2011-10-10 09:38:02 +00:00
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/*
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2008-01-07 19:13:47 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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2008-01-07 19:13:47 +00:00
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* of the License, or (at your option) any later version.
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2002-10-12 11:37:38 +00:00
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2002-10-12 11:37:38 +00:00
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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2008-01-07 19:13:47 +00:00
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* ***** END GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*/
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2011-02-27 20:40:57 +00:00
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/** \file blender/blenkernel/intern/object.c
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* \ingroup bke
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*/
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2002-10-12 11:37:38 +00:00
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#include <string.h>
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#include <math.h>
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2013-11-01 08:31:36 +00:00
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#include <stdio.h>
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2002-11-25 12:02:15 +00:00
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2002-10-12 11:37:38 +00:00
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#include "MEM_guardedalloc.h"
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2.5: Blender "Animato" - New Animation System
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.
Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action.
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves.
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still)
There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html
So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.
Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
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#include "DNA_anim_types.h"
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2002-10-12 11:37:38 +00:00
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#include "DNA_armature_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_constraint_types.h"
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2015-11-09 19:47:10 +01:00
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#include "DNA_gpencil_types.h"
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2002-10-12 11:37:38 +00:00
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#include "DNA_group_types.h"
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2009-12-28 15:26:36 +00:00
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#include "DNA_key_types.h"
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2014-09-01 20:09:31 +10:00
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#include "DNA_lamp_types.h"
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2002-10-12 11:37:38 +00:00
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#include "DNA_lattice_types.h"
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#include "DNA_material_types.h"
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2008-04-01 11:14:34 +00:00
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#include "DNA_meta_types.h"
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2012-02-19 22:17:30 +00:00
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#include "DNA_mesh_types.h"
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2004-03-20 22:55:42 +00:00
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#include "DNA_meshdata_types.h"
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2011-11-07 12:55:18 +00:00
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#include "DNA_movieclip_types.h"
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2002-10-12 11:37:38 +00:00
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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2010-03-09 13:52:52 +00:00
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#include "DNA_sequence_types.h"
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2011-11-15 13:45:24 +00:00
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#include "DNA_smoke_types.h"
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2002-10-12 11:37:38 +00:00
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#include "DNA_space_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_world_types.h"
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2012-04-30 08:24:44 +00:00
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#include "DNA_object_types.h"
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2017-06-06 22:47:41 +02:00
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#include "DNA_probe_types.h"
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2012-12-16 08:43:05 +00:00
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#include "DNA_property_types.h"
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2013-02-16 16:17:45 +00:00
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#include "DNA_rigidbody_types.h"
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2002-10-12 11:37:38 +00:00
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#include "BLI_blenlib.h"
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2010-03-22 11:59:36 +00:00
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#include "BLI_math.h"
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2014-01-09 16:19:51 +06:00
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#include "BLI_threads.h"
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2011-01-07 18:36:47 +00:00
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#include "BLI_utildefines.h"
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2012-06-12 21:23:51 +00:00
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#include "BLI_linklist.h"
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2013-09-01 22:01:21 +00:00
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#include "BLI_kdtree.h"
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2002-10-12 11:37:38 +00:00
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2015-08-16 17:32:01 +10:00
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#include "BLT_translation.h"
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2013-03-24 12:13:13 +00:00
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2012-12-15 15:59:25 +00:00
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#include "BKE_pbvh.h"
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2002-10-12 11:37:38 +00:00
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#include "BKE_main.h"
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#include "BKE_global.h"
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2011-02-01 21:24:59 +00:00
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#include "BKE_idprop.h"
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2.5: Blender "Animato" - New Animation System
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.
Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action.
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves.
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still)
There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html
So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.
Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
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|
|
#include "BKE_armature.h"
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#include "BKE_action.h"
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#include "BKE_bullet.h"
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#include "BKE_deform.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_animsys.h"
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Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
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|
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#include "BKE_anim.h"
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#include "BKE_constraint.h"
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#include "BKE_curve.h"
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#include "BKE_displist.h"
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Unified effector functionality for particles, cloth and softbody
* Unified scene wide gravity (currently in scene buttons)
instead of each simulation having it's own gravity.
* Weight parameters for all effectors and an effector group
setting.
* Every effector can use noise.
* Most effectors have "shapes" point, plane, surface, every point.
- "Point" is most like the old effectors and uses the
effector location as the effector point.
- "Plane" uses the closest point on effectors local xy-plane
as the effector point.
- "Surface" uses the closest point on an effector object's
surface as the effector point.
- "Every Point" uses every point in a mesh effector object
as an effector point.
- The falloff is calculated from this point, so for example
with "surface" shape and "use only negative z axis" it's
possible to apply force only "inside" the effector object.
* Spherical effector is now renamed as "force" as it's no longer
just spherical.
* New effector parameter "flow", which makes the effector act as
surrounding air velocity, so the resulting force is
proportional to the velocity difference of the point and "air
velocity". For example a wind field with flow=1.0 results in
proper non-accelerating wind.
* New effector fields "turbulence", which creates nice random
flow paths, and "drag", which slows the points down.
* Much improved vortex field.
* Effectors can now effect particle rotation as well as location.
* Use full, or only positive/negative z-axis to apply force
(note. the z-axis is the surface normal in the case of
effector shape "surface")
* New "force field" submenu in add menu, which adds an empty
with the chosen effector (curve object for corve guides).
* Other dynamics should be quite easy to add to the effector
system too if wanted.
* "Unified" doesn't mean that force fields give the exact same results for
particles, softbody & cloth, since their final effect depends on many external
factors, like for example the surface area of the effected faces.
Code changes
* Subversion bump for correct handling of global gravity.
* Separate ui py file for common dynamics stuff.
* Particle settings updating is flushed with it's id through
DAG_id_flush_update(..).
Known issues
* Curve guides don't yet have all ui buttons in place, but they
should work none the less.
* Hair dynamics don't yet respect force fields.
Other changes
* Particle emission defaults now to frames 1-200 with life of 50
frames to fill the whole default timeline.
* Many particles drawing related crashes fixed.
* Sometimes particles didn't update on first frame properly.
* Hair with object/group visualization didn't work properly.
* Memory leaks with PointCacheID lists (Genscher, remember to
free pidlists after use :).
2009-09-30 22:10:14 +00:00
|
|
|
#include "BKE_effect.h"
|
2009-08-03 12:11:50 +00:00
|
|
|
#include "BKE_fcurve.h"
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
#include "BKE_group.h"
|
2015-08-10 15:41:28 +02:00
|
|
|
#include "BKE_icons.h"
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
#include "BKE_key.h"
|
2011-11-05 13:11:49 +00:00
|
|
|
#include "BKE_lamp.h"
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
#include "BKE_layer.h"
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
#include "BKE_lattice.h"
|
2002-10-12 11:37:38 +00:00
|
|
|
#include "BKE_library.h"
|
2016-07-08 16:20:21 +02:00
|
|
|
#include "BKE_library_query.h"
|
|
|
|
#include "BKE_library_remap.h"
|
2013-03-23 03:00:37 +00:00
|
|
|
#include "BKE_linestyle.h"
|
2002-10-12 11:37:38 +00:00
|
|
|
#include "BKE_mesh.h"
|
2013-04-13 20:31:52 +00:00
|
|
|
#include "BKE_editmesh.h"
|
2002-10-12 11:37:38 +00:00
|
|
|
#include "BKE_mball.h"
|
- shuffled editmesh derived function name/function
- added ModifierTypeInfo.freeData function
- added modifier_{new,free] utility function
- added ccgSubSurf_getUseAgeCounts to query info
- removed subsurf modifier faking (ME_SUBSURF flag is no
longer valid). subsurf modifier gets converted on file load
although there is obscure linked mesh situation where this
can go wrong, will fix shortly. this also means that some
places in the code that test/copy subsurf settings are broken
for the time being.
- shuffled modifier calculation to be simpler. note that
all modifiers are currently disabled in editmode (including
subsurf). don't worry, will return shortly.
- bug fix, build modifier didn't randomize meshes with only verts
- cleaned up subsurf_ccg and adapted for future editmode modifier
work
- added editmesh.derived{Cage,Final}, not used yet
- added SubsurfModifierData.{mCache,emCache}, will be used to cache
subsurf instead of caching in derivedmesh itself
- removed old subsurf buttons
- added do_modifiers_buttons to handle modifier events
- removed count_object counting of modifier (subsurfed) objects...
this would be nice to add back at some point but requires care.
probably requires rewrite of counting system.
New feature: Incremental Subsurf in Object Mode
The previous release introduce incremental subsurf calculation during
editmode but it was not turned on during object mode. In general it
does not make sense to have it always enabled during object mode because
it requires caching a fair amount of information about the mesh which
is a waste of memory unless the mesh is often recalculated.
However, for mesh's that have subsurfed armatures for example, or that
have other modifiers so that the mesh is essentially changing on every
frame, it makes a lot of sense to keep the subsurf'd object around and
that is what the new incremental subsurf modifier toggle is for. The
intent is that the user will enable this option for (a) a mesh that is
currently under active editing or (b) a mesh that is heavily updated
in the scene, such as a character.
I will try to write more about this feature for release, because it
has advantages and disadvantages that are not immediately obvious (the
first user reaction will be to turn it on for ever object, which is
probably not correct).
2005-07-21 20:30:33 +00:00
|
|
|
#include "BKE_modifier.h"
|
2015-05-07 15:16:10 +02:00
|
|
|
#include "BKE_multires.h"
|
2014-11-06 17:55:55 +01:00
|
|
|
#include "BKE_node.h"
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
#include "BKE_object.h"
|
2017-05-30 17:58:24 +10:00
|
|
|
#include "BKE_object_facemap.h"
|
2009-08-28 21:47:11 +00:00
|
|
|
#include "BKE_paint.h"
|
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
|
|
|
#include "BKE_particle.h"
|
Point Cache Refactoring
=======================
Caching and Baking:
- The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates.
- There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles.
- The cloth autoprotect feature was removed.
- The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries.
- The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions.
- PointCache struct was added to DNA and is automatically allocated for each physics type.
- Soft body now supports Bake Editing just like cloth.
- Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now.
Library Linking:
- Added some more warnings to prevent editing settings on library linked objects.
- Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked.
- Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh).
Physics UI:
- Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth.
- Tweaked field panel buttons to not jump around when changing options.
- Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable.
- I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers.
- Fixed modifier error drawing glitch.
Particles:
- Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() ..
- Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading.
- Make particle threads work with autothreads.
Continue Physics:
- The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache.
- This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics.
Todo:
- Point cache can get out of sync with and undo and changing a file without saving it.
- Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion.
- Menu item and/or buttons for Ctrl+B.
- A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested.
- The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
|
|
|
#include "BKE_pointcache.h"
|
2017-06-06 22:47:41 +02:00
|
|
|
#include "BKE_probe.h"
|
2002-10-12 11:37:38 +00:00
|
|
|
#include "BKE_property.h"
|
2013-01-23 05:56:22 +00:00
|
|
|
#include "BKE_rigidbody.h"
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
#include "BKE_sca.h"
|
2002-10-12 11:37:38 +00:00
|
|
|
#include "BKE_scene.h"
|
2010-03-09 13:52:52 +00:00
|
|
|
#include "BKE_sequencer.h"
|
2011-08-04 07:12:03 +00:00
|
|
|
#include "BKE_speaker.h"
|
2004-10-01 14:04:17 +00:00
|
|
|
#include "BKE_softbody.h"
|
2014-10-31 20:06:19 +01:00
|
|
|
#include "BKE_subsurf.h"
|
2011-04-26 07:17:21 +00:00
|
|
|
#include "BKE_material.h"
|
2011-11-05 13:00:39 +00:00
|
|
|
#include "BKE_camera.h"
|
2014-01-13 21:57:05 +01:00
|
|
|
#include "BKE_image.h"
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2017-04-06 15:37:46 +02:00
|
|
|
#include "DEG_depsgraph.h"
|
|
|
|
|
2017-04-03 19:01:10 +02:00
|
|
|
#include "DRW_engine.h"
|
|
|
|
|
2012-03-27 00:17:57 +00:00
|
|
|
#ifdef WITH_MOD_FLUID
|
2006-01-28 20:17:48 +00:00
|
|
|
#include "LBM_fluidsim.h"
|
2012-03-27 00:17:57 +00:00
|
|
|
#endif
|
2006-01-28 20:17:48 +00:00
|
|
|
|
2010-10-31 04:11:39 +00:00
|
|
|
#ifdef WITH_PYTHON
|
2003-11-23 14:28:46 +00:00
|
|
|
#include "BPY_extern.h"
|
2008-10-28 18:47:13 +00:00
|
|
|
#endif
|
2003-11-23 14:28:46 +00:00
|
|
|
|
2014-10-31 20:06:19 +01:00
|
|
|
#include "CCGSubSurf.h"
|
2017-04-26 15:40:32 +02:00
|
|
|
#include "atomic_ops.h"
|
2014-10-31 20:06:19 +01:00
|
|
|
|
2017-04-03 15:38:00 +02:00
|
|
|
#include "GPU_lamp.h"
|
2003-11-23 14:28:46 +00:00
|
|
|
|
2014-01-09 16:19:51 +06:00
|
|
|
/* Vertex parent modifies original BMesh which is not safe for threading.
|
|
|
|
* Ideally such a modification should be handled as a separate DAG update
|
|
|
|
* callback for mesh datablock, but for until it is actually supported use
|
|
|
|
* simpler solution with a mutex lock.
|
|
|
|
* - sergey -
|
|
|
|
*/
|
|
|
|
#define VPARENT_THREADING_HACK
|
|
|
|
|
|
|
|
#ifdef VPARENT_THREADING_HACK
|
|
|
|
static ThreadMutex vparent_lock = BLI_MUTEX_INITIALIZER;
|
|
|
|
#endif
|
|
|
|
|
2012-05-05 14:03:12 +00:00
|
|
|
void BKE_object_workob_clear(Object *workob)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2008-12-24 11:08:15 +00:00
|
|
|
memset(workob, 0, sizeof(Object));
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
workob->size[0] = workob->size[1] = workob->size[2] = 1.0f;
|
|
|
|
workob->dscale[0] = workob->dscale[1] = workob->dscale[2] = 1.0f;
|
|
|
|
workob->rotmode = ROT_MODE_EUL;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
2012-05-05 14:03:12 +00:00
|
|
|
void BKE_object_update_base_layer(struct Scene *scene, Object *ob)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
BaseLegacy *base = scene->base.first;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
while (base) {
|
2012-05-06 15:15:33 +00:00
|
|
|
if (base->object == ob) base->lay = ob->lay;
|
|
|
|
base = base->next;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-05-05 14:03:12 +00:00
|
|
|
void BKE_object_free_particlesystems(Object *ob)
|
2008-02-27 17:04:58 +00:00
|
|
|
{
|
2013-08-26 23:37:08 +00:00
|
|
|
ParticleSystem *psys;
|
|
|
|
|
|
|
|
while ((psys = BLI_pophead(&ob->particlesystem))) {
|
2012-04-29 15:47:02 +00:00
|
|
|
psys_free(ob, psys);
|
2008-02-27 17:04:58 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-05-05 14:03:12 +00:00
|
|
|
void BKE_object_free_softbody(Object *ob)
|
2008-02-27 17:04:58 +00:00
|
|
|
{
|
2012-02-23 02:17:50 +00:00
|
|
|
if (ob->soft) {
|
2008-02-27 17:04:58 +00:00
|
|
|
sbFree(ob->soft);
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->soft = NULL;
|
2008-02-27 17:04:58 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-05-05 14:03:12 +00:00
|
|
|
void BKE_object_free_bulletsoftbody(Object *ob)
|
2008-09-27 21:52:20 +00:00
|
|
|
{
|
2012-02-23 02:17:50 +00:00
|
|
|
if (ob->bsoft) {
|
2008-09-29 23:46:01 +00:00
|
|
|
bsbFree(ob->bsoft);
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->bsoft = NULL;
|
2008-09-27 21:52:20 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-08-19 09:25:24 +00:00
|
|
|
void BKE_object_free_curve_cache(Object *ob)
|
|
|
|
{
|
|
|
|
if (ob->curve_cache) {
|
|
|
|
BKE_displist_free(&ob->curve_cache->disp);
|
2014-08-18 17:35:51 +06:00
|
|
|
BKE_curve_bevelList_free(&ob->curve_cache->bev);
|
2013-08-19 09:25:24 +00:00
|
|
|
if (ob->curve_cache->path) {
|
|
|
|
free_path(ob->curve_cache->path);
|
|
|
|
}
|
2014-10-21 14:44:08 +02:00
|
|
|
BKE_nurbList_free(&ob->curve_cache->deformed_nurbs);
|
2013-08-19 09:25:24 +00:00
|
|
|
MEM_freeN(ob->curve_cache);
|
|
|
|
ob->curve_cache = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-05-05 14:03:12 +00:00
|
|
|
void BKE_object_free_modifiers(Object *ob)
|
2005-07-19 20:14:17 +00:00
|
|
|
{
|
2013-08-26 23:37:08 +00:00
|
|
|
ModifierData *md;
|
|
|
|
|
|
|
|
while ((md = BLI_pophead(&ob->modifiers))) {
|
- shuffled editmesh derived function name/function
- added ModifierTypeInfo.freeData function
- added modifier_{new,free] utility function
- added ccgSubSurf_getUseAgeCounts to query info
- removed subsurf modifier faking (ME_SUBSURF flag is no
longer valid). subsurf modifier gets converted on file load
although there is obscure linked mesh situation where this
can go wrong, will fix shortly. this also means that some
places in the code that test/copy subsurf settings are broken
for the time being.
- shuffled modifier calculation to be simpler. note that
all modifiers are currently disabled in editmode (including
subsurf). don't worry, will return shortly.
- bug fix, build modifier didn't randomize meshes with only verts
- cleaned up subsurf_ccg and adapted for future editmode modifier
work
- added editmesh.derived{Cage,Final}, not used yet
- added SubsurfModifierData.{mCache,emCache}, will be used to cache
subsurf instead of caching in derivedmesh itself
- removed old subsurf buttons
- added do_modifiers_buttons to handle modifier events
- removed count_object counting of modifier (subsurfed) objects...
this would be nice to add back at some point but requires care.
probably requires rewrite of counting system.
New feature: Incremental Subsurf in Object Mode
The previous release introduce incremental subsurf calculation during
editmode but it was not turned on during object mode. In general it
does not make sense to have it always enabled during object mode because
it requires caching a fair amount of information about the mesh which
is a waste of memory unless the mesh is often recalculated.
However, for mesh's that have subsurfed armatures for example, or that
have other modifiers so that the mesh is essentially changing on every
frame, it makes a lot of sense to keep the subsurf'd object around and
that is what the new incremental subsurf modifier toggle is for. The
intent is that the user will enable this option for (a) a mesh that is
currently under active editing or (b) a mesh that is heavily updated
in the scene, such as a character.
