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2011-10-10 09:38:02 +00:00
/*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
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*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Jiri Hnidek <jiri.hnidek@vslib.cz>.
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*
* ***** END GPL LICENSE BLOCK *****
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*
* MetaBalls are created from a single Object (with a name without number in it),
* here the DispList and BoundBox also is located.
* All objects with the same name (but with a number in it) are added to this.
*
* texture coordinates are patched within the displist
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*/
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/** \file blender/blenkernel/intern/mball.c
* \ingroup bke
*/
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#include <stdio.h>
#include <string.h>
#include <math.h>
#include <stdlib.h>
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#include <ctype.h>
#include <float.h>
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#include "MEM_guardedalloc.h"
#include "DNA_material_types.h"
#include "DNA_object_types.h"
#include "DNA_meta_types.h"
#include "DNA_scene_types.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_string_utils.h"
#include "BLI_utildefines.h"
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#include "BKE_global.h"
#include "BKE_main.h"
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#include "BKE_animsys.h"
#include "BKE_curve.h"
Threaded object update and EvaluationContext Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
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#include "BKE_depsgraph.h"
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#include "BKE_scene.h"
#include "BKE_library.h"
#include "BKE_library_query.h"
#include "BKE_library_remap.h"
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#include "BKE_displist.h"
#include "BKE_mball.h"
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#include "BKE_object.h"
#include "BKE_material.h"
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/* Functions */
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
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/** Free (or release) any data used by this mball (does not free the mball itself). */
void BKE_mball_free(MetaBall *mb)
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{
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
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BKE_animdata_free((ID *)mb, false);
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ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
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MEM_SAFE_FREE(mb->mat);
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BLI_freelistN(&mb->elems);
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if (mb->disp.first) BKE_displist_free(&mb->disp);
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}
void BKE_mball_init(MetaBall *mb)
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{
BLI_assert(MEMCMP_STRUCT_OFS_IS_ZERO(mb, id));
mb->size[0] = mb->size[1] = mb->size[2] = 1.0;
mb->texflag = MB_AUTOSPACE;
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mb->wiresize = 0.4f;
mb->rendersize = 0.2f;
mb->thresh = 0.6f;
}
MetaBall *BKE_mball_add(Main *bmain, const char *name)
{
MetaBall *mb;
mb = BKE_libblock_alloc(bmain, ID_MB, name, 0);
BKE_mball_init(mb);
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return mb;
}
/**
* Only copy internal data of MetaBall ID from source to already allocated/initialized destination.
* You probably nerver want to use that directly, use id_copy or BKE_id_copy_ex for typical needs.
*
* WARNING! This function will not handle ID user count!
*
* \param flag Copying options (see BKE_library.h's LIB_ID_COPY_... flags for more).
*/
void BKE_mball_copy_data(Main *UNUSED(bmain), MetaBall *mb_dst, const MetaBall *mb_src, const int UNUSED(flag))
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{
BLI_duplicatelist(&mb_dst->elems, &mb_src->elems);
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mb_dst->mat = MEM_dupallocN(mb_src->mat);
mb_dst->editelems = NULL;
mb_dst->lastelem = NULL;
}
MetaBall *BKE_mball_copy(Main *bmain, const MetaBall *mb)
{
MetaBall *mb_copy;
BKE_id_copy_ex(bmain, &mb->id, (ID **)&mb_copy, 0, false);
return mb_copy;
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}
void BKE_mball_make_local(Main *bmain, MetaBall *mb, const bool lib_local)
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{
BKE_id_make_local_generic(bmain, &mb->id, true, lib_local);
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}
/* most simple meta-element adding function
* don't do context manipulation here (rna uses) */
MetaElem *BKE_mball_element_add(MetaBall *mb, const int type)
{
MetaElem *ml = MEM_callocN(sizeof(MetaElem), "metaelem");
unit_qt(ml->quat);
ml->rad = 2.0;
ml->s = 2.0;
ml->flag = MB_SCALE_RAD;
switch (type) {
case MB_BALL:
ml->type = MB_BALL;
ml->expx = ml->expy = ml->expz = 1.0;
break;
case MB_TUBE:
ml->type = MB_TUBE;
ml->expx = ml->expy = ml->expz = 1.0;
break;
case MB_PLANE:
ml->type = MB_PLANE;
ml->expx = ml->expy = ml->expz = 1.0;
break;
case MB_ELIPSOID:
ml->type = MB_ELIPSOID;
ml->expx = 1.2f;
ml->expy = 0.8f;
ml->expz = 1.0;
break;
case MB_CUBE:
ml->type = MB_CUBE;
ml->expx = ml->expy = ml->expz = 1.0;
break;
default:
break;
}
BLI_addtail(&mb->elems, ml);
return ml;
}
/** Compute bounding box of all MetaElems/MetaBalls.
