupt *progress = UTgetInterrupt();
progress->setLongOpText( ( "Loading " + scene->name().string() ).c_str() );
if ( progress->opInterrupt() )
{
return;
}
if ( scene->hasObject() && UT_String( scene->name() ).multiMatch( shapeFilter ) )
{
// \todo See if there are ways to avoid the Object copy below.
ObjectPtr object = scene->readObject( time )->copy();
std::string name = relativePath( scene, rootSize );
bool hasAnimatedTopology = scene->hasAttribute( SceneCache::animatedObjectTopologyAttribute );
bool hasAnimatedPrimVars = scene->hasAttribute( SceneCache::animatedObjectPrimVarsAttribute );
std::vector<InternedString> animatedPrimVars;
if ( hasAnimatedPrimVars )
{
const ConstObjectPtr animatedPrimVarObj = scene->readAttribute( SceneCache::animatedObjectPrimVarsAttribute, 0 );
const InternedStringVectorData *animatedPrimVarData = IECore::runTimeCast<const InternedStringVectorData>( animatedPrimVarObj );
if ( animatedPrimVarData )
{
const std::vector<InternedString> &values = animatedPrimVarData->readable();
animatedPrimVars.resize( values.size() );
std::copy( values.begin(), values.end(), animatedPrimVars.begin() );
}
}
modifyObject( object, name, attributeFilter, hasAnimatedTopology, hasAnimatedPrimVars, animatedPrimVars );
Imath::M44d currentTransform;
if ( space == Local )
{
currentTransform = scene->readTransformAsMatrix( time );
}
else if ( space != Object )
{
currentTransform = transform;
}
// transform the object unless its an identity
if ( currentTransform != Imath::M44d() )
{
transformObject( object, currentTransform, hasAnimatedTopology, hasAnimatedPrimVars, animatedPrimVars );
}
// load the Cortex object directly
if ( geometryType == Cortex )
{
holdObject( object, name, hasAnimatedTopology, hasAnimatedPrimVars, animatedPrimVars );
}
else
{
// convert the object to Houdini
if ( !convertObject( object, name, attributeFilter, geometryType, hasAnimatedTopology, hasAnimatedPrimVars, animatedPrimVars ) )
{
std::string fullName;
SceneInterface::Path path;
scene->path( path );
SceneInterface::pathToString( path, fullName );
addWarning( SOP_MESSAGE, ( "Could not convert " + fullName + " to houdini" ).c_str() );
}
}
}
if ( evalInt( pObjectOnly.getToken(), 0, 0 ) )
{
return;
}
SceneInterface::NameList children;
scene->childNames( children );
for ( SceneInterface::NameList::const_iterator it=children.begin(); it != children.end(); ++it )
{
ConstSceneInterfacePtr child = scene->child( *it );
loadObjects( child, child->readTransformAsMatrix( time ) * transform, time, space, shapeFilter, attributeFilter, geometryType, rootSize );
}
}
示例14: doExpandChildren
void OBJ_SceneCacheTransform::doExpandChildren( const SceneInterface *scene, OP_Network *parent, const Parameters ¶ms )
{
UT_Interrupt *progress = UTgetInterrupt();
progress->setLongOpText( ( "Expanding " + scene->name().string() ).c_str() );
if ( progress->opInterrupt() )
{
return;
}
OP_Network *inputNode = parent;
if ( params.hierarchy == Parenting )
{
parent = parent->getParent();
}
SceneInterface::NameList children;
scene->childNames( children );
for ( SceneInterface::NameList::const_iterator it=children.begin(); it != children.end(); ++it )
{
ConstSceneInterfacePtr child = scene->child( *it );
OBJ_Node *childNode = 0;
if ( params.hierarchy == SubNetworks )
{
childNode = doExpandChild( child.get(), parent, params );
if ( params.depth == AllDescendants && child->hasObject() && tagged( child.get(), params.tagFilter ) )
{
Parameters childParams( params );
childParams.depth = Children;
doExpandObject( child.get(), childNode, childParams );
}
}
else if ( params.hierarchy == Parenting )
{
if ( child->hasObject() )
{
Parameters childParams( params );
childParams.depth = Children;
childNode = doExpandObject( child.get(), parent, childParams );
}
else
{
childNode = doExpandChild( child.get(), parent, params );
}
childNode->setInput( 0, inputNode );
}
if ( params.depth == AllDescendants )
{
if ( params.hierarchy == SubNetworks && !tagged( child.get(), params.tagFilter ) )
{
// we don't expand non-tagged children for SubNetwork mode, but we
// do for Parenting mode, because otherwise the hierarchy would be
// stuck in an un-expandable state.