I will try to write more about this feature for release, because it
has advantages and disadvantages that are not immediately obvious (the
first user reaction will be to turn it on for ever object, which is
probably not correct).
2005-07-21 20:30:33 +00:00
|
|
|
modifier_free(md);
|
2005-07-19 20:14:17 +00:00
|
|
|
}
|
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
|
|
|
|
|
|
|
/* particle modifiers were freed, so free the particlesystems as well */
|
2012-05-05 14:03:12 +00:00
|
|
|
BKE_object_free_particlesystems(ob);
|
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
|
|
|
|
2008-02-27 17:04:58 +00:00
|
|
|
/* same for softbody */
|
2012-05-05 14:03:12 +00:00
|
|
|
BKE_object_free_softbody(ob);
|
2015-11-11 01:56:39 +11:00
|
|
|
|
|
|
|
/* modifiers may have stored data in the DM cache */
|
|
|
|
BKE_object_free_derived_caches(ob);
|
2005-07-19 20:14:17 +00:00
|
|
|
}
|
|
|
|
|
2013-10-15 20:15:45 +00:00
|
|
|
void BKE_object_modifier_hook_reset(Object *ob, HookModifierData *hmd)
|
|
|
|
{
|
|
|
|
/* reset functionality */
|
|
|
|
if (hmd->object) {
|
|
|
|
bPoseChannel *pchan = BKE_pose_channel_find_name(hmd->object->pose, hmd->subtarget);
|
|
|
|
|
|
|
|
if (hmd->subtarget[0] && pchan) {
|
|
|
|
float imat[4][4], mat[4][4];
|
|
|
|
|
|
|
|
/* calculate the world-space matrix for the pose-channel target first, then carry on as usual */
|
|
|
|
mul_m4_m4m4(mat, hmd->object->obmat, pchan->pose_mat);
|
|
|
|
|
|
|
|
invert_m4_m4(imat, mat);
|
|
|
|
mul_m4_m4m4(hmd->parentinv, imat, ob->obmat);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
invert_m4_m4(hmd->object->imat, hmd->object->obmat);
|
|
|
|
mul_m4_m4m4(hmd->parentinv, hmd->object->imat, ob->obmat);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-03-09 05:35:49 +00:00
|
|
|
bool BKE_object_support_modifier_type_check(Object *ob, int modifier_type)
|
2012-03-12 14:35:07 +00:00
|
|
|
{
|
2015-03-30 21:17:07 +11:00
|
|
|
const ModifierTypeInfo *mti;
|
2012-03-12 14:35:07 +00:00
|
|
|
|
|
|
|
mti = modifierType_getInfo(modifier_type);
|
|
|
|
|
2017-01-09 12:24:34 +01:00
|
|
|
/* only geometry objects should be able to get modifiers [#25291] */
|
|
|
|
if (!ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_LATTICE)) {
|
|
|
|
return false;
|
|
|
|
}
|
2016-05-18 22:21:46 +10:00
|
|
|
|
2016-05-18 17:36:16 +02:00
|
|
|
if (ob->type == OB_LATTICE && (mti->flags & eModifierTypeFlag_AcceptsLattice) == 0) {
|
2016-05-18 22:21:46 +10:00
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2012-03-12 14:35:07 +00:00
|
|
|
if (!((mti->flags & eModifierTypeFlag_AcceptsCVs) ||
|
2012-05-06 15:15:33 +00:00
|
|
|
(ob->type == OB_MESH && (mti->flags & eModifierTypeFlag_AcceptsMesh))))
|
2012-03-12 14:35:07 +00:00
|
|
|
{
|
2013-03-09 05:35:49 +00:00
|
|
|
return false;
|
2012-03-12 14:35:07 +00:00
|
|
|
}
|
|
|
|
|
2013-03-09 05:35:49 +00:00
|
|
|
return true;
|
2012-03-12 14:35:07 +00:00
|
|
|
}
|
|
|
|
|
2015-06-02 20:21:45 +10:00
|
|
|
void BKE_object_link_modifiers(struct Object *ob_dst, const struct Object *ob_src)
|
2010-01-04 16:26:07 +00:00
|
|
|
{
|
|
|
|
ModifierData *md;
|
2012-11-13 14:53:33 +00:00
|
|
|
BKE_object_free_modifiers(ob_dst);
|
2010-01-04 16:26:07 +00:00
|
|
|
|
2014-07-20 01:30:29 +10:00
|
|
|
if (!ELEM(ob_dst->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_LATTICE)) {
|
2012-03-12 14:35:07 +00:00
|
|
|
/* only objects listed above can have modifiers and linking them to objects
|
|
|
|
* which doesn't have modifiers stack is quite silly */
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2012-11-13 14:53:33 +00:00
|
|
|
for (md = ob_src->modifiers.first; md; md = md->next) {
|
2010-01-04 16:26:07 +00:00
|
|
|
ModifierData *nmd = NULL;
|
|
|
|
|
2014-07-20 01:30:29 +10:00
|
|
|
if (ELEM(md->type,
|
|
|
|
eModifierType_Hook,
|
|
|
|
eModifierType_Collision))
|
2012-07-25 22:37:52 +00:00
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
2010-01-04 16:26:07 +00:00
|
|
|
|
2012-11-13 14:53:33 +00:00
|
|
|
if (!BKE_object_support_modifier_type_check(ob_dst, md->type))
|
2012-03-12 14:35:07 +00:00
|
|
|
continue;
|
2015-06-02 20:23:01 +10:00
|
|
|
|
|
|
|
switch (md->type) {
|
|
|
|
case eModifierType_Softbody:
|
|
|
|
BKE_object_copy_softbody(ob_dst, ob_src);
|
|
|
|
break;
|
|
|
|
case eModifierType_Skin:
|
|
|
|
/* ensure skin-node customdata exists */
|
|
|
|
BKE_mesh_ensure_skin_customdata(ob_dst->data);
|
|
|
|
break;
|
2013-11-01 08:31:36 +00:00
|
|
|
}
|
2012-03-12 14:35:07 +00:00
|
|
|
|
2010-01-04 16:26:07 +00:00
|
|
|
nmd = modifier_new(md->type);
|
2012-11-13 14:53:33 +00:00
|
|
|
BLI_strncpy(nmd->name, md->name, sizeof(nmd->name));
|
2015-05-07 15:16:10 +02:00
|
|
|
|
|
|
|
if (md->type == eModifierType_Multires) {
|
|
|
|
/* Has to be done after mod creation, but *before* we actually copy its settings! */
|
|
|
|
multiresModifier_sync_levels_ex(ob_dst, (MultiresModifierData *)md, (MultiresModifierData *)nmd);
|
|
|
|
}
|
|
|
|
|
2010-01-04 16:26:07 +00:00
|
|
|
modifier_copyData(md, nmd);
|
2012-11-13 14:53:33 +00:00
|
|
|
BLI_addtail(&ob_dst->modifiers, nmd);
|
|
|
|
modifier_unique_name(&ob_dst->modifiers, nmd);
|
2010-01-04 16:26:07 +00:00
|
|
|
}
|
|
|
|
|
2012-11-13 14:53:33 +00:00
|
|
|
BKE_object_copy_particlesystems(ob_dst, ob_src);
|
2010-01-04 16:26:07 +00:00
|
|
|
|
2012-07-06 23:56:59 +00:00
|
|
|
/* TODO: smoke?, cloth? */
|
2010-01-04 16:26:07 +00:00
|
|
|
}
|
|
|
|
|
2013-05-18 10:24:34 +00:00
|
|
|
/* free data derived from mesh, called when mesh changes or is freed */
|
|
|
|
void BKE_object_free_derived_caches(Object *ob)
|
2005-11-27 20:49:25 +00:00
|
|
|
{
|
2017-04-26 15:40:32 +02:00
|
|
|
/* Also serves as signal to remake texspace.
|
|
|
|
*
|
|
|
|
* NOTE: This function can be called from threads on different objects
|
|
|
|
* sharing same data datablock. So we need to ensure atomic nature of
|
|
|
|
* data modification here.
|
|
|
|
*/
|
2013-05-18 10:24:34 +00:00
|
|
|
if (ob->type == OB_MESH) {
|
|
|
|
Mesh *me = ob->data;
|
|
|
|
|
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.
2016-06-22 17:29:38 +02:00
|
|
|
if (me && me->bb) {
|
2017-04-26 15:40:32 +02:00
|
|
|
atomic_fetch_and_or_uint32((uint*)&me->bb->flag, BOUNDBOX_DIRTY);
|
2013-08-19 09:58:28 +00:00
|
|
|
}
|
|
|
|
}
|
2014-07-20 01:30:29 +10:00
|
|
|
else if (ELEM(ob->type, OB_SURF, OB_CURVE, OB_FONT)) {
|
2013-08-19 09:58:28 +00:00
|
|
|
Curve *cu = ob->data;
|
|
|
|
|
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.
2016-06-22 17:29:38 +02:00
|
|
|
if (cu && cu->bb) {
|
2017-04-26 15:40:32 +02:00
|
|
|
atomic_fetch_and_or_uint32((uint*)&cu->bb->flag, BOUNDBOX_DIRTY);
|
2013-05-18 10:24:34 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ob->bb) {
|
|
|
|
MEM_freeN(ob->bb);
|
|
|
|
ob->bb = NULL;
|
2005-11-27 20:49:25 +00:00
|
|
|
}
|
2013-05-18 10:24:34 +00:00
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
if (ob->derivedFinal) {
|
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
|
|
|
ob->derivedFinal->needsFree = 1;
|
2005-11-27 20:49:25 +00:00
|
|
|
ob->derivedFinal->release(ob->derivedFinal);
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->derivedFinal = NULL;
|
2005-11-27 20:49:25 +00:00
|
|
|
}
|
2013-05-18 10:24:34 +00:00
|
|
|
if (ob->derivedDeform) {
|
|
|
|
ob->derivedDeform->needsFree = 1;
|
|
|
|
ob->derivedDeform->release(ob->derivedDeform);
|
|
|
|
ob->derivedDeform = NULL;
|
|
|
|
}
|
2005-11-27 20:49:25 +00:00
|
|
|
|
2014-10-21 14:44:08 +02:00
|
|
|
BKE_object_free_curve_cache(ob);
|
2005-11-27 20:49:25 +00:00
|
|
|
}
|
2011-09-14 00:37:27 +00:00
|
|
|
|
2015-02-17 17:27:15 +05:00
|
|
|
void BKE_object_free_caches(Object *object)
|
|
|
|
{
|
|
|
|
ModifierData *md;
|
|
|
|
short update_flag = 0;
|
|
|
|
|
|
|
|
/* Free particle system caches holding paths. */
|
|
|
|
if (object->particlesystem.first) {
|
|
|
|
ParticleSystem *psys;
|
|
|
|
for (psys = object->particlesystem.first;
|
|
|
|
psys != NULL;
|
|
|
|
psys = psys->next)
|
|
|
|
{
|
|
|
|
psys_free_path_cache(psys, psys->edit);
|
2015-06-09 19:04:10 +02:00
|
|
|
update_flag |= PSYS_RECALC_REDO;
|
2015-02-17 17:27:15 +05:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Free memory used by cached derived meshes in the particle system modifiers. */
|
|
|
|
for (md = object->modifiers.first; md != NULL; md = md->next) {
|
|
|
|
if (md->type == eModifierType_ParticleSystem) {
|
|
|
|
ParticleSystemModifierData *psmd = (ParticleSystemModifierData *) md;
|
Fix T47038: Particles in Particle Edit Mode get added in completely wrong location.
It also fixes another issue (crash) related to symmetric editing.
Quite involved, we (try to!) fix complete broken logic of parts of particle code, which would use poly index
as tessface one (or vice-versa). Issue most probably goes back to BMesh integration time...
This patch mostly fixes particle editing mode:
- Adding/removing particles when using generative modifiers (like subsurf) should now work.
- Adding/removing particles with a non-tessellated mesh (i.e. one having ngons) should also mostly work.
- X-axis-mirror-editing particles over ngons does not really work, not sure why currently.
- All this in both 'modes' (with or without using modifier stack for particles).
Tech side:
- Store a deformed-only DM in particle modifier data.
- Rename existing DM to make it clear it's a final one.
- Use deformed-only DM's tessface2poly mapping to 'solve' poly/tessface mismatches.
- Make (part of) mirror-editing code able to use a DM instead of raw mesh, so that we can mirror based on final DM
when editing particles using modifier stack (mandatory, since there is no way currently to find orig tessface
from an final DM tessface index).
Note that this patch is not really nice and clean (current particles are beyond hope on this side anyway),
it's more like some urgency bandage. Whole crap needs complete rewrite anyway,
BMesh's polygons make it really hard to work with current system (and looptri would not help much here).
Also, did not test everything possibly affected by those changes, so it needs some users' testing & validation too.
Reviewers: psy-fi
Subscribers: dfelinto, eyecandy
Maniphest Tasks: T47038
Differential Revision: https://developer.blender.org/D1685
2016-01-04 12:19:45 +01:00
|
|
|
if (psmd->dm_final != NULL) {
|
|
|
|
psmd->dm_final->needsFree = 1;
|
|
|
|
psmd->dm_final->release(psmd->dm_final);
|
|
|
|
psmd->dm_final = NULL;
|
|
|
|
if (psmd->dm_deformed != NULL) {
|
|
|
|
psmd->dm_deformed->needsFree = 1;
|
|
|
|
psmd->dm_deformed->release(psmd->dm_deformed);
|
|
|
|
psmd->dm_deformed = NULL;
|
|
|
|
}
|
2015-06-09 18:54:43 +02:00
|
|
|
psmd->flag |= eParticleSystemFlag_file_loaded;
|
2015-02-17 17:27:15 +05:00
|
|
|
update_flag |= OB_RECALC_DATA;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Tag object for update, so once memory critical operation is over and
|
|
|
|
* scene update routines are back to it's business the object will be
|
|
|
|
* guaranteed to be in a known state.
|
|
|
|
*/
|
|
|
|
if (update_flag != 0) {
|
2017-04-06 16:11:50 +02:00
|
|
|
DEG_id_tag_update(&object->id, update_flag);
|
2015-02-17 17:27:15 +05:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
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.
2016-06-22 17:29:38 +02:00
|
|
|
/** Free (or release) any data used by this object (does not free the object itself). */
|
|
|
|
void BKE_object_free(Object *ob)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
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.
2016-06-22 17:29:38 +02:00
|
|
|
BKE_animdata_free((ID *)ob, false);
|
|
|
|
|
2015-11-11 03:18:00 +11:00
|
|
|
BKE_object_free_modifiers(ob);
|
2012-09-15 06:03:49 +00:00
|
|
|
|
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.
2016-06-22 17:29:38 +02:00
|
|
|
MEM_SAFE_FREE(ob->mat);
|
|
|
|
MEM_SAFE_FREE(ob->matbits);
|
|
|
|
MEM_SAFE_FREE(ob->iuser);
|
|
|
|
MEM_SAFE_FREE(ob->bb);
|
|
|
|
|
|
|
|
BLI_freelistN(&ob->defbase);
|
2017-05-30 17:58:24 +10:00
|
|
|
BLI_freelistN(&ob->fmaps);
|
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.
2016-06-22 17:29:38 +02:00
|
|
|
if (ob->pose) {
|
|
|
|
BKE_pose_free_ex(ob->pose, false);
|
|
|
|
ob->pose = NULL;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
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.
2016-06-22 17:29:38 +02:00
|
|
|
if (ob->mpath) {
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
animviz_free_motionpath(ob->mpath);
|
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.
2016-06-22 17:29:38 +02:00
|
|
|
ob->mpath = NULL;
|
|
|
|
}
|
2012-09-23 18:50:56 +00:00
|
|
|
BKE_bproperty_free_list(&ob->prop);
|
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.
2016-06-22 17:29:38 +02:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
free_sensors(&ob->sensors);
|
|
|
|
free_controllers(&ob->controllers);
|
|
|
|
free_actuators(&ob->actuators);
|
|
|
|
|
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.
2016-06-22 17:29:38 +02:00
|
|
|
BKE_constraints_free_ex(&ob->constraints, false);
|
2004-06-26 18:18:11 +00:00
|
|
|
|
Unified effector functionality for particles, cloth and softbody
* Unified scene wide gravity (currently in scene buttons)
instead of each simulation having it's own gravity.
* Weight parameters for all effectors and an effector group
setting.
* Every effector can use noise.
* Most effectors have "shapes" point, plane, surface, every point.
- "Point" is most like the old effectors and uses the
effector location as the effector point.
- "Plane" uses the closest point on effectors local xy-plane
as the effector point.
- "Surface" uses the closest point on an effector object's
surface as the effector point.
- "Every Point" uses every point in a mesh effector object
as an effector point.
- The falloff is calculated from this point, so for example
with "surface" shape and "use only negative z axis" it's
possible to apply force only "inside" the effector object.
* Spherical effector is now renamed as "force" as it's no longer
just spherical.
* New effector parameter "flow", which makes the effector act as
surrounding air velocity, so the resulting force is
proportional to the velocity difference of the point and "air
velocity". For example a wind field with flow=1.0 results in
proper non-accelerating wind.
* New effector fields "turbulence", which creates nice random
flow paths, and "drag", which slows the points down.
* Much improved vortex field.
* Effectors can now effect particle rotation as well as location.
* Use full, or only positive/negative z-axis to apply force
(note. the z-axis is the surface normal in the case of
effector shape "surface")
* New "force field" submenu in add menu, which adds an empty
with the chosen effector (curve object for corve guides).
* Other dynamics should be quite easy to add to the effector
system too if wanted.
* "Unified" doesn't mean that force fields give the exact same results for
particles, softbody & cloth, since their final effect depends on many external
factors, like for example the surface area of the effected faces.
Code changes
* Subversion bump for correct handling of global gravity.
* Separate ui py file for common dynamics stuff.
* Particle settings updating is flushed with it's id through
DAG_id_flush_update(..).
Known issues
* Curve guides don't yet have all ui buttons in place, but they
should work none the less.
* Hair dynamics don't yet respect force fields.
Other changes
* Particle emission defaults now to frames 1-200 with life of 50
frames to fill the whole default timeline.
* Many particles drawing related crashes fixed.
* Sometimes particles didn't update on first frame properly.
* Hair with object/group visualization didn't work properly.
* Memory leaks with PointCacheID lists (Genscher, remember to
free pidlists after use :).
