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MAYA-111889 point snapping to similar instances #1521
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kxl-adsk
merged 16 commits into
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krickw/MAYA-111889/point_snapping_to_similar_instances
Jul 14, 2021
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e1436dc
Split the shaded instanced render item into two: one for selected ins…
08809c5
Clang format.
908f88b
Clang format again.
5770db5
Add preprocess macro protection for code which uses new Maya API.
9b0b5b5
Clang format.
18e80de
Compile vs. Maya 2019.
b6307da
Clang format.
ec50b54
More preprocessor protection for extra render items.
ba8ccdf
OSX & Linux build fix.
175ef61
Fix the last issue with older versions of Maya?
3beea9e
Fix wireframe lead color.
7d3be2e
Fix preprocessor macro's checking the wrong define.
8d724d5
Create a helper function to add the shaded instanced selected item.
4d8560f
Clang format.
3a74c5b
Fix for older versions.
44e1108
Revert changes which accidentally got included.
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Original file line number | Diff line number | Diff line change |
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// | ||
// Copyright 2021 Autodesk | ||
// | ||
// Licensed under the Apache License, Version 2.0 (the "License"); | ||
// you may not use this file except in compliance with the License. | ||
// You may obtain a copy of the License at | ||
// | ||
// http://www.apache.org/licenses/LICENSE-2.0 | ||
// | ||
// Unless required by applicable law or agreed to in writing, software | ||
// distributed under the License is distributed on an "AS IS" BASIS, | ||
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
// See the License for the specific language governing permissions and | ||
// limitations under the License. | ||
// | ||
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#include "mayaPrimCommon.h" | ||
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PXR_NAMESPACE_OPEN_SCOPE | ||
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#ifdef MAYA_NEW_POINT_SNAPPING_SUPPORT | ||
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namespace { | ||
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MayaUsdCustomData sMayaUsdCustomData; | ||
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} // namespace | ||
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/* static */ | ||
InstanceIdMap& MayaUsdCustomData::Get(const MHWRender::MRenderItem& renderItem) | ||
{ | ||
return sMayaUsdCustomData._itemData[renderItem.InternalObjectId()]; | ||
} | ||
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/* static */ | ||
void MayaUsdCustomData::Remove(const MHWRender::MRenderItem& renderItem) | ||
{ | ||
// not thread safe, so if they are destroyed in parallel this will crash. | ||
// consider concurrent_hash_map for locking version that can erase | ||
sMayaUsdCustomData._itemData.unsafe_erase(renderItem.InternalObjectId()); | ||
} | ||
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#endif | ||
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PXR_NAMESPACE_CLOSE_SCOPE |
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This data structure always grows. Is there a point in time where the data can be cleaned-up?