*
* Bounding box is computed from polygonized surface. Object *ob is
* basic MetaBall (usually with name Meta). All other MetaBalls (with
* names Meta.001, Meta.002, etc) are included in this Bounding Box.
*/
void BKE_mball_texspace_calc(Object *ob)
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{
DispList *dl;
BoundBox *bb;
float *data, min[3], max[3] /*, loc[3], size[3] */;
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int tot;
bool do_it = false;
if (ob->bb == NULL) ob->bb = MEM_callocN(sizeof(BoundBox), "mb boundbox");
bb = ob->bb;
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/* Weird one, this. */
/* INIT_MINMAX(min, max); */
(min)[0] = (min)[1] = (min)[2] = 1.0e30f;
(max)[0] = (max)[1] = (max)[2] = -1.0e30f;
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dl = ob->curve_cache->disp.first;
while (dl) {
tot = dl->nr;
if (tot) do_it = true;
data = dl->verts;
while (tot--) {
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/* Also weird... but longer. From utildefines. */
minmax_v3v3_v3(min, max, data);
data += 3;
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}
dl = dl->next;
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}
if (!do_it) {
min[0] = min[1] = min[2] = -1.0f;
max[0] = max[1] = max[2] = 1.0f;
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}
#if 0
loc[0] = (min[0] + max[0]) / 2.0f;
loc[1] = (min[1] + max[1]) / 2.0f;
loc[2] = (min[2] + max[2]) / 2.0f;
size[0] = (max[0] - min[0]) / 2.0f;
size[1] = (max[1] - min[1]) / 2.0f;
size[2] = (max[2] - min[2]) / 2.0f;
#endif
BKE_boundbox_init_from_minmax(bb, min, max);
bb->flag &= ~BOUNDBOX_DIRTY;
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}
float *BKE_mball_make_orco(Object *ob, ListBase *dispbase)
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{
BoundBox *bb;
DispList *dl;
float *data, *orco, *orcodata;
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float loc[3], size[3];
int a;
/* restore size and loc */
bb = ob->bb;
loc[0] = (bb->vec[0][0] + bb->vec[4][0]) / 2.0f;
size[0] = bb->vec[4][0] - loc[0];
loc[1] = (bb->vec[0][1] + bb->vec[2][1]) / 2.0f;
size[1] = bb->vec[2][1] - loc[1];
loc[2] = (bb->vec[0][2] + bb->vec[1][2]) / 2.0f;
size[2] = bb->vec[1][2] - loc[2];
dl = dispbase->first;
orcodata = MEM_mallocN(sizeof(float) * 3 * dl->nr, "MballOrco");
data = dl->verts;
orco = orcodata;
a = dl->nr;
while (a--) {
orco[0] = (data[0] - loc[0]) / size[0];
orco[1] = (data[1] - loc[1]) / size[1];
orco[2] = (data[2] - loc[2]) / size[2];
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data += 3;
orco += 3;
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}
return orcodata;
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}
/* Note on mball basis stuff 2.5x (this is a can of worms)
* This really needs a rewrite/refactor its totally broken in anything other then basic cases
* Multiple Scenes + Set Scenes & mixing mball basis SHOULD work but fails to update the depsgraph on rename
* and linking into scenes or removal of basis mball. so take care when changing this code.
*
* Main idiot thing here is that the system returns find_basis_mball() objects which fail a is_basis_mball() test.