2009-09-30 22:10:14 +00:00
|
|
|
free_partdeflect(ob->pd);
|
2013-01-23 05:56:22 +00:00
|
|
|
BKE_rigidbody_free_object(ob);
|
2013-01-23 05:56:56 +00:00
|
|
|
BKE_rigidbody_free_constraint(ob);
|
Unified effector functionality for particles, cloth and softbody
* Unified scene wide gravity (currently in scene buttons)
instead of each simulation having it's own gravity.
* Weight parameters for all effectors and an effector group
setting.
* Every effector can use noise.
* Most effectors have "shapes" point, plane, surface, every point.
- "Point" is most like the old effectors and uses the
effector location as the effector point.
- "Plane" uses the closest point on effectors local xy-plane
as the effector point.
- "Surface" uses the closest point on an effector object's
surface as the effector point.
- "Every Point" uses every point in a mesh effector object
as an effector point.
- The falloff is calculated from this point, so for example
with "surface" shape and "use only negative z axis" it's
possible to apply force only "inside" the effector object.
* Spherical effector is now renamed as "force" as it's no longer
just spherical.
* New effector parameter "flow", which makes the effector act as
surrounding air velocity, so the resulting force is
proportional to the velocity difference of the point and "air
velocity". For example a wind field with flow=1.0 results in
proper non-accelerating wind.
* New effector fields "turbulence", which creates nice random
flow paths, and "drag", which slows the points down.
* Much improved vortex field.
* Effectors can now effect particle rotation as well as location.
* Use full, or only positive/negative z-axis to apply force
(note. the z-axis is the surface normal in the case of
effector shape "surface")
* New "force field" submenu in add menu, which adds an empty
with the chosen effector (curve object for corve guides).
* Other dynamics should be quite easy to add to the effector
system too if wanted.
* "Unified" doesn't mean that force fields give the exact same results for
particles, softbody & cloth, since their final effect depends on many external
factors, like for example the surface area of the effected faces.
Code changes
* Subversion bump for correct handling of global gravity.
* Separate ui py file for common dynamics stuff.
* Particle settings updating is flushed with it's id through
DAG_id_flush_update(..).
Known issues
* Curve guides don't yet have all ui buttons in place, but they
should work none the less.
* Hair dynamics don't yet respect force fields.
Other changes
* Particle emission defaults now to frames 1-200 with life of 50
frames to fill the whole default timeline.
* Many particles drawing related crashes fixed.
* Sometimes particles didn't update on first frame properly.
* Hair with object/group visualization didn't work properly.
* Memory leaks with PointCacheID lists (Genscher, remember to
free pidlists after use :).
2009-09-30 22:10:14 +00:00
|
|
|
|
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.
2016-06-22 17:29:38 +02:00
|
|
|
if (ob->soft) {
|
|
|
|
sbFree(ob->soft);
|
|
|
|
ob->soft = NULL;
|
|
|
|
}
|
|
|
|
if (ob->bsoft) {
|
|
|
|
bsbFree(ob->bsoft);
|
|
|
|
ob->bsoft = NULL;
|
|
|
|
}
|
|
|
|
GPU_lamp_free(ob);
|
2009-08-15 18:58:01 +00:00
|
|
|
|
2017-05-30 22:28:47 +02:00
|
|
|
for (ObjectEngineData *oed = ob->drawdata.first; oed; oed = oed->next) {
|
|
|
|
if (oed->storage) {
|
|
|
|
if (oed->free) {
|
|
|
|
oed->free(oed->storage);
|
|
|
|
}
|
|
|
|
MEM_freeN(oed->storage);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
BLI_freelistN(&ob->drawdata);
|
2017-04-03 19:01:10 +02:00
|
|
|
|
2017-06-01 16:44:24 +02:00
|
|
|
ob->deg_update_flag = 0;
|
|
|
|
|
2015-04-04 15:15:50 +11:00
|
|
|
BKE_sculptsession_free(ob);
|
2009-08-25 18:41:36 +00:00
|
|
|
|
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.
2016-06-22 17:29:38 +02:00
|
|
|
BLI_freelistN(&ob->pc_ids);
|
2013-08-19 09:25:24 +00:00
|
|
|
|
2013-12-17 14:42:47 -08:00
|
|
|
BLI_freelistN(&ob->lodlevels);
|
|
|
|
|
2013-08-19 09:25:24 +00:00
|
|
|
/* Free runtime curves data. */
|
|
|
|
if (ob->curve_cache) {
|
2014-08-18 17:35:51 +06:00
|
|
|
BKE_curve_bevelList_free(&ob->curve_cache->bev);
|
2013-08-19 09:25:24 +00:00
|
|
|
if (ob->curve_cache->path)
|
|
|
|
free_path(ob->curve_cache->path);
|
|
|
|
MEM_freeN(ob->curve_cache);
|
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.
2016-06-22 17:29:38 +02:00
|
|
|
ob->curve_cache = NULL;
|
2013-08-19 09:25:24 +00:00
|
|
|
}
|
2015-08-10 15:41:28 +02:00
|
|
|
|
|
|
|
BKE_previewimg_free(&ob->preview);
|
2017-02-07 16:54:09 +01:00
|
|
|
|
2017-03-17 12:47:29 +01:00
|
|
|
/* don't free, let the base free it */
|
|
|
|
ob->base_collection_properties = NULL;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
2012-12-17 14:51:06 +00:00
|
|
|
/* actual check for internal data, not context or flags */
|
2013-03-09 05:35:49 +00:00
|
|
|
bool BKE_object_is_in_editmode(Object *ob)
|
2012-12-17 14:51:06 +00:00
|
|
|
{
|
|
|
|
if (ob->data == NULL)
|
2013-03-09 05:35:49 +00:00
|
|
|
return false;
|
2012-12-17 14:51:06 +00:00
|
|
|
|
|
|
|
if (ob->type == OB_MESH) {
|
|
|
|
Mesh *me = ob->data;
|
|
|
|
if (me->edit_btmesh)
|
2013-03-09 05:35:49 +00:00
|
|
|
return true;
|
2012-12-17 14:51:06 +00:00
|
|
|
}
|
|
|
|
else if (ob->type == OB_ARMATURE) {
|
|
|
|
bArmature *arm = ob->data;
|
|
|
|
|
|
|
|
if (arm->edbo)
|
2013-03-09 05:35:49 +00:00
|
|
|
return true;
|
2012-12-17 14:51:06 +00:00
|
|
|
}
|
|
|
|
else if (ob->type == OB_FONT) {
|
|
|
|
Curve *cu = ob->data;
|
|
|
|
|
|
|
|
if (cu->editfont)
|
2013-03-09 05:35:49 +00:00
|
|
|
return true;
|
2012-12-17 14:51:06 +00:00
|
|
|
}
|
|
|
|
else if (ob->type == OB_MBALL) {
|
|
|
|
MetaBall *mb = ob->data;
|
|
|
|
|
|
|
|
if (mb->editelems)
|
2013-03-09 05:35:49 +00:00
|
|
|
return true;
|
2012-12-17 14:51:06 +00:00
|
|
|
}
|
|
|
|
else if (ob->type == OB_LATTICE) {
|
|
|
|
Lattice *lt = ob->data;
|
|
|
|
|
|
|
|
if (lt->editlatt)
|
2013-03-09 05:35:49 +00:00
|
|
|
return true;
|
2012-12-17 14:51:06 +00:00
|
|
|
}
|
|
|
|
else if (ob->type == OB_SURF || ob->type == OB_CURVE) {
|
|
|
|
Curve *cu = ob->data;
|
|
|
|
|
|
|
|
if (cu->editnurb)
|
2013-03-09 05:35:49 +00:00
|
|
|
return true;
|
2012-12-17 14:51:06 +00:00
|
|
|
}
|
2013-03-09 05:35:49 +00:00
|
|
|
return false;
|
2012-12-17 14:51:06 +00:00
|
|
|
}
|
|
|
|
|
2013-07-01 20:27:03 +00:00
|
|
|
bool BKE_object_is_in_editmode_vgroup(Object *ob)
|
|
|
|
{
|
|
|
|
return (OB_TYPE_SUPPORT_VGROUP(ob->type) &&
|
|
|
|
BKE_object_is_in_editmode(ob));
|
|
|
|
}
|
|
|
|
|
|
|
|
bool BKE_object_is_in_wpaint_select_vert(Object *ob)
|
|
|
|
{
|
|
|
|
if (ob->type == OB_MESH) {
|
|
|
|
Mesh *me = ob->data;
|
2014-08-27 09:49:31 +10:00
|
|
|
return ((ob->mode & OB_MODE_WEIGHT_PAINT) &&
|
|
|
|
(me->edit_btmesh == NULL) &&
|
|
|
|
(ME_EDIT_PAINT_SEL_MODE(me) == SCE_SELECT_VERTEX));
|
2013-07-01 20:27:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2013-03-09 05:35:49 +00:00
|
|
|
bool BKE_object_exists_check(Object *obtest)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
Object *ob;
|
|
|
|
|
2013-03-09 05:35:49 +00:00
|
|
|
if (obtest == NULL) return false;
|
2005-08-24 20:18:03 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
ob = G.main->object.first;
|
2012-02-23 02:17:50 +00:00
|
|
|
while (ob) {
|
2013-03-09 05:35:49 +00:00
|
|
|
if (ob == obtest) return true;
|
2012-05-06 15:15:33 +00:00
|
|
|
ob = ob->id.next;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2013-03-09 05:35:49 +00:00
|
|
|
return false;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* *************************************************** */
|
|
|
|
|
2010-12-03 17:05:21 +00:00
|
|
|
static const char *get_obdata_defname(int type)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
switch (type) {
|
2013-03-24 12:13:13 +00:00
|
|
|
case OB_MESH: return DATA_("Mesh");
|
|
|
|
case OB_CURVE: return DATA_("Curve");
|
|
|
|
case OB_SURF: return DATA_("Surf");
|
|
|
|
case OB_FONT: return DATA_("Text");
|
|
|
|
case OB_MBALL: return DATA_("Mball");
|
|
|
|
case OB_CAMERA: return DATA_("Camera");
|
|
|
|
case OB_LAMP: return DATA_("Lamp");
|
|
|
|
case OB_LATTICE: return DATA_("Lattice");
|
|
|
|
case OB_ARMATURE: return DATA_("Armature");
|
|
|
|
case OB_SPEAKER: return DATA_("Speaker");
|
|
|
|
case OB_EMPTY: return DATA_("Empty");
|
2012-05-06 15:15:33 +00:00
|
|
|
default:
|
|
|
|
printf("get_obdata_defname: Internal error, bad type: %d\n", type);
|
2013-03-24 12:13:13 +00:00
|
|
|
return DATA_("Empty");
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-05-04 12:25:33 +10:00
|
|
|
void *BKE_object_obdata_add_from_type(Main *bmain, int type, const char *name)
|
|
|
|
{
|
|
|
|
if (name == NULL) {
|
|
|
|
name = get_obdata_defname(type);
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (type) {
|
|
|
|
case OB_MESH: return BKE_mesh_add(bmain, name);
|
|
|
|
case OB_CURVE: return BKE_curve_add(bmain, name, OB_CURVE);
|
|
|
|
case OB_SURF: return BKE_curve_add(bmain, name, OB_SURF);
|
|
|
|
case OB_FONT: return BKE_curve_add(bmain, name, OB_FONT);
|
|
|
|
case OB_MBALL: return BKE_mball_add(bmain, name);
|
|
|
|
case OB_CAMERA: return BKE_camera_add(bmain, name);
|
|
|
|
case OB_LAMP: return BKE_lamp_add(bmain, name);
|
|
|
|
case OB_LATTICE: return BKE_lattice_add(bmain, name);
|
|
|
|
case OB_ARMATURE: return BKE_armature_add(bmain, name);
|
|
|
|
case OB_SPEAKER: return BKE_speaker_add(bmain, name);
|
2017-06-06 22:47:41 +02:00
|
|
|
case OB_PROBE: return BKE_probe_add(bmain, name);
|
2015-05-04 12:25:33 +10:00
|
|
|
case OB_EMPTY: return NULL;
|
|
|
|
default:
|
|
|
|
printf("%s: Internal error, bad type: %d\n", __func__, type);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
First step to handle missing libs/datablocks when reading a file.
Idea is, instead of ignoring completely missing linked datablocks, to
create void placeholders for them.
That way, you can work on your file, save it, and find again your missing data once
lib becomes available again. Or you can edit missing lib's path (in Outliner),
save and reload the file, and you are done.
Also, Outliner now shows broken libraries (and placeholders) with a 'broken lib' icon.
Future plans are also to be able to relocate missing libs and reload them at runtime.
Code notes:
- Placeholder ID is just a regular datablock of same type as expected linked one,
with 'default' data, and a LIB_MISSING bitflag set.
- To allow creation of such datablocks, creation of datablocks in BKE was split in two step:
+ Allocation of memory itself.
+ Setting of all internal data to default values.
See also the design task (T43351).
Reviewed by @campbellbarton, thanks a bunch!
Differential Revision: https://developer.blender.org/D1394
2015-10-20 14:44:57 +02:00
|
|
|
void BKE_object_init(Object *ob)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
First step to handle missing libs/datablocks when reading a file.
Idea is, instead of ignoring completely missing linked datablocks, to
create void placeholders for them.
That way, you can work on your file, save it, and find again your missing data once
lib becomes available again. Or you can edit missing lib's path (in Outliner),
save and reload the file, and you are done.
Also, Outliner now shows broken libraries (and placeholders) with a 'broken lib' icon.
Future plans are also to be able to relocate missing libs and reload them at runtime.
Code notes:
- Placeholder ID is just a regular datablock of same type as expected linked one,
with 'default' data, and a LIB_MISSING bitflag set.
- To allow creation of such datablocks, creation of datablocks in BKE was split in two step:
+ Allocation of memory itself.
+ Setting of all internal data to default values.
See also the design task (T43351).
Reviewed by @campbellbarton, thanks a bunch!
Differential Revision: https://developer.blender.org/D1394
2015-10-20 14:44:57 +02:00
|
|
|
/* BLI_assert(MEMCMP_STRUCT_OFS_IS_ZERO(ob, id)); */ /* ob->type is already initialized... */
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->col[0] = ob->col[1] = ob->col[2] = 1.0;
|
|
|
|
ob->col[3] = 1.0;
|
2009-11-29 23:54:41 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->size[0] = ob->size[1] = ob->size[2] = 1.0;
|
|
|
|
ob->dscale[0] = ob->dscale[1] = ob->dscale[2] = 1.0;
|
2009-11-29 23:54:41 +00:00
|
|
|
|
|
|
|
/* objects should default to having Euler XYZ rotations,
|
|
|
|
* but rotations default to quaternions
|
|
|
|
*/
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->rotmode = ROT_MODE_EUL;
|
2011-02-02 00:40:55 +00:00
|
|
|
|
|
|
|
unit_axis_angle(ob->rotAxis, &ob->rotAngle);
|
|
|
|
unit_axis_angle(ob->drotAxis, &ob->drotAngle);
|
|
|
|
|
|
|
|
unit_qt(ob->quat);
|
|
|
|
unit_qt(ob->dquat);
|
|
|
|
|
2009-11-29 23:54:41 +00:00
|
|
|
/* rotation locks should be 4D for 4 component rotations by default... */
|
|
|
|
ob->protectflag = OB_LOCK_ROT4D;
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
|
2009-11-10 20:43:45 +00:00
|
|
|
unit_m4(ob->constinv);
|
|
|
|
unit_m4(ob->parentinv);
|
|
|
|
unit_m4(ob->obmat);
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->dt = OB_TEXTURE;
|
|
|
|
ob->empty_drawtype = OB_PLAINAXES;
|
|
|
|
ob->empty_drawsize = 1.0;
|
2006-09-11 17:55:52 +00:00
|
|
|
|
First step to handle missing libs/datablocks when reading a file.
Idea is, instead of ignoring completely missing linked datablocks, to
create void placeholders for them.
That way, you can work on your file, save it, and find again your missing data once
lib becomes available again. Or you can edit missing lib's path (in Outliner),
save and reload the file, and you are done.
Also, Outliner now shows broken libraries (and placeholders) with a 'broken lib' icon.
Future plans are also to be able to relocate missing libs and reload them at runtime.
Code notes:
- Placeholder ID is just a regular datablock of same type as expected linked one,
with 'default' data, and a LIB_MISSING bitflag set.
- To allow creation of such datablocks, creation of datablocks in BKE was split in two step:
+ Allocation of memory itself.
+ Setting of all internal data to default values.
See also the design task (T43351).
Reviewed by @campbellbarton, thanks a bunch!
Differential Revision: https://developer.blender.org/D1394
2015-10-20 14:44:57 +02:00
|
|
|
if (ELEM(ob->type, OB_LAMP, OB_CAMERA, OB_SPEAKER)) {
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->trackflag = OB_NEGZ;
|
|
|
|
ob->upflag = OB_POSY;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
else {
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->trackflag = OB_POSY;
|
|
|
|
ob->upflag = OB_POSZ;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2.5: Blender "Animato" - New Animation System
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.
Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action.
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves.
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still)
There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html
So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.
Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->dupon = 1; ob->dupoff = 0;
|
|
|
|
ob->dupsta = 1; ob->dupend = 100;
|
2007-11-30 14:10:36 +00:00
|
|
|
ob->dupfacesca = 1.0;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-04-26 13:07:59 +00:00
|
|
|
/* Game engine defaults*/
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->mass = ob->inertia = 1.0f;
|
|
|
|
ob->formfactor = 0.4f;
|
|
|
|
ob->damping = 0.04f;
|
|
|
|
ob->rdamping = 0.1f;
|
2002-10-12 11:37:38 +00:00
|
|
|
ob->anisotropicFriction[0] = 1.0f;
|
|
|
|
ob->anisotropicFriction[1] = 1.0f;
|
|
|
|
ob->anisotropicFriction[2] = 1.0f;
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->gameflag = OB_PROP | OB_COLLISION;
|
2013-04-26 16:27:20 +00:00
|
|
|
ob->margin = 0.04f;
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->init_state = 1;
|
|
|
|
ob->state = 1;
|
2012-04-11 08:15:13 +00:00
|
|
|
ob->obstacleRad = 1.0f;
|
2012-05-28 21:36:29 +00:00
|
|
|
ob->step_height = 0.15f;
|
|
|
|
ob->jump_speed = 10.0f;
|
|
|
|
ob->fall_speed = 55.0f;
|
2015-10-11 18:28:43 +02:00
|
|
|
ob->max_jumps = 1;
|
2012-10-30 15:44:16 +00:00
|
|
|
ob->col_group = 0x01;
|
BGE: Support for collision group/mask from the api + activated on EndObject.
A Python API for the collision group / mask has been added:
```
KX_GameObject.collisionGroup
KX_GameObject.collisionMask
```
The maximum number of collision groups and masked has been increased from eight to sixteen.