continue;
}
doExpandChildren( child.get(), childNode, params );
childNode->setInt( pExpanded.getToken(), 0, 0, 1 );
}
}
OP_Layout layout( parent );
#if UT_MAJOR_VERSION_INT >= 16
OP_SubnetIndirectInput *parentInput = parent->getParentInput( 0 );
layout.addLayoutItem( parentInput->getInputItem() );
for ( int i=0; i < parent->getNchildren(); ++i )
{
layout.addLayoutItem( parent->getChild( i ) );
}
#else
layout.addLayoutOp( parent->getParentInput( 0 ) );
for ( int i=0; i < parent->getNchildren(); ++i )
{
layout.addLayoutOp( parent->getChild( i ) );
}
#endif
layout.layoutOps( OP_LAYOUT_TOP_TO_BOT, parent, parent->getParentInput( 0 ) );
}
示例15: loadObjects
//.........这里部分代码省略.........
Imath::M44d currentTransform;
if ( space == Local )
{
currentTransform = scene->readTransformAsMatrix( time );
}
else if ( space != Object )
{
currentTransform = transform;
}
ConstObjectPtr object = 0;
if ( params.geometryType == BoundingBox )
{
Imath::Box3d bound = scene->readBound( time );
object = MeshPrimitive::createBox( Imath::Box3f( bound.min, bound.max ) );
params.hasAnimatedTopology = false;
params.hasAnimatedPrimVars = true;
params.animatedPrimVars.clear();
params.animatedPrimVars.push_back( "P" );
}
else if ( params.geometryType == PointCloud )
{
std::vector<Imath::V3f> point( 1, scene->readBound( time ).center() );
PointsPrimitivePtr points = new PointsPrimitive( new V3fVectorData( point ) );
std::vector<Imath::V3f> basis1( 1, Imath::V3f( currentTransform[0][0], currentTransform[0][1], currentTransform[0][2] ) );
std::vector<Imath::V3f> basis2( 1, Imath::V3f( currentTransform[1][0], currentTransform[1][1], currentTransform[1][2] ) );
std::vector<Imath::V3f> basis3( 1, Imath::V3f( currentTransform[2][0], currentTransform[2][1], currentTransform[2][2] ) );
points->variables["basis1"] = PrimitiveVariable( PrimitiveVariable::Vertex, new V3fVectorData( basis1 ) );
points->variables["basis2"] = PrimitiveVariable( PrimitiveVariable::Vertex, new V3fVectorData( basis2 ) );
points->variables["basis3"] = PrimitiveVariable( PrimitiveVariable::Vertex, new V3fVectorData( basis3 ) );
params.hasAnimatedTopology = false;
params.hasAnimatedPrimVars = true;
params.animatedPrimVars.clear();
params.animatedPrimVars.push_back( "P" );
params.animatedPrimVars.push_back( "basis1" );
params.animatedPrimVars.push_back( "basis2" );
params.animatedPrimVars.push_back( "basis3" );
object = points;
}
else
{
object = scene->readObject( time );
params.hasAnimatedTopology = scene->hasAttribute( SceneCache::animatedObjectTopologyAttribute );
params.hasAnimatedPrimVars = scene->hasAttribute( SceneCache::animatedObjectPrimVarsAttribute );
if ( params.hasAnimatedPrimVars )
{
const ConstObjectPtr animatedPrimVarObj = scene->readAttribute( SceneCache::animatedObjectPrimVarsAttribute, 0 );
const InternedStringVectorData *animatedPrimVarData = IECore::runTimeCast<const InternedStringVectorData>( animatedPrimVarObj.get() );
if ( animatedPrimVarData )
{
const std::vector<InternedString> &values = animatedPrimVarData->readable();
params.animatedPrimVars.clear();
params.animatedPrimVars.resize( values.size() );
std::copy( values.begin(), values.end(), params.animatedPrimVars.begin() );
}
}
}
// modify the object if necessary
object = modifyObject( object.get(), params );
// transform the object unless its an identity
if ( currentTransform != Imath::M44d() )
{
object = transformObject( object.get(), currentTransform, params );
}
// convert the object to Houdini
if ( !convertObject( object.get(), name, scene, params ) )
{
std::string fullName;
SceneInterface::Path path;
scene->path( path );
SceneInterface::pathToString( path, fullName );
addWarning( SOP_MESSAGE, ( "Could not convert " + fullName + " to Houdini" ).c_str() );
}
}
if ( evalInt( pObjectOnly.getToken(), 0, 0 ) )
{
return;
}
SceneInterface::NameList children;
scene->childNames( children );
std::sort( children.begin(), children.end(), InternedStringSort() );
for ( SceneInterface::NameList::const_iterator it=children.begin(); it != children.end(); ++it )
{
ConstSceneInterfacePtr child = scene->child( *it );
if ( tagged( child.get(), params.tagFilter ) )
{
loadObjects( child.get(), child->readTransformAsMatrix( time ) * transform, time, space, params, rootSize );
}
}
}