|
uint32_t | object_index |
| Index of this object in the SlrPrimInfoList in SlrRenderContext.
|
|
usg::StageRef | stage |
| Stage containing Prim.
|
|
const usg::Path * | prim_path |
| Prim path in Stage (stored in Render prim_path_cache)
|
|
SlrPrimTypeHint | prim_type_hint |
| To drive render primitive conversion.
|
|
SlrSurfaceMaterial * | material |
| Render material (stored in SlrRenderContext)
|
|
bool | visible_to_camera |
| Should the object be visible to camera?
|
|
bool | casts_shadow |
| Does the object cast a shadow?
|
|
bool | receives_shadow |
| Does the object get shadowed by lights?
|
|
bool | enabled |
| Object is 'on' for this scene.
|
|
fdk::TimeValue | motion_time |
| Time of this prim's xform & bbox sampling (scene motion time)
|
|
fdk::TimeValue | topology_time |
| Time of this prim's topology sampling (usually shutter open or close)
|
|
fdk::Box3f | bbox |
| Local-space bbox.
|
|
fdk::Mat4dList | transforms |
| Double-precision scene-transform matrices.
|
|
int32_t | num_sub_indices |
| To match motionblur-able topology. ie nFaces for MeshPrim, nPoints for PointsPrim.
|
|
Replacement for legacy GeoInfo structure used in the legacy DD::Image::Render-based architecture like ScanlineRender, DepthMapRender, etc.
This structure represents a single usg::Prim at a single time sample. The Prim's attributes are not copied to time-sampled local arrays, that is left to the render primitive adapters at render time. However the Prim's concatenated scene transform is time sampled and stored in the 'transforms' - note that all matrices are now double-precision.
The previous GeoInfo often contained an internal list of 'atomic' Primitives such as triangles, points and polygons, but these are deprecated in favor of the SlrPrimInfo representing a single 'compound', or complex primitive such as a MeshPrim or PointsPrim, so there's no longer a reason for SlrPrimInfo to contain anything besides what's needed for the renderer to sample the usg::Prim and convert it to its internal render primitives, which is usually triangles.