*
* Not only that but the depsgraph and their areas depend on this behavior!, so making small fixes here isn't worth it.
* - Campbell
*/
/** \brief Test, if Object *ob is basic MetaBall.
*
* It test last character of Object ID name. If last character
* is digit it return 0, else it return 1.
*/
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bool BKE_mball_is_basis(Object *ob)
{
/* just a quick test */
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const int len = strlen(ob->id.name);
return (!isdigit(ob->id.name[len - 1]));
}
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/* return nonzero if ob1 is a basis mball for ob */
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bool BKE_mball_is_basis_for(Object *ob1, Object *ob2)
{
int basis1nr, basis2nr;
char basis1name[MAX_ID_NAME], basis2name[MAX_ID_NAME];
BLI_split_name_num(basis1name, &basis1nr, ob1->id.name + 2, '.');
BLI_split_name_num(basis2name, &basis2nr, ob2->id.name + 2, '.');
if (STREQ(basis1name, basis2name)) {
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return BKE_mball_is_basis(ob1);
}
else {
return false;
}
}
/* \brief copy some properties from object to other metaball object with same base name
*
* When some properties (wiresize, threshold, update flags) of metaball are changed, then this properties
* are copied to all metaballs in same "group" (metaballs with same base name: MBall,
* MBall.001, MBall.002, etc). The most important is to copy properties to the base metaball,
* because this metaball influence polygonisation of metaballs. */
void BKE_mball_properties_copy(EvaluationContext *eval_ctx, Scene *scene, Object *active_object)
{
Scene *sce_iter = scene;
Base *base;
Object *ob;
MetaBall *active_mball = (MetaBall *)active_object->data;
int basisnr, obnr;
char basisname[MAX_ID_NAME], obname[MAX_ID_NAME];
SceneBaseIter iter;
BLI_split_name_num(basisname, &basisnr, active_object->id.name + 2, '.');
BKE_scene_base_iter_next(eval_ctx, &iter, &sce_iter, 0, NULL, NULL);
Threaded object update and EvaluationContext Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
2013-12-26 17:24:42 +06:00
while (BKE_scene_base_iter_next(eval_ctx, &iter, &sce_iter, 1, &base, &ob)) {
if (ob->type == OB_MBALL) {
if (ob != active_object) {
BLI_split_name_num(obname, &obnr, ob->id.name + 2, '.');
/* Object ob has to be in same "group" ... it means, that it has to have
* same base of its name */
if (STREQ(obname, basisname)) {
MetaBall *mb = ob->data;
/* Copy properties from selected/edited metaball */
mb->wiresize = active_mball->wiresize;
mb->rendersize = active_mball->rendersize;
mb->thresh = active_mball->thresh;
mb->flag = active_mball->flag;
}
}
}
}
}
/** \brief This function finds basic MetaBall.
*
* Basic MetaBall doesn't include any number at the end of
* its name. All MetaBalls with same base of name can be
* blended. MetaBalls with different basic name can't be
* blended.
*
* warning!, is_basis_mball() can fail on returned object, see long note above.