This means that the max value of collisionGroup/Mask is (2 ** 16) - 1
EndObject will now activate objects that were sleeping and colliding with the removed object.
This means that, unlike now, if a rigid body starts sleeping on top of another object, when the latter is removed the rigid body will activate and fall, rather than float midair as before.
Collision groups that do not intersect used to collide on the first frame. Now this has been fixed so that they collide appropriately.
Thanks to agoose77 for his help.
Reviewers: scorpion81, hg1, agoose77, sergof
Reviewed By: agoose77, sergof
Subscribers: sergof, moguri
Projects: #game_physics, #game_engine
Differential Revision: https://developer.blender.org/D1243
2015-04-19 01:01:17 +02:00
|
|
|
ob->col_mask = 0xffff;
|
2015-08-10 15:41:28 +02:00
|
|
|
ob->preview = NULL;
|
2012-10-30 15:44:16 +00:00
|
|
|
|
2005-09-18 13:27:12 +00:00
|
|
|
/* NT fluid sim defaults */
|
|
|
|
ob->fluidsimSettings = NULL;
|
2006-09-11 17:55:52 +00:00
|
|
|
|
2014-02-08 06:07:10 +11:00
|
|
|
BLI_listbase_clear(&ob->pc_ids);
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
|
2012-07-03 19:09:07 +00:00
|
|
|
/* Animation Visualization defaults */
|
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
|
|
|
animviz_settings_init(&ob->avs);
|
First step to handle missing libs/datablocks when reading a file.
Idea is, instead of ignoring completely missing linked datablocks, to
create void placeholders for them.
That way, you can work on your file, save it, and find again your missing data once
lib becomes available again. Or you can edit missing lib's path (in Outliner),
save and reload the file, and you are done.
Also, Outliner now shows broken libraries (and placeholders) with a 'broken lib' icon.
Future plans are also to be able to relocate missing libs and reload them at runtime.
Code notes:
- Placeholder ID is just a regular datablock of same type as expected linked one,
with 'default' data, and a LIB_MISSING bitflag set.
- To allow creation of such datablocks, creation of datablocks in BKE was split in two step:
+ Allocation of memory itself.
+ Setting of all internal data to default values.
See also the design task (T43351).
Reviewed by @campbellbarton, thanks a bunch!
Differential Revision: https://developer.blender.org/D1394
2015-10-20 14:44:57 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
/* more general add: creates minimum required data, but without vertices etc. */
|
|
|
|
Object *BKE_object_add_only_object(Main *bmain, int type, const char *name)
|
|
|
|
{
|
|
|
|
Object *ob;
|
|
|
|
|
|
|
|
if (!name)
|
|
|
|
name = get_obdata_defname(type);
|
|
|
|
|
|
|
|
ob = BKE_libblock_alloc(bmain, ID_OB, name);
|
|
|
|
|
|
|
|
/* default object vars */
|
|
|
|
ob->type = type;
|
|
|
|
|
|
|
|
BKE_object_init(ob);
|
2009-08-25 18:41:36 +00:00
|
|
|
|
2006-09-11 17:55:52 +00:00
|
|
|
return ob;
|
|
|
|
}
|
|
|
|
|
2009-01-04 14:14:06 +00:00
|
|
|
/* general add: to scene, with layer from area and default name */
|
2006-09-11 17:55:52 +00:00
|
|
|
/* creates minimum required data, but without vertices etc. */
|
2015-05-04 12:25:33 +10:00
|
|
|
Object *BKE_object_add(
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
Main *bmain, Scene *scene, SceneLayer *sl,
|
2015-05-04 12:25:33 +10:00
|
|
|
int type, const char *name)
|
2006-09-11 17:55:52 +00:00
|
|
|
{
|
|
|
|
Object *ob;
|
|
|
|
Base *base;
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
LayerCollection *lc;
|
2006-09-11 17:55:52 +00:00
|
|
|
|
2013-04-18 08:58:21 +00:00
|
|
|
ob = BKE_object_add_only_object(bmain, type, name);
|
2006-09-11 17:55:52 +00:00
|
|
|
|
2015-05-04 12:25:33 +10:00
|
|
|
ob->data = BKE_object_obdata_add_from_type(bmain, type, name);
|
2006-09-11 17:55:52 +00:00
|
|
|
|
2017-05-26 15:10:35 +02:00
|
|
|
lc = BKE_layer_collection_get_active_ensure(scene, sl);
|
2017-02-23 12:35:14 +01:00
|
|
|
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
BKE_collection_object_add(scene, lc->scene_collection, ob);
|
|
|
|
|
|
|
|
base = BKE_scene_layer_base_find(sl, ob);
|
|
|
|
BKE_scene_layer_base_deselect_all(sl);
|
|
|
|
BKE_scene_layer_base_select(sl, base);
|
2006-09-11 17:55:52 +00:00
|
|
|
|
2017-04-06 16:11:50 +02:00
|
|
|
DEG_id_tag_update_ex(bmain, &ob->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);
|
2002-10-12 11:37:38 +00:00
|
|
|
return ob;
|
|
|
|
}
|
|
|
|
|
2014-04-09 11:48:04 +10:00
|
|
|
|
|
|
|
#ifdef WITH_GAMEENGINE
|
|
|
|
|
2013-12-17 14:42:47 -08:00
|
|
|
void BKE_object_lod_add(Object *ob)
|
|
|
|
{
|
|
|
|
LodLevel *lod = MEM_callocN(sizeof(LodLevel), "LoD Level");
|
|
|
|
LodLevel *last = ob->lodlevels.last;
|
|
|
|
|
|
|
|
/* If the lod list is empty, initialize it with the base lod level */
|
|
|
|
if (!last) {
|
|
|
|
LodLevel *base = MEM_callocN(sizeof(LodLevel), "Base LoD Level");
|
|
|
|
BLI_addtail(&ob->lodlevels, base);
|
|
|
|
base->flags = OB_LOD_USE_MESH | OB_LOD_USE_MAT;
|
|
|
|
base->source = ob;
|
2015-03-22 18:13:53 +01:00
|
|
|
base->obhysteresis = 10;
|
2013-12-17 14:42:47 -08:00
|
|
|
last = ob->currentlod = base;
|
|
|
|
}
|
|
|
|
|
|
|
|
lod->distance = last->distance + 25.0f;
|
2015-03-22 18:13:53 +01:00
|
|
|
lod->obhysteresis = 10;
|
2013-12-17 14:42:47 -08:00
|
|
|
lod->flags = OB_LOD_USE_MESH | OB_LOD_USE_MAT;
|
|
|
|
|
|
|
|
BLI_addtail(&ob->lodlevels, lod);
|
|
|
|
}
|
|
|
|
|
2014-09-24 20:45:52 +10:00
|
|
|
static int lod_cmp(const void *a, const void *b)
|
2013-12-17 14:42:47 -08:00
|
|
|
{
|
2014-09-24 20:45:52 +10:00
|
|
|
const LodLevel *loda = a;
|
|
|
|
const LodLevel *lodb = b;
|
2013-12-17 14:42:47 -08:00
|
|
|
|
|
|
|
if (loda->distance < lodb->distance) return -1;
|
|
|
|
return loda->distance > lodb->distance;
|
|
|
|
}
|
|
|
|
|
|
|
|
void BKE_object_lod_sort(Object *ob)
|
|
|
|
{
|
2014-11-16 13:57:58 +01:00
|
|
|
BLI_listbase_sort(&ob->lodlevels, lod_cmp);
|
2013-12-17 14:42:47 -08:00
|
|
|
}
|
|
|
|
|
|
|
|
bool BKE_object_lod_remove(Object *ob, int level)
|
|
|
|
{
|
|
|
|
LodLevel *rem;
|
|
|
|
|
2014-11-16 13:57:58 +01:00
|
|
|
if (level < 1 || level > BLI_listbase_count(&ob->lodlevels) - 1)
|
2013-12-17 14:42:47 -08:00
|
|
|
return false;
|
|
|
|
|
|
|
|
rem = BLI_findlink(&ob->lodlevels, level);
|
|
|
|
|
|
|
|
if (rem == ob->currentlod) {
|
|
|
|
ob->currentlod = rem->prev;
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_remlink(&ob->lodlevels, rem);
|
|
|
|
MEM_freeN(rem);
|
|
|
|
|
|
|
|
/* If there are no user defined lods, remove the base lod as well */
|
2014-11-16 14:23:37 +01:00
|
|
|
if (BLI_listbase_is_single(&ob->lodlevels)) {
|
2013-12-17 14:42:47 -08:00
|
|
|
LodLevel *base = ob->lodlevels.first;
|
|
|
|
BLI_remlink(&ob->lodlevels, base);
|
|
|
|
MEM_freeN(base);
|
|
|
|
ob->currentlod = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2014-04-09 11:48:04 +10:00
|
|
|
static LodLevel *lod_level_select(Object *ob, const float camera_position[3])
|
2013-12-17 14:42:47 -08:00
|
|
|
{
|
|
|
|
LodLevel *current = ob->currentlod;
|
2015-10-28 01:21:36 +01:00
|
|
|
float dist_sq;
|
2013-12-17 14:42:47 -08:00
|
|
|
|
|
|
|
if (!current) return NULL;
|
|
|
|
|
2014-04-09 11:48:04 +10:00
|
|
|
dist_sq = len_squared_v3v3(ob->obmat[3], camera_position);
|
2013-12-17 14:42:47 -08:00
|
|
|
|
2015-10-28 01:21:36 +01:00
|
|
|
if (dist_sq < SQUARE(current->distance)) {
|
2013-12-18 15:34:56 +11:00
|
|
|
/* check for higher LoD */
|
2015-10-28 01:21:36 +01:00
|
|
|
while (current->prev && dist_sq < SQUARE(current->distance)) {
|
2013-12-17 14:42:47 -08:00
|
|
|
current = current->prev;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
2013-12-18 15:34:56 +11:00
|
|
|
/* check for lower LoD */
|
2014-10-13 15:35:41 +02:00
|
|
|
while (current->next && dist_sq > SQUARE(current->next->distance)) {
|
2013-12-17 14:42:47 -08:00
|
|
|
current = current->next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return current;
|
|
|
|
}
|
|
|
|
|
2017-03-02 15:03:02 +01:00
|
|
|
bool BKE_object_lod_is_usable(Object *ob, SceneLayer *sl)
|
2013-12-17 14:42:47 -08:00
|
|
|
{
|
2017-03-02 15:03:02 +01:00
|
|
|
bool active = (sl) ? ob == OBACT_NEW : false;
|
2013-12-17 14:42:47 -08:00
|
|
|
return (ob->mode == OB_MODE_OBJECT || !active);
|
|
|
|
}
|
|
|
|
|
2014-04-09 11:48:04 +10:00
|
|
|
void BKE_object_lod_update(Object *ob, const float camera_position[3])
|
2013-12-17 14:42:47 -08:00
|
|
|
{
|
2013-12-18 15:34:56 +11:00
|
|
|
LodLevel *cur_level = ob->currentlod;
|
|
|
|
LodLevel *new_level = lod_level_select(ob, camera_position);
|
2013-12-17 14:42:47 -08:00
|
|
|
|
|
|
|
if (new_level != cur_level) {
|
|
|
|
ob->currentlod = new_level;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-03-02 15:03:02 +01:00
|
|
|
static Object *lod_ob_get(Object *ob, SceneLayer *sl, int flag)
|
2013-12-17 14:42:47 -08:00
|
|
|
{
|
|
|
|
LodLevel *current = ob->currentlod;
|
|
|
|
|
2017-03-02 15:03:02 +01:00
|
|
|
if (!current || !BKE_object_lod_is_usable(ob, sl))
|
2013-12-17 14:42:47 -08:00
|
|
|
return ob;
|
|
|
|
|
2013-12-18 15:34:56 +11:00
|
|
|
while (current->prev && (!(current->flags & flag) || !current->source || current->source->type != OB_MESH)) {
|
2013-12-17 14:42:47 -08:00
|
|
|
current = current->prev;
|
|
|
|
}
|
|
|
|
|
|
|
|
return current->source;
|
|
|
|
}
|
|
|
|
|
2017-03-02 15:03:02 +01:00
|
|
|
struct Object *BKE_object_lod_meshob_get(Object *ob, SceneLayer *sl)
|
2013-12-17 14:42:47 -08:00
|
|
|
{
|
2017-03-02 15:03:02 +01:00
|
|
|
return lod_ob_get(ob, sl, OB_LOD_USE_MESH);
|
2013-12-17 14:42:47 -08:00
|
|
|
}
|
|
|
|
|
2017-03-02 15:03:02 +01:00
|
|
|
struct Object *BKE_object_lod_matob_get(Object *ob, SceneLayer *sl)
|
2013-12-17 14:42:47 -08:00
|
|
|
{
|
2017-03-02 15:03:02 +01:00
|
|
|
return lod_ob_get(ob, sl, OB_LOD_USE_MAT);
|
2013-12-17 14:42:47 -08:00
|
|
|
}
|
|
|
|
|
2014-04-09 11:48:04 +10:00
|
|
|
#endif /* WITH_GAMEENGINE */
|
|
|
|
|
|
|
|
|
2015-06-02 20:21:45 +10:00
|
|
|
SoftBody *copy_softbody(const SoftBody *sb, bool copy_caches)
|
2005-04-16 15:06:02 +00:00
|
|
|
{
|
|
|
|
SoftBody *sbn;
|
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
if (sb == NULL) return(NULL);
|
2005-04-16 16:56:06 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
sbn = MEM_dupallocN(sb);
|
2012-09-27 14:37:20 +00:00
|
|
|
|
2014-04-01 11:34:00 +11:00
|
|
|
if (copy_caches == false) {
|
2012-09-27 14:37:20 +00:00
|
|
|
sbn->totspring = sbn->totpoint = 0;
|
|
|
|
sbn->bpoint = NULL;
|
|
|
|
sbn->bspring = NULL;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
sbn->totspring = sb->totspring;
|
|
|
|
sbn->totpoint = sb->totpoint;
|
|
|
|
|
|
|
|
if (sbn->bpoint) {
|
|
|
|
int i;
|
|
|
|
|
|
|
|
sbn->bpoint = MEM_dupallocN(sbn->bpoint);
|
|
|
|
|
|
|
|
for (i = 0; i < sbn->totpoint; i++) {
|
|
|
|
if (sbn->bpoint[i].springs)
|
|
|
|
sbn->bpoint[i].springs = MEM_dupallocN(sbn->bpoint[i].springs);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (sb->bspring)
|
|
|
|
sbn->bspring = MEM_dupallocN(sb->bspring);
|
|
|
|
}
|
2005-04-16 15:06:02 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
sbn->keys = NULL;
|
|
|
|
sbn->totkey = sbn->totpointkey = 0;
|
2005-05-12 14:00:12 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
sbn->scratch = NULL;
|
Point Cache Refactoring
=======================
Caching and Baking:
- The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates.
- There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles.
- The cloth autoprotect feature was removed.
- The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries.
- The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions.
- PointCache struct was added to DNA and is automatically allocated for each physics type.
- Soft body now supports Bake Editing just like cloth.
- Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now.
Library Linking:
- Added some more warnings to prevent editing settings on library linked objects.
- Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked.
- Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh).
Physics UI:
- Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth.
- Tweaked field panel buttons to not jump around when changing options.
- Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable.
- I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers.
- Fixed modifier error drawing glitch.
Particles:
- Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() ..
- Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading.
- Make particle threads work with autothreads.
Continue Physics:
- The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache.
- This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics.
Todo:
- Point cache can get out of sync with and undo and changing a file without saving it.
- Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion.
- Menu item and/or buttons for Ctrl+B.
- A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested.
- The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
|
|
|
|
2012-09-27 14:37:20 +00:00
|
|
|
sbn->pointcache = BKE_ptcache_copy_list(&sbn->ptcaches, &sb->ptcaches, copy_caches);
|
Point Cache Refactoring
=======================
Caching and Baking:
- The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates.
- There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles.
- The cloth autoprotect feature was removed.
- The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries.
- The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions.
- PointCache struct was added to DNA and is automatically allocated for each physics type.
- Soft body now supports Bake Editing just like cloth.
- Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now.
Library Linking:
- Added some more warnings to prevent editing settings on library linked objects.
- Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked.
- Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh).
Physics UI:
- Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth.
- Tweaked field panel buttons to not jump around when changing options.
- Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable.
- I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers.
- Fixed modifier error drawing glitch.
Particles:
- Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() ..
- Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading.
- Make particle threads work with autothreads.
Continue Physics:
- The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache.
- This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics.
Todo:
- Point cache can get out of sync with and undo and changing a file without saving it.
- Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion.
- Menu item and/or buttons for Ctrl+B.
- A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested.
- The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
if (sb->effector_weights)
|
Unified effector functionality for particles, cloth and softbody
* Unified scene wide gravity (currently in scene buttons)
instead of each simulation having it's own gravity.
* Weight parameters for all effectors and an effector group
setting.
* Every effector can use noise.
* Most effectors have "shapes" point, plane, surface, every point.
- "Point" is most like the old effectors and uses the
effector location as the effector point.
- "Plane" uses the closest point on effectors local xy-plane
as the effector point.
- "Surface" uses the closest point on an effector object's
surface as the effector point.
- "Every Point" uses every point in a mesh effector object
as an effector point.
- The falloff is calculated from this point, so for example
with "surface" shape and "use only negative z axis" it's
possible to apply force only "inside" the effector object.
* Spherical effector is now renamed as "force" as it's no longer
just spherical.
* New effector parameter "flow", which makes the effector act as
surrounding air velocity, so the resulting force is
proportional to the velocity difference of the point and "air
velocity". For example a wind field with flow=1.0 results in
proper non-accelerating wind.
* New effector fields "turbulence", which creates nice random
flow paths, and "drag", which slows the points down.
* Much improved vortex field.
* Effectors can now effect particle rotation as well as location.
* Use full, or only positive/negative z-axis to apply force
(note. the z-axis is the surface normal in the case of
effector shape "surface")
* New "force field" submenu in add menu, which adds an empty
with the chosen effector (curve object for corve guides).
* Other dynamics should be quite easy to add to the effector
system too if wanted.
* "Unified" doesn't mean that force fields give the exact same results for
particles, softbody & cloth, since their final effect depends on many external
factors, like for example the surface area of the effected faces.
Code changes
* Subversion bump for correct handling of global gravity.
* Separate ui py file for common dynamics stuff.
* Particle settings updating is flushed with it's id through
DAG_id_flush_update(..).
Known issues
* Curve guides don't yet have all ui buttons in place, but they
should work none the less.
* Hair dynamics don't yet respect force fields.
Other changes
* Particle emission defaults now to frames 1-200 with life of 50
frames to fill the whole default timeline.
* Many particles drawing related crashes fixed.
* Sometimes particles didn't update on first frame properly.
