style cleanup: block comments
[blender.git] / intern / cycles / blender / blender_object.cpp
index cea3b0256bdcfd1ea7069c1d7b918b92b5d2c7c8..c4b58d6fa761c5ffa6642a01397d70b45366d2a8 100644 (file)
@@ -192,7 +192,7 @@ void BlenderSync::sync_background_light()
 
 /* Object */
 
-void BlenderSync::sync_object(BL::Object b_parent, int b_index, BL::Object b_ob, Transform& tfm, uint layer_flag, int motion)
+void BlenderSync::sync_object(BL::Object b_parent, int b_index, BL::Object b_ob, Transform& tfm, uint layer_flag, int motion, int particle_id)
 {
        /* light is handled separately */
        if(object_is_light(b_ob)) {
@@ -264,12 +264,18 @@ void BlenderSync::sync_object(BL::Object b_parent, int b_index, BL::Object b_ob,
                }
 
                /* camera flag is not actually used, instead is tested
-                  against render layer flags */
+                * against render layer flags */
                if(object->visibility & PATH_RAY_CAMERA) {
                        object->visibility |= layer_flag << PATH_RAY_LAYER_SHIFT;
                        object->visibility &= ~PATH_RAY_CAMERA;
                }
 
+               object->particle_id = particle_id;
+
+               /* particle sync */
+               if (object_use_particles(b_ob))
+                       sync_particles(object, b_ob);
+       
                object->tag_update(scene);
        }
 }
@@ -292,54 +298,51 @@ void BlenderSync::sync_objects(BL::SpaceView3D b_v3d, int motion)
        /* object loop */
        BL::Scene::objects_iterator b_ob;
        BL::Scene b_sce = b_scene;
+       int particle_offset = 0;
 
        for(; b_sce; b_sce = b_sce.background_set()) {
                for(b_sce.objects.begin(b_ob); b_ob != b_sce.objects.end(); ++b_ob) {
                        bool hide = (render_layer.use_viewport_visibility)? b_ob->hide(): b_ob->hide_render();
                        uint ob_layer = get_layer(b_ob->layers());
+                       hide = hide || !(ob_layer & scene_layer);
+
+                       if(!hide) {
+
+                               int num_particles = object_count_particles(*b_ob);
 
-                       if(!hide && (ob_layer & scene_layer)) {
                                if(b_ob->is_duplicator()) {
+                                       hide = true;    /* duplicators hidden by default */
+
                                        /* dupli objects */
                                        object_create_duplilist(*b_ob, b_scene);
 
                                        BL::Object::dupli_list_iterator b_dup;
-                                       int b_index = 0;
-
                                        for(b_ob->dupli_list.begin(b_dup); b_dup != b_ob->dupli_list.end(); ++b_dup) {
                                                Transform tfm = get_transform(b_dup->matrix());
                                                BL::Object b_dup_ob = b_dup->object();
                                                bool dup_hide = (b_v3d)? b_dup_ob.hide(): b_dup_ob.hide_render();
 
-                                               if(!(b_dup->hide() || dup_hide))
-                                                       sync_object(*b_ob, b_index, b_dup_ob, tfm, ob_layer, motion);
-
-                                               b_index++;
+                                               if(!(b_dup->hide() || dup_hide)) {
+                                                       sync_object(*b_ob, b_dup->index(), b_dup_ob, tfm, ob_layer, motion, b_dup->particle_index() + particle_offset);
+                                               }
                                        }
 
                                        object_free_duplilist(*b_ob);
-
-                                       hide = true;
                                }
 
                                /* check if we should render or hide particle emitter */
                                BL::Object::particle_systems_iterator b_psys;
-                               bool render_emitter = false;
-
-                               for(b_ob->particle_systems.begin(b_psys); b_psys != b_ob->particle_systems.end(); ++b_psys) {
-                                       if(b_psys->settings().use_render_emitter()) {
+                               for(b_ob->particle_systems.begin(b_psys); b_psys != b_ob->particle_systems.end(); ++b_psys)
+                                       if(b_psys->settings().use_render_emitter())
                                                hide = false;
-                                               render_emitter = true;
-                                       }
-                                       else if(!render_emitter)
-                                               hide = true;
-                               }
 
                                if(!hide) {
                                        /* object itself */
                                        Transform tfm = get_transform(b_ob->matrix_world());
-                                       sync_object(*b_ob, 0, *b_ob, tfm, ob_layer, motion);
+                                       sync_object(*b_ob, 0, *b_ob, tfm, ob_layer, motion, 0);
                                }
+
+                               particle_offset += num_particles;
                        }
                }
        }