*/
Object *BKE_mball_basis_find(EvaluationContext *eval_ctx, Scene *scene, Object *basis)
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{
Scene *sce_iter = scene;
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Base *base;
Object *ob, *bob = basis;
int basisnr, obnr;
char basisname[MAX_ID_NAME], obname[MAX_ID_NAME];
SceneBaseIter iter;
BLI_split_name_num(basisname, &basisnr, basis->id.name + 2, '.');
BKE_scene_base_iter_next(eval_ctx, &iter, &sce_iter, 0, NULL, NULL);
Threaded object update and EvaluationContext Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
2013-12-26 17:24:42 +06:00
while (BKE_scene_base_iter_next(eval_ctx, &iter, &sce_iter, 1, &base, &ob)) {
if ((ob->type == OB_MBALL) && !(base->flag & OB_FROMDUPLI)) {
if (ob != bob) {
BLI_split_name_num(obname, &obnr, ob->id.name + 2, '.');
/* object ob has to be in same "group" ... it means, that it has to have same base of its name */
if (STREQ(obname, basisname)) {
if (obnr < basisnr) {
basis = ob;
basisnr = obnr;
2012-09-16 04:58:18 +00:00
}
}
}
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}
}
return basis;
}
bool BKE_mball_minmax_ex(MetaBall *mb, float min[3], float max[3],
float obmat[4][4], const short flag)
{
const float scale = obmat ? mat4_to_scale(obmat) : 1.0f;
MetaElem *ml;
bool changed = false;
float centroid[3], vec[3];
INIT_MINMAX(min, max);
for (ml = mb->elems.first; ml; ml = ml->next) {
if ((ml->flag & flag) == flag) {
const float scale_mb = (ml->rad * 0.5f) * scale;
int i;
if (obmat) {
mul_v3_m4v3(centroid, obmat, &ml->x);
}
else {
copy_v3_v3(centroid, &ml->x);
}
/* TODO, non circle shapes cubes etc, probably nobody notices - campbell */
for (i = -1; i != 3; i += 2) {
copy_v3_v3(vec, centroid);
add_v3_fl(vec, scale_mb * i);
minmax_v3v3_v3(min, max, vec);
}
changed = true;
}
}
return changed;
}
/* basic vertex data functions */
bool BKE_mball_minmax(MetaBall *mb, float min[3], float max[3])
{
MetaElem *ml;
INIT_MINMAX(min, max);
for (ml = mb->elems.first; ml; ml = ml->next) {
minmax_v3v3_v3(min, max, &ml->x);
}
return (BLI_listbase_is_empty(&mb->elems) == false);
}
bool BKE_mball_center_median(MetaBall *mb, float r_cent[3])
{
MetaElem *ml;
int total = 0;
zero_v3(r_cent);
for (ml = mb->elems.first; ml; ml = ml->next) {
add_v3_v3(r_cent, &ml->x);
total++;
}
if (total) {
mul_v3_fl(r_cent, 1.0f / (float)total);
}
return (total != 0);
}
bool BKE_mball_center_bounds(MetaBall *mb, float r_cent[3])
{
float min[3], max[3];
if (BKE_mball_minmax(mb, min, max)) {
mid_v3_v3v3(r_cent, min, max);
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return true;
}
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return false;
}
void BKE_mball_transform(MetaBall *mb, float mat[4][4], const bool do_props)
{
MetaElem *me;
float quat[4];
const float scale = mat4_to_scale(mat);
const float scale_sqrt = sqrtf(scale);
mat4_to_quat(quat, mat);
for (me = mb->elems.first; me; me = me->next) {
mul_m4_v3(mat, &me->x);
mul_qt_qtqt(me->quat, quat, me->quat);
if (do_props) {
me->rad *= scale;
/* hrmf, probably elems shouldn't be
* treating scale differently - campbell */
if (!MB_TYPE_SIZE_SQUARED(me->type)) {
mul_v3_fl(&me->expx, scale);
}
else {
mul_v3_fl(&me->expx, scale_sqrt);
}
}
}
}
void BKE_mball_translate(MetaBall *mb, const float offset[3])
{
MetaElem *ml;
for (ml = mb->elems.first; ml; ml = ml->next) {
add_v3_v3(&ml->x, offset);
}
}
/* *** select funcs *** */
void BKE_mball_select_all(struct MetaBall *mb)
{
MetaElem *ml;
for (ml = mb->editelems->first; ml; ml = ml->next) {
ml->flag |= SELECT;
}
}
void BKE_mball_deselect_all(MetaBall *mb)
{
MetaElem *ml;
for (ml = mb->editelems->first; ml; ml = ml->next) {
ml->flag &= ~SELECT;
}
}
void BKE_mball_select_swap(struct MetaBall *mb)
{
MetaElem *ml;
for (ml = mb->editelems->first; ml; ml = ml->next) {
ml->flag ^= SELECT;
}
}
/* **** Depsgraph evaluation **** */
void BKE_mball_eval_geometry(EvaluationContext *UNUSED(eval_ctx),
MetaBall *UNUSED(mball))
{
}