* Hair with object/group visualization didn't work properly.
* Memory leaks with PointCacheID lists (Genscher, remember to
free pidlists after use :).
2009-09-30 22:10:14 +00:00
|
|
|
sbn->effector_weights = MEM_dupallocN(sb->effector_weights);
|
|
|
|
|
2005-04-16 15:06:02 +00:00
|
|
|
return sbn;
|
|
|
|
}
|
2004-10-14 08:52:12 +00:00
|
|
|
|
2008-09-27 21:52:20 +00:00
|
|
|
BulletSoftBody *copy_bulletsoftbody(BulletSoftBody *bsb)
|
|
|
|
{
|
|
|
|
BulletSoftBody *bsbn;
|
|
|
|
|
|
|
|
if (bsb == NULL)
|
|
|
|
return NULL;
|
|
|
|
bsbn = MEM_dupallocN(bsb);
|
|
|
|
/* no pointer in this structure yet */
|
|
|
|
return bsbn;
|
|
|
|
}
|
|
|
|
|
2015-01-16 11:07:00 +01:00
|
|
|
ParticleSystem *BKE_object_copy_particlesystem(ParticleSystem *psys)
|
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
|
|
|
{
|
|
|
|
ParticleSystem *psysn;
|
2007-12-01 20:08:31 +00:00
|
|
|
ParticleData *pa;
|
2009-09-04 23:06:15 +00:00
|
|
|
int p;
|
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
psysn = MEM_dupallocN(psys);
|
|
|
|
psysn->particles = MEM_dupallocN(psys->particles);
|
|
|
|
psysn->child = MEM_dupallocN(psys->child);
|
2009-09-04 23:06:15 +00:00
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
if (psys->part->type == PART_HAIR) {
|
2012-05-06 15:15:33 +00:00
|
|
|
for (p = 0, pa = psysn->particles; p < psysn->totpart; p++, pa++)
|
2009-09-04 23:06:15 +00:00
|
|
|
pa->hair = MEM_dupallocN(pa->hair);
|
|
|
|
}
|
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
if (psysn->particles && (psysn->particles->keys || psysn->particles->boid)) {
|
2009-09-04 23:06:15 +00:00
|
|
|
ParticleKey *key = psysn->particles->keys;
|
|
|
|
BoidParticle *boid = psysn->particles->boid;
|
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
if (key)
|
2009-09-04 23:06:15 +00:00
|
|
|
key = MEM_dupallocN(key);
|
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
if (boid)
|
2009-09-04 23:06:15 +00:00
|
|
|
boid = MEM_dupallocN(boid);
|
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
for (p = 0, pa = psysn->particles; p < psysn->totpart; p++, pa++) {
|
2012-02-23 02:17:50 +00:00
|
|
|
if (boid)
|
2009-09-04 23:06:15 +00:00
|
|
|
pa->boid = boid++;
|
2012-02-23 02:17:50 +00:00
|
|
|
if (key) {
|
2009-09-04 23:06:15 +00:00
|
|
|
pa->keys = key;
|
|
|
|
key += pa->totkey;
|
|
|
|
}
|
|
|
|
}
|
2007-12-01 20:08:31 +00:00
|
|
|
}
|
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
if (psys->clmd) {
|
2010-02-04 09:59:05 +00:00
|
|
|
psysn->clmd = (ClothModifierData *)modifier_new(eModifierType_Cloth);
|
2012-05-06 15:15:33 +00:00
|
|
|
modifier_copyData((ModifierData *)psys->clmd, (ModifierData *)psysn->clmd);
|
2009-09-10 22:32:33 +00:00
|
|
|
psys->hair_in_dm = psys->hair_out_dm = NULL;
|
2008-02-17 12:46:09 +00:00
|
|
|
}
|
2009-07-12 23:38:47 +00:00
|
|
|
|
2009-09-04 23:06:15 +00:00
|
|
|
BLI_duplicatelist(&psysn->targets, &psys->targets);
|
2010-05-06 21:31:16 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
psysn->pathcache = NULL;
|
|
|
|
psysn->childcache = NULL;
|
|
|
|
psysn->edit = NULL;
|
|
|
|
psysn->pdd = NULL;
|
|
|
|
psysn->effectors = NULL;
|
2014-01-16 00:55:38 +06:00
|
|
|
psysn->tree = NULL;
|
2014-03-14 11:03:04 +01:00
|
|
|
psysn->bvhtree = NULL;
|
2017-05-17 11:18:57 +02:00
|
|
|
psysn->batch_cache = NULL;
|
2008-05-11 11:34:39 +00:00
|
|
|
|
2014-02-08 06:07:10 +11:00
|
|
|
BLI_listbase_clear(&psysn->pathcachebufs);
|
|
|
|
BLI_listbase_clear(&psysn->childcachebufs);
|
2008-05-11 11:34:39 +00:00
|
|
|
psysn->renderdata = NULL;
|
|
|
|
|
2014-04-01 11:34:00 +11:00
|
|
|
psysn->pointcache = BKE_ptcache_copy_list(&psysn->ptcaches, &psys->ptcaches, false);
|
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
|
|
|
|
2010-02-04 16:54:25 +00:00
|
|
|
/* XXX - from reading existing code this seems correct but intended usage of
|
|
|
|
* pointcache should /w cloth should be added in 'ParticleSystem' - campbell */
|
2012-02-23 02:17:50 +00:00
|
|
|
if (psysn->clmd) {
|
2012-05-06 15:15:33 +00:00
|
|
|
psysn->clmd->point_cache = psysn->pointcache;
|
2010-02-04 16:54:25 +00:00
|
|
|
}
|
|
|
|
|
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
|
|
|
id_us_plus((ID *)psysn->part);
|
|
|
|
|
|
|
|
return psysn;
|
|
|
|
}
|
|
|
|
|
2015-06-02 20:21:45 +10:00
|
|
|
void BKE_object_copy_particlesystems(Object *ob_dst, const Object *ob_src)
|
2008-02-27 17:04:58 +00:00
|
|
|
{
|
|
|
|
ParticleSystem *psys, *npsys;
|
|
|
|
ModifierData *md;
|
|
|
|
|
2015-06-02 20:21:45 +10:00
|
|
|
if (ob_dst->type != OB_MESH) {
|
2012-03-12 14:35:07 +00:00
|
|
|
/* currently only mesh objects can have soft body */
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2015-06-02 20:21:45 +10:00
|
|
|
BLI_listbase_clear(&ob_dst->particlesystem);
|
|
|
|
for (psys = ob_src->particlesystem.first; psys; psys = psys->next) {
|
2015-01-16 11:07:00 +01:00
|
|
|
npsys = BKE_object_copy_particlesystem(psys);
|
2008-02-27 17:04:58 +00:00
|
|
|
|
2015-06-02 20:21:45 +10:00
|
|
|
BLI_addtail(&ob_dst->particlesystem, npsys);
|
2008-02-27 17:04:58 +00:00
|
|
|
|
|
|
|
/* need to update particle modifiers too */
|
2015-06-02 20:21:45 +10:00
|
|
|
for (md = ob_dst->modifiers.first; md; md = md->next) {
|
2012-05-06 15:15:33 +00:00
|
|
|
if (md->type == eModifierType_ParticleSystem) {
|
|
|
|
ParticleSystemModifierData *psmd = (ParticleSystemModifierData *)md;
|
|
|
|
if (psmd->psys == psys)
|
|
|
|
psmd->psys = npsys;
|
2008-02-27 17:04:58 +00:00
|
|
|
}
|
2012-05-06 15:15:33 +00:00
|
|
|
else if (md->type == eModifierType_DynamicPaint) {
|
|
|
|
DynamicPaintModifierData *pmd = (DynamicPaintModifierData *)md;
|
2011-11-15 13:45:24 +00:00
|
|
|
if (pmd->brush) {
|
2012-05-06 15:15:33 +00:00
|
|
|
if (pmd->brush->psys == psys) {
|
|
|
|
pmd->brush->psys = npsys;
|
2011-11-15 13:45:24 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2012-05-06 15:15:33 +00:00
|
|
|
else if (md->type == eModifierType_Smoke) {
|
|
|
|
SmokeModifierData *smd = (SmokeModifierData *) md;
|
2012-01-03 10:55:46 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
if (smd->type == MOD_SMOKE_TYPE_FLOW) {
|
2011-11-15 13:45:24 +00:00
|
|
|
if (smd->flow) {
|
|
|
|
if (smd->flow->psys == psys)
|
2012-05-06 15:15:33 +00:00
|
|
|
smd->flow->psys = npsys;
|
2011-11-15 13:45:24 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2008-02-27 17:04:58 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-06-02 20:21:45 +10:00
|
|
|
void BKE_object_copy_softbody(Object *ob_dst, const Object *ob_src)
|
2008-02-27 17:04:58 +00:00
|
|
|
{
|
2015-06-02 20:21:45 +10:00
|
|
|
if (ob_src->soft) {
|
2015-06-02 20:23:01 +10:00
|
|
|
ob_dst->softflag = ob_src->softflag;
|
2015-06-02 20:21:45 +10:00
|
|
|
ob_dst->soft = copy_softbody(ob_src->soft, false);
|
|
|
|
}
|
2008-02-27 17:04:58 +00:00
|
|
|
}
|
|
|
|
|
2006-11-11 16:45:17 +00:00
|
|
|
static void copy_object_pose(Object *obn, Object *ob)
|
|
|
|
{
|
|
|
|
bPoseChannel *chan;
|
|
|
|
|
2012-05-05 16:03:57 +00:00
|
|
|
/* note: need to clear obn->pose pointer first, so that BKE_pose_copy_data works (otherwise there's a crash) */
|
2012-05-06 15:15:33 +00:00
|
|
|
obn->pose = NULL;
|
|
|
|
BKE_pose_copy_data(&obn->pose, ob->pose, 1); /* 1 = copy constraints */
|
2006-11-11 16:45:17 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
for (chan = obn->pose->chanbase.first; chan; chan = chan->next) {
|
2006-11-11 16:45:17 +00:00
|
|
|
bConstraint *con;
|
== Constraints System - Recode 2 ==
Once again, I've recoded the constraints system. This time, the goals were:
* To make it more future-proof by 'modernising' the coding style. The long functions filled with switch statements, have given way to function-pointers with smaller functions for specific purposes.
* To make it support constraints which use multiple targets more readily that it did. In the past, it was assumed that constraints could only have at most one target.
As a result, a lot of code has been shuffled around, and modified. Also, the subversion number has been bumped up.
Known issues:
* PyConstraints, which were the main motivation for supporting multiple-targets, are currently broken. There are some bimport() error that keeps causing problems. I've also temporarily removed the doDriver support, although it may return in another form soon.
* Constraints BPy-API is currently has a few features which currently don't work yet
* Outliner currently only displays the names of the constraints instead of the fancy subtarget/target/constraint-name display it used to do. What gets displayed here needs further investigation, as the old way was certainly not that great (and is not compatible with the new system too)
2007-10-21 23:00:29 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
chan->flag &= ~(POSE_LOC | POSE_ROT | POSE_SIZE);
|
== Constraints System - Recode 2 ==
Once again, I've recoded the constraints system. This time, the goals were:
* To make it more future-proof by 'modernising' the coding style. The long functions filled with switch statements, have given way to function-pointers with smaller functions for specific purposes.
* To make it support constraints which use multiple targets more readily that it did. In the past, it was assumed that constraints could only have at most one target.
As a result, a lot of code has been shuffled around, and modified. Also, the subversion number has been bumped up.
Known issues:
* PyConstraints, which were the main motivation for supporting multiple-targets, are currently broken. There are some bimport() error that keeps causing problems. I've also temporarily removed the doDriver support, although it may return in another form soon.
* Constraints BPy-API is currently has a few features which currently don't work yet
* Outliner currently only displays the names of the constraints instead of the fancy subtarget/target/constraint-name display it used to do. What gets displayed here needs further investigation, as the old way was certainly not that great (and is not compatible with the new system too)
2007-10-21 23:00:29 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
for (con = chan->constraints.first; con; con = con->next) {
|
2015-03-30 21:17:07 +11:00
|
|
|
const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con);
|
== Constraints System - Recode 2 ==
Once again, I've recoded the constraints system. This time, the goals were:
* To make it more future-proof by 'modernising' the coding style. The long functions filled with switch statements, have given way to function-pointers with smaller functions for specific purposes.
* To make it support constraints which use multiple targets more readily that it did. In the past, it was assumed that constraints could only have at most one target.
As a result, a lot of code has been shuffled around, and modified. Also, the subversion number has been bumped up.
Known issues:
* PyConstraints, which were the main motivation for supporting multiple-targets, are currently broken. There are some bimport() error that keeps causing problems. I've also temporarily removed the doDriver support, although it may return in another form soon.
* Constraints BPy-API is currently has a few features which currently don't work yet
* Outliner currently only displays the names of the constraints instead of the fancy subtarget/target/constraint-name display it used to do. What gets displayed here needs further investigation, as the old way was certainly not that great (and is not compatible with the new system too)
2007-10-21 23:00:29 +00:00
|
|
|
ListBase targets = {NULL, NULL};
|
|
|
|
bConstraintTarget *ct;
|
|
|
|
|
|
|
|
if (cti && cti->get_constraint_targets) {
|
|
|
|
cti->get_constraint_targets(con, &targets);
|
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
for (ct = targets.first; ct; ct = ct->next) {
|
2007-10-28 01:01:46 +00:00
|
|
|
if (ct->tar == ob)
|
== Constraints System - Recode 2 ==
Once again, I've recoded the constraints system. This time, the goals were:
* To make it more future-proof by 'modernising' the coding style. The long functions filled with switch statements, have given way to function-pointers with smaller functions for specific purposes.
* To make it support constraints which use multiple targets more readily that it did. In the past, it was assumed that constraints could only have at most one target.
As a result, a lot of code has been shuffled around, and modified. Also, the subversion number has been bumped up.
Known issues:
* PyConstraints, which were the main motivation for supporting multiple-targets, are currently broken. There are some bimport() error that keeps causing problems. I've also temporarily removed the doDriver support, although it may return in another form soon.
* Constraints BPy-API is currently has a few features which currently don't work yet
* Outliner currently only displays the names of the constraints instead of the fancy subtarget/target/constraint-name display it used to do. What gets displayed here needs further investigation, as the old way was certainly not that great (and is not compatible with the new system too)
2007-10-21 23:00:29 +00:00
|
|
|
ct->tar = obn;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (cti->flush_constraint_targets)
|
|
|
|
cti->flush_constraint_targets(con, &targets, 0);
|
|
|
|
}
|
2006-11-11 16:45:17 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-12-17 14:42:47 -08:00
|
|
|
static void copy_object_lod(Object *obn, Object *ob)
|
|
|
|
{
|
|
|
|
BLI_duplicatelist(&obn->lodlevels, &ob->lodlevels);
|
|
|
|
|
|
|
|
if (obn->lodlevels.first)
|
2013-12-18 15:34:56 +11:00
|
|
|
((LodLevel *)obn->lodlevels.first)->source = obn;
|
2013-12-17 14:42:47 -08:00
|
|
|
|
2013-12-18 15:34:56 +11:00
|
|
|
obn->currentlod = (LodLevel *)obn->lodlevels.first;
|
2013-12-17 14:42:47 -08:00
|
|
|
}
|
|
|
|
|
2013-06-09 21:25:27 +00:00
|
|
|
bool BKE_object_pose_context_check(Object *ob)
|
2011-09-14 01:48:55 +00:00
|
|
|
{
|
2012-09-23 18:50:56 +00:00
|
|
|
if ((ob) &&
|
|
|
|
(ob->type == OB_ARMATURE) &&
|
|
|
|
(ob->pose) &&
|
|
|
|
(ob->mode & OB_MODE_POSE))
|
2012-05-06 15:15:33 +00:00
|
|
|
{
|
2014-12-01 17:11:18 +01:00
|
|
|
return true;
|
2011-09-14 01:48:55 +00:00
|
|
|
}
|
|
|
|
else {
|
2014-12-01 17:11:18 +01:00
|
|
|
return false;
|
2011-09-14 01:48:55 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-05-05 14:03:12 +00:00
|
|
|
Object *BKE_object_pose_armature_get(Object *ob)
|
2011-09-14 01:48:55 +00:00
|
|
|
{
|
2012-05-06 15:15:33 +00:00
|
|
|
if (ob == NULL)
|
2011-09-14 01:48:55 +00:00
|
|
|
return NULL;
|
|
|
|
|
2012-09-23 18:50:56 +00:00
|
|
|
if (BKE_object_pose_context_check(ob))
|
2011-09-14 01:48:55 +00:00
|
|
|
return ob;
|
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
ob = modifiers_isDeformedByArmature(ob);
|
2011-09-14 01:48:55 +00:00
|
|
|
|
2012-09-23 18:50:56 +00:00
|
|
|
if (BKE_object_pose_context_check(ob))
|
2011-09-14 01:48:55 +00:00
|
|
|
return ob;
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2012-05-22 15:29:57 +00:00
|
|
|
void BKE_object_transform_copy(Object *ob_tar, const Object *ob_src)
|
2010-10-12 21:47:13 +00:00
|
|
|
{
|
|
|
|
copy_v3_v3(ob_tar->loc, ob_src->loc);
|
|
|
|
copy_v3_v3(ob_tar->rot, ob_src->rot);
|
|
|
|
copy_v3_v3(ob_tar->quat, ob_src->quat);
|
|
|
|
copy_v3_v3(ob_tar->rotAxis, ob_src->rotAxis);
|
2012-05-06 15:15:33 +00:00
|
|
|
ob_tar->rotAngle = ob_src->rotAngle;
|
|
|
|
ob_tar->rotmode = ob_src->rotmode;
|
2010-10-12 21:47:13 +00:00
|
|
|
copy_v3_v3(ob_tar->size, ob_src->size);
|
|
|
|
}
|
|
|
|
|
2014-04-01 11:34:00 +11:00
|
|
|
Object *BKE_object_copy_ex(Main *bmain, Object *ob, bool copy_caches)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
Object *obn;
|
2005-07-27 20:16:41 +00:00
|
|
|
ModifierData *md;
|
2002-10-12 11:37:38 +00:00
|
|
|
int a;
|
|
|
|
|
2016-07-10 14:52:00 +02:00
|
|
|
obn = BKE_libblock_copy(bmain, &ob->id);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
if (ob->totcol) {
|
2012-05-06 15:15:33 +00:00
|
|
|
obn->mat = MEM_dupallocN(ob->mat);
|
|
|
|
obn->matbits = MEM_dupallocN(ob->matbits);
|
|
|
|
obn->totcol = ob->totcol;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2014-01-13 21:57:05 +01:00
|
|
|
|
|
|
|
if (ob->iuser) obn->iuser = MEM_dupallocN(ob->iuser);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
if (ob->bb) obn->bb = MEM_dupallocN(ob->bb);
|
2002-10-12 11:37:38 +00:00
|
|
|
obn->flag &= ~OB_FROMGROUP;
|
|
|
|
|
2014-02-08 06:07:10 +11:00
|
|
|
BLI_listbase_clear(&obn->modifiers);
|
2005-07-27 20:16:41 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
for (md = ob->modifiers.first; md; md = md->next) {
|
2005-07-27 20:16:41 +00:00
|
|
|
ModifierData *nmd = modifier_new(md->type);
|
2010-06-10 21:23:09 +00:00
|
|
|
BLI_strncpy(nmd->name, md->name, sizeof(nmd->name));
|
2005-07-27 20:16:41 +00:00
|
|
|
modifier_copyData(md, nmd);
|
|
|
|
BLI_addtail(&obn->modifiers, nmd);
|
|
|
|
}
|
2009-07-22 09:41:41 +00:00
|
|
|
|
2014-02-08 06:07:10 +11:00
|
|
|
BLI_listbase_clear(&obn->prop);
|
2012-09-23 18:50:56 +00:00
|
|
|
BKE_bproperty_copy_list(&obn->prop, &ob->prop);
|
2016-09-23 13:05:11 +02:00
|
|
|
|
|
|
|
BKE_sca_logic_copy(obn, ob);
|
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
if (ob->pose) {
|
2006-11-11 16:45:17 +00:00
|
|
|
copy_object_pose(obn, ob);
|
2006-04-17 14:26:41 +00:00
|
|
|
/* backwards compat... non-armatures can get poses in older files? */
|
2012-05-06 15:15:33 +00:00
|
|
|
if (ob->type == OB_ARMATURE)
|
2012-05-05 16:03:57 +00:00
|
|
|
BKE_pose_rebuild(obn, obn->data);
|
2005-09-29 16:37:37 +00:00
|
|
|
}
|
2010-01-26 13:50:17 +00:00
|
|
|
defgroup_copy_list(&obn->defbase, &ob->defbase);
|
2017-05-30 17:58:24 +10:00
|
|
|
BKE_object_facemap_copy_list(&obn->fmaps, &ob->fmaps);
|
2014-04-11 11:47:07 +10:00
|
|
|
BKE_constraints_copy(&obn->constraints, &ob->constraints, true);
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2014-06-18 16:01:51 +10:00
|
|
|
obn->mode = OB_MODE_OBJECT;
|
2009-08-15 18:58:01 +00:00
|
|
|
obn->sculpt = NULL;
|
|
|
|
|
2003-04-26 13:07:59 +00:00
|
|
|
/* increase user numbers */
|
2002-10-12 11:37:38 +00:00
|
|
|
id_us_plus((ID *)obn->data);
|
2017-05-04 15:08:05 +02:00
|
|
|
id_us_plus((ID *)obn->poselib);
|
2010-12-08 14:40:14 +00:00
|
|
|
id_us_plus((ID *)obn->gpd);
|
2016-09-03 11:47:17 +02:00
|
|
|
id_us_plus((ID *)obn->dup_group);
|
2006-01-05 19:16:28 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
for (a = 0; a < obn->totcol; a++) id_us_plus((ID *)obn->mat[a]);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
if (ob->pd) {
|
2012-05-06 15:15:33 +00:00
|
|
|
obn->pd = MEM_dupallocN(ob->pd);
|
2012-02-23 02:17:50 +00:00
|
|
|
if (obn->pd->tex)
|
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
|
|
|
id_us_plus(&(obn->pd->tex->id));
|
2012-02-23 02:17:50 +00:00
|
|
|
if (obn->pd->rng)
|
Unified effector functionality for particles, cloth and softbody
* Unified scene wide gravity (currently in scene buttons)
instead of each simulation having it's own gravity.
