30 const size_t num_steps,
37 const size_t num_steps,
52 void clear(
const bool preserve_shaders =
false)
override;
54 void resize(
const int numpoints);
55 void reserve(
const int numpoints);
56 void add_point(
const float3 co,
const float radius,
const int shader = 0);
int motion_step(const float time) const
#define CCL_NAMESPACE_END
VecBase< float, D > step(VecOp< float, D >, VecOp< float, D >) RET
#define NODE_SOCKET_API_ARRAY(type_, name)
ccl_gpu_kernel_postfix ccl_global KernelWorkTile * tiles
float4 point_for_step(const float3 *points, const float *radius, const float4 *point_steps, const size_t num_points, const size_t num_steps, const size_t step, size_t p) const
void bounds_grow(const float3 *points, const float *radius, BoundBox &bounds) const
float4 motion_key(const float3 *points, const float *radius, const float4 *point_steps, const size_t num_points, const size_t num_steps, const float time, size_t p) const
size_t num_attributes() const
void pack(Scene *scene, float4 *packed_points, uint *packed_shader)
friend class BVHSpatialSplit
void clear(const bool preserve_shaders=false) override
Point get_point(const int i) const
void resize(const int numpoints)
friend class GeometryManager
void add_point(const float3 co, const float radius, const int shader=0)
void reserve(const int numpoints)
friend class ObjectManager
void apply_transform(const Transform &tfm, const bool apply_to_motion) override
void get_uv_tiles(ustring map, unordered_set< int > &tiles) override
size_t num_points() const
void copy_center_to_motion_step(const int motion_step)
void compute_bounds() override
PrimitiveType primitive_type() const override