* Weight parameters for all effectors and an effector group
setting.
* Every effector can use noise.
* Most effectors have "shapes" point, plane, surface, every point.
- "Point" is most like the old effectors and uses the
effector location as the effector point.
- "Plane" uses the closest point on effectors local xy-plane
as the effector point.
- "Surface" uses the closest point on an effector object's
surface as the effector point.
- "Every Point" uses every point in a mesh effector object
as an effector point.
- The falloff is calculated from this point, so for example
with "surface" shape and "use only negative z axis" it's
possible to apply force only "inside" the effector object.
* Spherical effector is now renamed as "force" as it's no longer
just spherical.
* New effector parameter "flow", which makes the effector act as
surrounding air velocity, so the resulting force is
proportional to the velocity difference of the point and "air
velocity". For example a wind field with flow=1.0 results in
proper non-accelerating wind.
* New effector fields "turbulence", which creates nice random
flow paths, and "drag", which slows the points down.
* Much improved vortex field.
* Effectors can now effect particle rotation as well as location.
* Use full, or only positive/negative z-axis to apply force
(note. the z-axis is the surface normal in the case of
effector shape "surface")
* New "force field" submenu in add menu, which adds an empty
with the chosen effector (curve object for corve guides).
* Other dynamics should be quite easy to add to the effector
system too if wanted.
* "Unified" doesn't mean that force fields give the exact same results for
particles, softbody & cloth, since their final effect depends on many external
factors, like for example the surface area of the effected faces.
Code changes
* Subversion bump for correct handling of global gravity.
* Separate ui py file for common dynamics stuff.
* Particle settings updating is flushed with it's id through
DAG_id_flush_update(..).
Known issues
* Curve guides don't yet have all ui buttons in place, but they
should work none the less.
* Hair dynamics don't yet respect force fields.
Other changes
* Particle emission defaults now to frames 1-200 with life of 50
frames to fill the whole default timeline.
* Many particles drawing related crashes fixed.
* Sometimes particles didn't update on first frame properly.
* Hair with object/group visualization didn't work properly.
* Memory leaks with PointCacheID lists (Genscher, remember to
free pidlists after use :).
2009-09-30 22:10:14 +00:00
|
|
|
obn->pd->rng = MEM_dupallocN(ob->pd->rng);
|
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
|
|
|
}
|
2012-09-27 14:37:20 +00:00
|
|
|
obn->soft = copy_softbody(ob->soft, copy_caches);
|
2008-09-27 21:52:20 +00:00
|
|
|
obn->bsoft = copy_bulletsoftbody(ob->bsoft);
|
2013-01-23 05:56:56 +00:00
|
|
|
obn->rigidbody_object = BKE_rigidbody_copy_object(ob);
|
|
|
|
obn->rigidbody_constraint = BKE_rigidbody_copy_constraint(ob);
|
2005-09-18 13:27:12 +00:00
|
|
|
|
2012-05-05 14:03:12 +00:00
|
|
|
BKE_object_copy_particlesystems(obn, ob);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
Three new features:
1) Stride Bone
For walkcycles, you could already set an NLA strip to cycle over a path
based on a preset distance value. This cycling happens based on a linear
interpolation, with constant speed.
Not all cycles have a constant speed however, like hopping or jumping.
To ensure a perfect slipping-less foot contact, you now can set a Bone
in an Armature to define the stride. This "Stride Bone" then becomes a
sort-of ruler, a conveyor belt, on which the character walks. When using
the NLA "Use Path" option, it then tries to keep the Stride Bone entirely
motionless on the path, by cancelling out its motion (for the entire
Armature). This means that the animation keys for a Stride Bone have to be
exactly negative of the desired path. Only, at choice, the X,Y or Z Ipo
curve is used for this stride.
Examples:
http://www.blender.org/bf/0001_0040.avi
The top armature shows the actual Action, the bottom armature has been
parented to a Path, using the Stride Bone feature.
http://www.blender.org/bf/0001_0080.avi
Here the Stride Bone has a number of children, creating a ruler to be
used as reference while animating.
Test .blend:
http://www.blender.org/bf/motionblender1.blend
Notes:
- Note that action keys for Bones work local, based on the Bone's
orientation as set in EditMode. Therefore, an Y translation always
goes in the Bone's direction.
- To be able to get a "solvable" stride, the animation curve has
to be inverse evaluated, using a Newton Raphson root solver. That
means you can only create stride curves that keep moving forward, and
cannot return halfway.
- Set the Stride Bone in the Editing Buttons, Bone Panel. You can set
change the name or set the axis in the NLA Window, Strip Properties Panel.
- Files in this commit will move to the blender.org release section.
2) Armature Ghosting
In EditButtons, Armature Panel, you can set an armature to draw ghosts.
The number value denotes the amount of frames that have to be drawn extra
(for the active action!) around the current frame.
Ghosts only evaluate its own Pose, executing it's Actions, Constraints and
IK. No external dependencies are re-evaluated for it.
3) NLA/Action time control
If you click in the NLA window on the action (linked to Object), it makes
sure the Timing as drawn in the Action editor is not corrected for NLA.
If you also set the Object to "Action", this timing will be executed on the
Object as well (not NLA time).
(It's a bit confusing... will make a good doc & maybe review UI!)
2005-11-01 12:44:30 +00:00
|
|
|
obn->derivedDeform = NULL;
|
|
|
|
obn->derivedFinal = NULL;
|
2005-07-17 05:34:35 +00:00
|
|
|
|
2014-02-08 06:07:10 +11:00
|
|
|
BLI_listbase_clear(&obn->gpulamp);
|
|
|
|
BLI_listbase_clear(&obn->pc_ids);
|
2017-04-03 19:01:10 +02:00
|
|
|
BLI_listbase_clear(&obn->drawdata);
|
2010-09-18 04:08:40 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
obn->mpath = NULL;
|
2013-08-19 09:25:24 +00:00
|
|
|
|
2013-12-17 14:42:47 -08:00
|
|
|
copy_object_lod(obn, ob);
|
|
|
|
|
2013-08-19 09:25:24 +00:00
|
|
|
/* Copy runtime surve data. */
|
|
|
|
obn->curve_cache = NULL;
|
|
|
|
|
2016-07-25 16:15:37 +02:00
|
|
|
BKE_id_copy_ensure_local(bmain, &ob->id, &obn->id);
|
2015-01-09 09:52:51 +01:00
|
|
|
|
2015-08-10 15:41:28 +02:00
|
|
|
/* Do not copy object's preview (mostly due to the fact renderers create temp copy of objects). */
|
2015-08-25 18:33:04 +10:00
|
|
|
obn->preview = NULL;
|
2015-08-10 15:41:28 +02:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
return obn;
|
|
|
|
}
|
|
|
|
|
2012-09-27 14:37:20 +00:00
|
|
|
/* copy objects, will re-initialize cached simulation data */
|
2016-07-10 14:52:00 +02:00
|
|
|
Object *BKE_object_copy(Main *bmain, Object *ob)
|
2012-09-27 14:37:20 +00:00
|
|
|
{
|
2016-07-10 14:52:00 +02:00
|
|
|
return BKE_object_copy_ex(bmain, ob, false);
|
2012-09-27 14:37:20 +00:00
|
|
|
}
|
|
|
|
|
2016-10-13 13:32:08 +02:00
|
|
|
void BKE_object_make_local_ex(Main *bmain, Object *ob, const bool lib_local, const bool clear_proxy)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2014-04-01 11:34:00 +11:00
|
|
|
bool is_local = false, is_lib = false;
|
2003-04-26 13:07:59 +00:00
|
|
|
|
2016-07-14 13:03:22 +02:00
|
|
|
/* - only lib users: do nothing (unless force_local is set)
|
2011-04-26 07:17:21 +00:00
|
|
|
* - only local users: set flag
|
|
|
|
* - mixed: make copy
|
2016-07-20 19:49:45 +02:00
|
|
|
* In case we make a whole lib's content local, we always want to localize, and we skip remapping (done later).
|
2011-04-26 07:17:21 +00:00
|
|
|
*/
|
|
|
|
|
2016-07-08 16:20:21 +02:00
|
|
|
if (!ID_IS_LINKED_DATABLOCK(ob)) {
|
|
|
|
return;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2011-04-26 07:17:21 +00:00
|
|
|
|
2016-07-08 16:20:21 +02:00
|
|
|
BKE_library_ID_test_usages(bmain, ob, &is_local, &is_lib);
|
|
|
|
|
2016-07-20 19:49:45 +02:00
|
|
|
if (lib_local || is_local) {
|
2016-07-08 16:20:21 +02:00
|
|
|
if (!is_lib) {
|
2011-10-27 05:34:39 +00:00
|
|
|
id_clear_lib_data(bmain, &ob->id);
|
2017-01-31 06:59:11 +01:00
|
|
|
BKE_id_expand_local(bmain, &ob->id);
|
2016-10-13 13:32:08 +02:00
|
|
|
if (clear_proxy) {
|
|
|
|
if (ob->proxy_from != NULL) {
|
|
|
|
ob->proxy_from->proxy = NULL;
|
|
|
|
ob->proxy_from->proxy_group = NULL;
|
|
|
|
}
|
|
|
|
ob->proxy = ob->proxy_from = ob->proxy_group = NULL;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2016-07-08 16:20:21 +02:00
|
|
|
else {
|
2016-07-10 14:52:00 +02:00
|
|
|
Object *ob_new = BKE_object_copy(bmain, ob);
|
2011-10-27 05:34:39 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
ob_new->id.us = 0;
|
2016-07-08 16:20:21 +02:00
|
|
|
ob_new->proxy = ob_new->proxy_from = ob_new->proxy_group = NULL;
|
|
|
|
|
2016-11-30 15:25:54 +01:00
|
|
|
/* setting newid is mandatory for complex make_lib_local logic... */
|
|
|
|
ID_NEW_SET(ob, ob_new);
|
|
|
|
|
2016-07-20 19:49:45 +02:00
|
|
|
if (!lib_local) {
|
|
|
|
BKE_libblock_remap(bmain, ob, ob_new, ID_REMAP_SKIP_INDIRECT_USAGE);
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-10-13 13:32:08 +02:00
|
|
|
void BKE_object_make_local(Main *bmain, Object *ob, const bool lib_local)
|
|
|
|
{
|
|
|
|
BKE_object_make_local_ex(bmain, ob, lib_local, true);
|
|
|
|
}
|
|
|
|
|
2016-07-06 14:37:03 +02:00
|
|
|
/* Returns true if the Object is from an external blend file (libdata) */
|
2013-03-09 05:35:49 +00:00
|
|
|
bool BKE_object_is_libdata(Object *ob)
|
2009-07-19 00:49:44 +00:00
|
|
|
{
|
2016-07-06 14:37:03 +02:00
|
|
|
return (ob && ID_IS_LINKED_DATABLOCK(ob));
|
2009-07-19 00:49:44 +00:00
|
|
|
}
|
|
|
|
|
2016-07-06 14:37:03 +02:00
|
|
|
/* Returns true if the Object data is from an external blend file (libdata) */
|
2013-03-09 05:35:49 +00:00
|
|
|
bool BKE_object_obdata_is_libdata(Object *ob)
|
2009-05-21 15:34:09 +00:00
|
|
|
{
|
2016-07-06 14:37:03 +02:00
|
|
|
/* Linked objects with local obdata are forbidden! */
|
|
|
|
BLI_assert(!ob || !ob->data || (ID_IS_LINKED_DATABLOCK(ob) ? ID_IS_LINKED_DATABLOCK(ob->data) : true));
|
|
|
|
return (ob && ob->data && ID_IS_LINKED_DATABLOCK(ob->data));
|
2009-05-21 15:34:09 +00:00
|
|
|
}
|
|
|
|
|
2006-11-11 16:45:17 +00:00
|
|
|
/* *************** PROXY **************** */
|
|
|
|
|
2007-11-15 12:15:28 +00:00
|
|
|
/* when you make proxy, ensure the exposed layers are extern */
|
2009-09-14 16:52:06 +00:00
|
|
|
static void armature_set_id_extern(Object *ob)
|
2007-11-15 12:15:28 +00:00
|
|
|
{
|
2012-05-06 15:15:33 +00:00
|
|
|
bArmature *arm = ob->data;
|
2007-11-15 12:15:28 +00:00
|
|
|
bPoseChannel *pchan;
|
2012-05-06 15:15:33 +00:00
|
|
|
unsigned int lay = arm->layer_protected;
|
2007-11-15 12:15:28 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
|
2017-05-30 17:58:24 +10:00
|
|
|
if (!(pchan->bone->layer & lay)) {
|
2007-11-15 12:15:28 +00:00
|
|
|
id_lib_extern((ID *)pchan->custom);
|
2017-05-30 17:58:24 +10:00
|
|
|
}
|
2007-11-15 12:15:28 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-05-05 14:03:12 +00:00
|
|
|
void BKE_object_copy_proxy_drivers(Object *ob, Object *target)
|
2010-01-20 14:28:49 +00:00
|
|
|
{
|
|
|
|
if ((target->adt) && (target->adt->drivers.first)) {
|
|
|
|
FCurve *fcu;
|
|
|
|
|
|
|
|
/* add new animdata block */
|
2012-02-23 02:17:50 +00:00
|
|
|
if (!ob->adt)
|
2015-04-04 15:13:56 +11:00
|
|
|
ob->adt = BKE_animdata_add_id(&ob->id);
|
2010-01-20 14:28:49 +00:00
|
|
|
|
|
|
|
/* make a copy of all the drivers (for now), then correct any links that need fixing */
|
|
|
|
free_fcurves(&ob->adt->drivers);
|
|
|
|
copy_fcurves(&ob->adt->drivers, &target->adt->drivers);
|
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
for (fcu = ob->adt->drivers.first; fcu; fcu = fcu->next) {
|
|
|
|
ChannelDriver *driver = fcu->driver;
|
2010-01-20 14:28:49 +00:00
|
|
|
DriverVar *dvar;
|
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
for (dvar = driver->variables.first; dvar; dvar = dvar->next) {
|
2010-01-20 14:28:49 +00:00
|
|
|
/* all drivers */
|
|
|
|
DRIVER_TARGETS_LOOPER(dvar)
|
|
|
|
{
|
2012-02-23 02:17:50 +00:00
|
|
|
if (dtar->id) {
|
2010-04-25 00:19:10 +00:00
|
|
|
if ((Object *)dtar->id == target)
|
2012-05-06 15:15:33 +00:00
|
|
|
dtar->id = (ID *)ob;
|
2010-04-25 00:19:10 +00:00
|
|
|
else {
|
2012-07-25 22:37:52 +00:00
|
|
|
/* only on local objects because this causes indirect links
|
|
|
|
* 'a -> b -> c', blend to point directly to a.blend
|
2010-04-25 00:19:10 +00:00
|
|
|
* when a.blend has a proxy thats linked into c.blend */
|
2016-07-06 14:11:01 +02:00
|
|
|
if (!ID_IS_LINKED_DATABLOCK(ob))
|
2010-04-25 00:19:10 +00:00
|
|
|
id_lib_extern((ID *)dtar->id);
|
|
|
|
}
|
|
|
|
}
|
2010-01-20 14:28:49 +00:00
|
|
|
}
|
|
|
|
DRIVER_TARGETS_LOOPER_END
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2006-11-30 15:54:21 +00:00
|
|
|
/* proxy rule: lib_object->proxy_from == the one we borrow from, set temporally while object_update */
|
2006-11-11 16:45:17 +00:00
|
|
|
/* local_object->proxy == pointer to library object, saved in files and read */
|
2006-11-14 15:27:43 +00:00
|
|
|
/* local_object->proxy_group == pointer to group dupli-object, saved in files and read */
|
2006-11-11 16:45:17 +00:00
|
|
|
|
2012-05-05 14:03:12 +00:00
|
|
|
void BKE_object_make_proxy(Object *ob, Object *target, Object *gob)
|
2006-11-11 16:45:17 +00:00
|
|
|
{
|
|
|
|
/* paranoia checks */
|
2016-07-06 14:11:01 +02:00
|
|
|
if (ID_IS_LINKED_DATABLOCK(ob) || !ID_IS_LINKED_DATABLOCK(target)) {
|
2006-11-11 16:45:17 +00:00
|
|
|
printf("cannot make proxy\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->proxy = target;
|
|
|
|
ob->proxy_group = gob;
|
2006-11-14 15:27:43 +00:00
|
|
|
id_lib_extern(&target->id);
|
2006-11-11 16:45:17 +00:00
|
|
|
|
2017-04-06 16:11:50 +02:00
|
|
|
DEG_id_tag_update(&ob->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);
|
|
|
|
DEG_id_tag_update(&target->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);
|
2006-11-11 16:45:17 +00:00
|
|
|
|
2010-10-12 21:47:13 +00:00
|
|
|
/* copy transform
|
|
|
|
* - gob means this proxy comes from a group, just apply the matrix
|
|
|
|
* so the object wont move from its dupli-transform.
|
|
|
|
*
|
|
|
|
* - no gob means this is being made from a linked object,
|
|
|
|
* this is closer to making a copy of the object - in-place. */
|
2012-02-23 02:17:50 +00:00
|
|
|
if (gob) {
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->rotmode = target->rotmode;
|
2013-05-26 18:36:25 +00:00
|
|
|
mul_m4_m4m4(ob->obmat, gob->obmat, target->obmat);
|
2012-02-23 02:17:50 +00:00
|
|
|
if (gob->dup_group) { /* should always be true */
|
2011-04-28 17:19:32 +00:00
|
|
|
float tvec[3];
|
2015-04-27 23:23:04 +10:00
|
|
|
mul_v3_mat3_m4v3(tvec, ob->obmat, gob->dup_group->dupli_ofs);
|
2011-04-28 17:19:32 +00:00
|
|
|
sub_v3_v3(ob->obmat[3], tvec);
|
2011-04-02 01:36:40 +00:00
|
|
|
}
|
2014-04-01 11:34:00 +11:00
|
|
|
BKE_object_apply_mat4(ob, ob->obmat, false, true);
|
2006-11-14 15:27:43 +00:00
|
|
|
}
|
|
|
|
else {
|
2012-05-22 15:29:57 +00:00
|
|
|
BKE_object_transform_copy(ob, target);
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->parent = target->parent; /* libdata */
|
2010-10-12 21:47:13 +00:00
|
|
|
copy_m4_m4(ob->parentinv, target->parentinv);
|
2006-11-14 15:27:43 +00:00
|
|
|
}
|
2006-11-11 16:45:17 +00:00
|
|
|
|
2009-08-03 12:11:50 +00:00
|
|
|
/* copy animdata stuff - drivers only for now... */
|
2012-05-05 14:03:12 +00:00
|
|
|
BKE_object_copy_proxy_drivers(ob, target);
|
2010-01-20 14:28:49 +00:00
|
|
|
|
2009-08-03 12:11:50 +00:00
|
|
|
/* skip constraints? */
|
2012-07-06 23:56:59 +00:00
|
|
|
/* FIXME: this is considered by many as a bug */
|
2006-11-11 16:45:17 +00:00
|
|
|
|
2008-04-19 11:23:50 +00:00
|
|
|
/* set object type and link to data */
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->type = target->type;
|
|
|
|
ob->data = target->data;
|
Split id->flag in two, persistent flags and runtime tags.
This is purely internal sanitizing/cleanup, no change in behavior is expected at all.
This change was also needed because we were getting short on ID flags, and
future enhancement of 'user_one' ID behavior requires two new ones.
id->flag remains for persistent data (fakeuser only, so far!), this also allows us
100% backward & forward compatibility.
New id->tag is used for most flags. Though written in .blend files, its content
is cleared at read time.
Note that .blend file version was bumped, so that we can clear runtimeflags from
old .blends, important in case we add new persistent flags in future.
Also, behavior of tags (either status ones, or whether they need to be cleared before/after use)
has been added as comments to their declaration.
Reviewers: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D1683
2015-12-27 11:53:50 +01:00
|
|
|
id_us_plus((ID *)ob->data); /* ensures lib data becomes LIB_TAG_EXTERN */
|
2016-11-19 19:18:10 +01:00
|
|
|
|
|
|
|
/* copy vertex groups */
|
|
|
|
defgroup_copy_list(&ob->defbase, &target->defbase);
|
|
|
|
|
2008-04-19 11:23:50 +00:00
|
|
|
/* copy material and index information */
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->actcol = ob->totcol = 0;
|
2012-02-23 02:17:50 +00:00
|
|
|
if (ob->mat) MEM_freeN(ob->mat);
|
|
|
|
if (ob->matbits) MEM_freeN(ob->matbits);
|
2008-04-19 11:23:50 +00:00
|
|
|
ob->mat = NULL;
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->matbits = NULL;
|
2011-10-03 17:29:43 +00:00
|
|
|
if ((target->totcol) && (target->mat) && OB_TYPE_SUPPORT_MATERIAL(ob->type)) {
|
2008-04-19 11:23:50 +00:00
|
|
|
int i;
|
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->actcol = target->actcol;
|
|
|
|
ob->totcol = target->totcol;
|
2008-04-19 11:23:50 +00:00
|
|
|
|
|
|
|
ob->mat = MEM_dupallocN(target->mat);
|
2009-07-13 00:40:20 +00:00
|
|
|
ob->matbits = MEM_dupallocN(target->matbits);
|
2012-05-06 15:15:33 +00:00
|
|
|
for (i = 0; i < target->totcol; i++) {
|
2012-03-18 07:38:51 +00:00
|
|
|
/* don't need to run test_object_materials since we know this object is new and not used elsewhere */
|
2008-04-23 14:04:05 +00:00
|
|
|
id_us_plus((ID *)ob->mat[i]);
|
2008-04-19 11:23:50 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2006-11-11 16:45:17 +00:00
|
|
|
/* type conversions */
|
2012-02-23 02:17:50 +00:00
|
|
|
if (target->type == OB_ARMATURE) {
|
2012-05-06 15:15:33 +00:00
|
|
|
copy_object_pose(ob, target); /* data copy, object pointers in constraints */
|
|
|
|
BKE_pose_rest(ob->pose); /* clear all transforms in channels */
|
|
|
|
BKE_pose_rebuild(ob, ob->data); /* set all internal links */
|
2007-11-15 12:15:28 +00:00
|
|
|
|
|
|
|
armature_set_id_extern(ob);
|
2006-11-11 16:45:17 +00:00
|
|
|
}
|
2011-05-03 00:13:01 +00:00
|
|
|
else if (target->type == OB_EMPTY) {
|
|
|
|
ob->empty_drawtype = target->empty_drawtype;
|
|
|
|
ob->empty_drawsize = target->empty_drawsize;
|
|
|
|
}
|
2011-02-01 21:24:59 +00:00
|
|
|
|
|
|
|
/* copy IDProperties */
|
2012-02-23 02:17:50 +00:00
|
|
|
if (ob->id.properties) {
|
2011-02-01 21:24:59 +00:00
|
|
|
IDP_FreeProperty(ob->id.properties);
|
|
|
|
MEM_freeN(ob->id.properties);
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->id.properties = NULL;
|
2011-02-01 21:24:59 +00:00
|
|
|
}
|
2012-02-23 02:17:50 +00:00
|
|
|
if (target->id.properties) {
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->id.properties = IDP_CopyProperty(target->id.properties);
|
2011-02-01 21:24:59 +00:00
|
|
|
}
|
|
|
|
|
2009-08-03 12:11:50 +00:00
|
|
|
/* copy drawtype info */
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->dt = target->dt;
|
2006-11-11 16:45:17 +00:00
|
|
|
}
|
|
|
|
|
2014-09-01 20:09:31 +10:00
|
|
|
/**
|
|
|
|
* Use with newly created objects to set their size
|
|
|
|
* (used to apply scene-scale).
|
|
|
|
*/
|
|
|
|
void BKE_object_obdata_size_init(struct Object *ob, const float size)
|
|
|
|
{
|
|
|
|
/* apply radius as a scale to types that support it */
|
|
|
|
switch (ob->type) {
|
|
|
|
case OB_EMPTY:
|
|
|
|
{
|
|
|
|
ob->empty_drawsize *= size;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case OB_FONT:
|
|
|
|
{
|
|
|
|
Curve *cu = ob->data;
|
|
|
|
cu->fsize *= size;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case OB_CAMERA:
|
|
|
|
{
|
|
|
|
Camera *cam = ob->data;
|
|
|
|
cam->drawsize *= size;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case OB_LAMP:
|
|
|
|
{
|
|
|
|
Lamp *lamp = ob->data;
|
|
|
|
lamp->dist *= size;
|
|
|
|
lamp->area_size *= size;
|
|
|
|
lamp->area_sizey *= size;
|
|
|
|
lamp->area_sizez *= size;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
/* Only lattice (not mesh, curve, mball...),
|
|
|
|
* because its got data when newly added */
|
|
|
|
case OB_LATTICE:
|
|
|
|
{
|
|
|
|
struct Lattice *lt = ob->data;
|
|
|
|
float mat[4][4];
|
|
|
|
|
|
|
|
unit_m4(mat);
|
|
|
|
scale_m4_fl(mat, size);
|
|
|
|
|
|
|
|
BKE_lattice_transform(lt, (float (*)[4])mat, false);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2006-11-11 16:45:17 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
/* *************** CALC ****************** */
|
|
|
|
|
2012-12-11 14:29:01 +00:00
|
|
|
void BKE_object_scale_to_mat3(Object *ob, float mat[3][3])
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2008-09-29 20:13:40 +00:00
|
|
|
float vec[3];
|
2011-12-04 03:35:54 +00:00
|
|
|
mul_v3_v3v3(vec, ob->size, ob->dscale);
|
2012-04-29 15:47:02 +00:00
|
|
|
size_to_mat3(mat, vec);
|
2008-09-29 20:13:40 +00:00
|
|
|
}
|
|
|
|
|
2013-03-24 12:13:13 +00:00
|
|
|
void BKE_object_rot_to_mat3(Object *ob, float mat[3][3], bool use_drot)
|
2008-09-29 20:13:40 +00:00
|
|
|
{
|
2009-09-28 10:19:20 +00:00
|
|
|
float rmat[3][3], dmat[3][3];
|
|
|
|
|
2011-05-14 05:42:58 +00:00
|
|
|
/* 'dmat' is the delta-rotation matrix, which will get (pre)multiplied
|
2009-09-28 10:19:20 +00:00
|
|
|
* with the rotation matrix to yield the appropriate rotation
|
|
|
|
*/
|
2011-05-14 05:42:58 +00:00
|
|
|
|
2009-09-28 10:19:20 +00:00
|
|
|
/* rotations may either be quats, eulers (with various rotation orders), or axis-angle */
|
|
|
|
if (ob->rotmode > 0) {
|
|
|
|
/* euler rotations (will cause gimble lock, but this can be alleviated a bit with rotation orders) */
|
2011-05-14 05:42:58 +00:00
|
|
|
eulO_to_mat3(rmat, ob->rot, ob->rotmode);
|
|
|
|
eulO_to_mat3(dmat, ob->drot, ob->rotmode);
|
2009-09-28 10:19:20 +00:00
|
|
|
}
|
|
|
|
else if (ob->rotmode == ROT_MODE_AXISANGLE) {
|
2012-06-23 23:22:19 +00:00
|
|
|
/* axis-angle - not really that great for 3D-changing orientations */
|
2011-05-14 05:42:58 +00:00
|
|
|
axis_angle_to_mat3(rmat, ob->rotAxis, ob->rotAngle);
|
|
|
|
axis_angle_to_mat3(dmat, ob->drotAxis, ob->drotAngle);
|
2009-09-28 10:19:20 +00:00
|
|
|
}
|
|
|
|
else {
|
2012-07-03 19:09:07 +00:00
|
|
|
/* quats are normalized before use to eliminate scaling issues */
|
2010-12-07 01:56:32 +00:00
|
|
|
float tquat[4];
|
2011-02-16 09:59:29 +00:00
|
|
|
|
2010-12-07 01:56:32 +00:00
|
|
|
normalize_qt_qt(tquat, ob->quat);
|
|
|
|
quat_to_mat3(rmat, tquat);
|
2011-02-16 09:59:29 +00:00
|
|
|
|
2011-01-18 15:02:58 +00:00
|
|
|
normalize_qt_qt(tquat, ob->dquat);
|
2010-12-07 01:56:32 +00:00
|
|
|
quat_to_mat3(dmat, tquat);
|
2009-09-28 10:19:20 +00:00
|
|
|
}
|
2009-09-22 11:45:30 +00:00
|
|
|
|
2009-09-28 10:19:20 +00:00
|
|
|
/* combine these rotations */
|
2012-12-18 01:46:15 +00:00
|
|
|
if (use_drot)
|
2012-12-17 21:40:28 +00:00
|
|
|
mul_m3_m3m3(mat, dmat, rmat);
|
|
|
|
else
|
|
|
|
copy_m3_m3(mat, rmat);
|
2008-09-29 20:13:40 +00:00
|
|
|
}
|
|
|
|
|
2013-03-24 12:13:13 +00:00
|
|
|
void BKE_object_mat3_to_rot(Object *ob, float mat[3][3], bool use_compat)
|
2009-12-19 10:27:23 +00:00
|
|
|
{
|
2015-10-24 07:02:51 +11:00
|
|
|
BLI_ASSERT_UNIT_M3(mat);
|
|
|
|
|
2012-04-28 06:31:57 +00:00
|
|
|
switch (ob->rotmode) {
|
2012-05-06 15:15:33 +00:00
|
|
|
case ROT_MODE_QUAT:
|
2011-02-02 01:01:01 +00:00
|
|
|
{
|
|
|
|
float dquat[4];
|
2015-10-24 07:02:51 +11:00
|
|
|
mat3_normalized_to_quat(ob->quat, mat);
|
2011-02-02 01:01:01 +00:00
|
|
|
normalize_qt_qt(dquat, ob->dquat);
|
2015-10-24 03:51:00 +11:00
|
|
|
invert_qt_normalized(dquat);
|
2011-02-02 01:01:01 +00:00
|
|
|
mul_qt_qtqt(ob->quat, dquat, ob->quat);
|
2013-07-19 15:23:42 +00:00
|
|
|
break;
|
2011-02-02 01:01:01 +00:00
|
|
|
}
|
2012-05-06 15:15:33 +00:00
|
|
|
case ROT_MODE_AXISANGLE:
|
2013-07-19 15:23:42 +00:00
|
|
|
{
|
2015-09-25 09:03:30 +02:00
|
|
|
float quat[4];
|
|
|
|
float dquat[4];
|
|
|
|
|
|
|
|
/* without drot we could apply 'mat' directly */
|
2015-10-24 07:02:51 +11:00
|
|
|
mat3_normalized_to_quat(quat, mat);
|
2015-09-25 09:03:30 +02:00
|
|
|
axis_angle_to_quat(dquat, ob->drotAxis, ob->drotAngle);
|
2015-10-24 03:51:00 +11:00
|
|
|
invert_qt_normalized(dquat);
|
2015-09-25 09:03:30 +02:00
|
|
|
mul_qt_qtqt(quat, dquat, quat);
|
|
|
|
quat_to_axis_angle(ob->rotAxis, &ob->rotAngle, quat);
|
2012-05-06 15:15:33 +00:00
|
|
|
break;
|
2013-07-19 15:23:42 +00:00
|
|
|
}
|
2012-05-06 15:15:33 +00:00
|
|
|
default: /* euler */
|
2011-05-14 04:59:37 +00:00
|
|
|
{
|
|
|
|
float quat[4];
|
|
|
|
float dquat[4];
|
|
|
|
|
|
|
|
/* without drot we could apply 'mat' directly */
|
2015-10-24 07:02:51 +11:00
|
|
|
mat3_normalized_to_quat(quat, mat);
|
2011-05-14 04:59:37 +00:00
|
|
|
eulO_to_quat(dquat, ob->drot, ob->rotmode);
|
2015-10-24 03:51:00 +11:00
|
|
|
invert_qt_normalized(dquat);
|
2011-05-14 04:59:37 +00:00
|
|
|
mul_qt_qtqt(quat, dquat, quat);
|
|
|
|
/* end drot correction */
|
|
|
|
|
2015-10-24 07:02:51 +11:00
|
|
|
if (use_compat) quat_to_compatible_eulO(ob->rot, ob->rot, ob->rotmode, quat);
|
|
|
|
else quat_to_eulO(ob->rot, ob->rotmode, quat);
|
2013-07-21 08:16:37 +00:00
|
|
|
break;
|
2011-05-14 04:59:37 +00:00
|
|
|
}
|
2009-12-19 10:27:23 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-05-05 14:03:12 +00:00
|
|
|
void BKE_object_tfm_protected_backup(const Object *ob,
|
2012-05-06 15:15:33 +00:00
|
|
|
ObjectTfmProtectedChannels *obtfm)
|
2011-11-11 05:34:07 +00:00
|
|
|
{
|
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
#define TFMCPY(_v) (obtfm->_v = ob->_v)
|
|
|
|
#define TFMCPY3D(_v) copy_v3_v3(obtfm->_v, ob->_v)
|
|
|
|
#define TFMCPY4D(_v) copy_v4_v4(obtfm->_v, ob->_v)
|
2011-11-11 05:34:07 +00:00
|
|
|
|
|
|
|
TFMCPY3D(loc);
|
|
|
|
TFMCPY3D(dloc);
|
|
|
|
TFMCPY3D(size);
|
2011-12-04 03:35:54 +00:00
|
|
|
TFMCPY3D(dscale);
|
2011-11-11 05:34:07 +00:00
|
|
|
TFMCPY3D(rot);
|
|
|
|
TFMCPY3D(drot);
|
|
|
|
TFMCPY4D(quat);
|
|
|
|
TFMCPY4D(dquat);
|
|
|
|
TFMCPY3D(rotAxis);
|
|
|
|
TFMCPY3D(drotAxis);
|
|
|
|
TFMCPY(rotAngle);
|
|
|
|
TFMCPY(drotAngle);
|
|
|
|
|
|
|
|
#undef TFMCPY
|
|
|
|
#undef TFMCPY3D
|
|
|
|
#undef TFMCPY4D
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2012-05-05 14:03:12 +00:00
|
|
|
void BKE_object_tfm_protected_restore(Object *ob,
|
2012-05-06 15:15:33 +00:00
|
|
|
const ObjectTfmProtectedChannels *obtfm,
|
|
|
|
const short protectflag)
|
2011-11-11 05:34:07 +00:00
|
|
|
{
|
|
|
|
unsigned int i;
|
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
for (i = 0; i < 3; i++) {
|
|
|
|
if (protectflag & (OB_LOCK_LOCX << i)) {
|
|
|
|
ob->loc[i] = obtfm->loc[i];
|
|
|
|
ob->dloc[i] = obtfm->dloc[i];
|
2011-11-11 05:34:07 +00:00
|
|
|
}
|
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
if (protectflag & (OB_LOCK_SCALEX << i)) {
|
|
|
|
ob->size[i] = obtfm->size[i];
|
|
|
|
ob->dscale[i] = obtfm->dscale[i];
|
2011-11-11 05:34:07 +00:00
|
|
|
}
|
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
if (protectflag & (OB_LOCK_ROTX << i)) {
|
|
|
|
ob->rot[i] = obtfm->rot[i];
|
|
|
|
ob->drot[i] = obtfm->drot[i];
|
2011-11-11 05:34:07 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->quat[i + 1] = obtfm->quat[i + 1];
|
|
|
|
ob->dquat[i + 1] = obtfm->dquat[i + 1];
|
2011-11-11 05:34:07 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->rotAxis[i] = obtfm->rotAxis[i];
|
|
|
|
ob->drotAxis[i] = obtfm->drotAxis[i];
|
2011-11-11 05:34:07 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((protectflag & OB_LOCK_ROT4D) && (protectflag & OB_LOCK_ROTW)) {
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->quat[0] = obtfm->quat[0];
|
|
|
|
ob->dquat[0] = obtfm->dquat[0];
|
2011-11-11 05:34:07 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->rotAngle = obtfm->rotAngle;
|
|
|
|
ob->drotAngle = obtfm->drotAngle;
|
2011-11-11 05:34:07 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-12-11 14:29:01 +00:00
|
|
|
void BKE_object_to_mat3(Object *ob, float mat[3][3]) /* no parent */
|
2008-09-29 20:13:40 +00:00
|
|
|
{
|
|
|
|
float smat[3][3];
|
|
|
|
float rmat[3][3];
|
|
|
|
/*float q1[4];*/
|
|
|
|
|
|
|
|
/* size */
|
2012-05-05 14:03:12 +00:00
|
|
|
BKE_object_scale_to_mat3(ob, smat);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
/* rot */
|
2014-04-01 11:34:00 +11:00
|
|
|
BKE_object_rot_to_mat3(ob, rmat, true);
|
2009-11-10 20:43:45 +00:00
|
|
|
mul_m3_m3m3(mat, rmat, smat);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
2012-12-11 14:29:01 +00:00
|
|
|
void BKE_object_to_mat4(Object *ob, float mat[4][4])
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float tmat[3][3];
|
|
|
|
|
2012-05-05 14:03:12 +00:00
|
|
|
BKE_object_to_mat3(ob, tmat);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2009-11-10 20:43:45 +00:00
|
|
|
copy_m4_m3(mat, tmat);
|
2010-07-03 17:47:06 +00:00
|
|
|
|
|
|
|
add_v3_v3v3(mat[3], ob->loc, ob->dloc);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
2013-07-12 12:58:01 +00:00
|
|
|
void BKE_object_matrix_local_get(struct Object *ob, float mat[4][4])
|
|
|
|
{
|
|
|
|
if (ob->parent) {
|
2014-12-29 15:23:12 +01:00
|
|
|
float par_imat[4][4];
|
|
|
|
|
2015-05-12 14:06:31 +05:00
|
|
|
BKE_object_get_parent_matrix(NULL, ob, ob->parent, par_imat);
|
2014-12-29 15:23:12 +01:00
|
|
|
invert_m4(par_imat);
|
|
|
|
mul_m4_m4m4(mat, par_imat, ob->obmat);
|
2013-07-12 12:58:01 +00:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
copy_m4_m4(mat, ob->obmat);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-02-14 17:55:27 +00:00
|
|
|
/* extern */
|
2012-05-06 15:15:33 +00:00
|
|
|
int enable_cu_speed = 1;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2015-08-17 14:26:27 +10:00
|
|
|
/**
|
|
|
|
* \param scene: Used when curve cache needs to be calculated, or for dupli-frame time.
|
|
|
|
* \return success if \a mat is set.
|
|
|
|
*/
|
|
|
|
static bool ob_parcurve(Scene *scene, Object *ob, Object *par, float mat[4][4])
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2015-08-17 14:26:27 +10:00
|
|
|
Curve *cu = par->data;
|
2010-10-10 07:01:56 +00:00
|
|
|
float vec[4], dir[3], quat[4], radius, ctime;
|
2015-08-17 14:26:27 +10:00
|
|
|
|
|
|
|
/* only happens on reload file, but violates depsgraph still... fix! */
|
|
|
|
if (par->curve_cache == NULL) {
|
|
|
|
if (scene == NULL) {
|
|
|
|
return false;
|
|
|
|
}
|
2012-05-07 06:58:03 +00:00
|
|
|
BKE_displist_make_curveTypes(scene, par, 0);
|
2015-08-17 14:26:27 +10:00
|
|
|
}
|
|
|
|
|
|
|
|
if (par->curve_cache->path == NULL) {
|
|
|
|
return false;
|
|
|
|
}
|
2015-08-17 14:22:23 +10:00
|
|
|
|
2003-04-26 13:07:59 +00:00
|
|
|
/* catch exceptions: curve paths used as a duplicator */
|
2015-08-17 14:22:23 +10:00
|
|
|
if (enable_cu_speed) {
|
2009-06-20 11:44:56 +00:00
|
|
|
/* ctime is now a proper var setting of Curve which gets set by Animato like any other var that's animated,
|
|
|
|
* but this will only work if it actually is animated...
|
|
|
|
*
|
2009-12-14 06:25:42 +00:00
|
|
|
* we divide the curvetime calculated in the previous step by the length of the path, to get a time
|
|
|
|
* factor, which then gets clamped to lie within 0.0 - 1.0 range
|
2009-06-20 11:44:56 +00:00
|
|
|
*/
|
2014-08-04 10:15:25 +10:00
|
|
|
if (cu->pathlen) {
|
2012-05-06 15:15:33 +00:00
|
|
|
ctime = cu->ctime / cu->pathlen;
|
2014-08-04 10:15:25 +10:00
|
|
|
}
|
|
|
|
else {
|
2012-05-06 15:15:33 +00:00
|
|
|
ctime = cu->ctime;
|
2014-08-04 10:15:25 +10:00
|
|
|
}
|
2011-03-27 23:11:22 +00:00
|
|
|
|
|
|
|
CLAMP(ctime, 0.0f, 1.0f);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
else {
|
2015-08-17 14:26:27 +10:00
|
|
|
/* For dupli-frames only */
|
|
|
|
if (scene == NULL) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2013-01-27 16:45:00 +00:00
|
|
|
ctime = BKE_scene_frame_get(scene);
|
2014-08-04 10:15:25 +10:00
|
|
|
if (cu->pathlen) {
|
2011-02-16 21:54:41 +00:00
|
|
|
ctime /= cu->pathlen;
|
2014-08-04 10:15:25 +10:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2011-03-27 23:11:22 +00:00
|
|
|
CLAMP(ctime, 0.0f, 1.0f);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2005-02-11 12:42:02 +00:00
|
|
|
|
2015-08-17 14:26:27 +10:00
|
|
|
unit_m4(mat);
|
|
|
|
|
2004-11-21 10:42:42 +00:00
|
|
|
/* vec: 4 items! */
|
2015-06-04 15:28:26 +10:00
|
|
|
if (where_on_path(par, ctime, vec, dir, (cu->flag & CU_FOLLOW) ? quat : NULL, &radius, NULL)) {
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
if (cu->flag & CU_FOLLOW) {
|
2010-10-08 07:29:08 +00:00
|
|
|
#if 0
|
2012-07-22 18:40:50 +00:00
|
|
|
float si, q[4];
|
2012-04-29 15:47:02 +00:00
|
|
|
vec_to_quat(quat, dir, ob->trackflag, ob->upflag);
|
2004-09-14 19:03:11 +00:00
|
|
|
|
|
|
|
/* the tilt */
|
2009-11-10 20:43:45 +00:00
|
|
|
normalize_v3(dir);
|
2013-04-04 04:22:38 +00:00
|
|
|
q[0] = cosf(0.5 * vec[3]);
|
|
|
|
si = sinf(0.5 * vec[3]);
|
2012-07-22 18:40:50 +00:00
|
|
|
q[1] = -si * dir[0];
|
|
|
|
q[2] = -si * dir[1];
|
|
|
|
q[3] = -si * dir[2];
|
2009-11-10 20:43:45 +00:00
|
|
|
mul_qt_qtqt(quat, q, quat);
|
2010-10-08 07:29:08 +00:00
|
|
|
#else
|
|
|
|
quat_apply_track(quat, ob->trackflag, ob->upflag);
|
|
|
|
#endif
|
2010-12-07 01:56:32 +00:00
|
|
|
normalize_qt(quat);
|
|
|
|
quat_to_mat4(mat, quat);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
if (cu->flag & CU_PATH_RADIUS) {
|
2009-09-12 16:25:49 +00:00
|
|
|
float tmat[4][4], rmat[4][4];
|
2009-11-10 20:43:45 +00:00
|
|
|
scale_m4_fl(tmat, radius);
|
2013-05-26 18:36:25 +00:00
|
|
|
mul_m4_m4m4(rmat, tmat, mat);
|
2009-11-10 20:43:45 +00:00
|
|
|
copy_m4_m4(mat, rmat);
|
2009-09-12 16:25:49 +00:00
|
|
|
}
|
|
|
|
|
2010-08-06 08:27:07 +00:00
|
|
|
copy_v3_v3(mat[3], vec);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
}
|
2015-08-17 14:26:27 +10:00
|
|
|
|
|
|
|
return true;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
2012-12-11 14:29:01 +00:00
|
|
|
static void ob_parbone(Object *ob, Object *par, float mat[4][4])
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
bPoseChannel *pchan;
|
|
|
|
float vec[3];
|
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
if (par->type != OB_ARMATURE) {
|
2009-11-10 20:43:45 +00:00
|
|
|
unit_m4(mat);
|
2002-10-12 11:37:38 +00:00
|
|
|
return;
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
}
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
/* Make sure the bone is still valid */
|
2012-05-06 15:15:33 +00:00
|
|
|
pchan = BKE_pose_channel_find_name(par->pose, ob->parsubstr);
|
2012-11-04 12:13:26 +00:00
|
|
|
if (!pchan || !pchan->bone) {
|
2012-05-06 15:15:33 +00:00
|
|
|
printf("Object %s with Bone parent: bone %s doesn't exist\n", ob->id.name + 2, ob->parsubstr);
|
2009-11-10 20:43:45 +00:00
|
|
|
unit_m4(mat);
|
2002-10-12 11:37:38 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
/* get bone transform */
|
2012-12-22 11:08:25 +00:00
|
|
|
if (pchan->bone->flag & BONE_RELATIVE_PARENTING) {
|
|
|
|
/* the new option uses the root - expected bahaviour, but differs from old... */
|
|
|
|
/* XXX check on version patching? */
|
2012-12-21 12:07:28 +00:00
|
|
|
copy_m4_m4(mat, pchan->chan_mat);
|
2012-12-22 11:08:25 +00:00
|
|
|
}
|
|
|
|
else {
|
2012-12-21 12:07:28 +00:00
|
|
|
copy_m4_m4(mat, pchan->pose_mat);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2012-12-22 11:08:25 +00:00
|
|
|
/* but for backwards compatibility, the child has to move to the tail */
|
|
|
|
copy_v3_v3(vec, mat[1]);
|
|
|
|
mul_v3_fl(vec, pchan->bone->length);
|
|
|
|
add_v3_v3(mat[3], vec);
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
2012-02-28 14:05:00 +00:00
|
|
|
static void give_parvert(Object *par, int nr, float vec[3])
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2012-09-15 06:03:49 +00:00
|
|
|
zero_v3(vec);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
if (par->type == OB_MESH) {
|
|
|
|
Mesh *me = par->data;
|
2014-01-09 16:19:51 +06:00
|
|
|
BMEditMesh *em = me->edit_btmesh;
|
2010-07-28 16:47:12 +00:00
|
|
|
DerivedMesh *dm;
|
2009-03-30 07:28:37 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
dm = (em) ? em->derivedFinal : par->derivedFinal;
|
2006-09-08 12:05:36 +00:00
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
if (dm) {
|
2012-09-23 18:50:56 +00:00
|
|
|
int count = 0;
|
|
|
|
int numVerts = dm->getNumVerts(dm);
|
|
|
|
|
|
|
|
if (nr < numVerts) {
|
2014-10-31 20:06:19 +01:00
|
|
|
bool use_special_ss_case = false;
|
2012-09-23 18:50:56 +00:00
|
|
|
|
2014-10-31 20:06:19 +01:00
|
|
|
if (dm->type == DM_TYPE_CCGDM) {
|
|
|
|
ModifierData *md;
|
|
|
|
VirtualModifierData virtualModifierData;
|
|
|
|
use_special_ss_case = true;
|
|
|
|
for (md = modifiers_getVirtualModifierList(par, &virtualModifierData);
|
|
|
|
md != NULL;
|
|
|
|
md = md->next)
|
|
|
|
{
|
2015-03-30 21:17:07 +11:00
|
|
|
const ModifierTypeInfo *mti = modifierType_getInfo(md->type);
|
2014-10-31 20:06:19 +01:00
|
|
|
/* TODO(sergey): Check for disabled modifiers. */
|
|
|
|
if (mti->type != eModifierTypeType_OnlyDeform && md->next != NULL) {
|
|
|
|
use_special_ss_case = false;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2014-10-31 20:15:32 +01:00
|
|
|
if (!use_special_ss_case) {
|
|
|
|
/* avoid dm->getVertDataArray() since it allocates arrays in the dm (not thread safe) */
|
|
|
|
if (em && dm->type == DM_TYPE_EDITBMESH) {
|
|
|
|
if (em->bm->elem_table_dirty & BM_VERT) {
|
|
|
|
#ifdef VPARENT_THREADING_HACK
|
|
|
|
BLI_mutex_lock(&vparent_lock);
|
|
|
|
if (em->bm->elem_table_dirty & BM_VERT) {
|
|
|
|
BM_mesh_elem_table_ensure(em->bm, BM_VERT);
|
|
|
|
}
|
|
|
|
BLI_mutex_unlock(&vparent_lock);
|
|
|
|
#else
|
|
|
|
BLI_assert(!"Not safe for threading");
|
|
|
|
BM_mesh_elem_table_ensure(em->bm, BM_VERT);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2014-10-31 20:06:19 +01:00
|
|
|
if (use_special_ss_case) {
|
2014-11-11 09:45:27 +01:00
|
|
|
/* Special case if the last modifier is SS and no constructive modifier are in front of it. */
|
2014-10-31 20:06:19 +01:00
|
|
|
CCGDerivedMesh *ccgdm = (CCGDerivedMesh *)dm;
|
|
|
|
CCGVert *ccg_vert = ccgSubSurf_getVert(ccgdm->ss, SET_INT_IN_POINTER(nr));
|
2014-11-11 09:45:27 +01:00
|
|
|
/* In case we deleted some verts, nr may refer to inexistent one now, see T42557. */
|
|
|
|
if (ccg_vert) {
|
|
|
|
float *co = ccgSubSurf_getVertData(ccgdm->ss, ccg_vert);
|
|
|
|
add_v3_v3(vec, co);
|
|
|
|
count++;
|
|
|
|
}
|
2014-10-31 20:06:19 +01:00
|
|
|
}
|
2014-10-31 20:15:32 +01:00
|
|
|
else if (CustomData_has_layer(&dm->vertData, CD_ORIGINDEX) &&
|
|
|
|
!(em && dm->type == DM_TYPE_EDITBMESH))
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
2014-10-31 20:06:19 +01:00
|
|
|
/* Get the average of all verts with (original index == nr). */
|
2012-09-23 18:50:56 +00:00
|
|
|
for (i = 0; i < numVerts; i++) {
|
2014-01-09 16:19:51 +06:00
|
|
|
const int *index = dm->getVertData(dm, i, CD_ORIGINDEX);
|
|
|
|
if (*index == nr) {
|
|
|
|
float co[3];
|
|
|
|
dm->getVertCo(dm, i, co);
|
|
|
|
add_v3_v3(vec, co);
|
2012-09-23 18:50:56 +00:00
|
|
|
count++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if (nr < numVerts) {
|
2014-01-09 16:19:51 +06:00
|
|
|
float co[3];
|
|
|
|
dm->getVertCo(dm, nr, co);
|
|
|
|
add_v3_v3(vec, co);
|
2012-09-23 18:50:56 +00:00
|
|
|
count++;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
2007-05-04 16:36:39 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
if (count == 0) {
|
2012-04-29 15:47:02 +00:00
|
|
|
/* keep as 0, 0, 0 */
|
2012-03-24 06:18:31 +00:00
|
|
|
}
|
|
|
|
else if (count > 0) {
|
2010-07-28 16:47:12 +00:00
|
|
|
mul_v3_fl(vec, 1.0f / count);
|
2012-03-24 06:18:31 +00:00
|
|
|
}
|
|
|
|
else {
|
2010-07-28 16:47:12 +00:00
|
|
|
/* use first index if its out of range */
|
|
|
|
dm->getVertCo(dm, 0, vec);
|
2005-11-16 18:26:56 +00:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2012-07-25 22:37:52 +00:00
|
|
|
else {
|
|
|
|
fprintf(stderr,
|
|
|
|
"%s: DerivedMesh is needed to solve parenting, "
|
|
|
|
"object position can be wrong now\n", __func__);
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2009-01-02 19:10:35 +00:00
|
|
|
else if (ELEM(par->type, OB_CURVE, OB_SURF)) {
|
2014-10-21 14:44:08 +02:00
|
|
|
ListBase *nurb;
|
|
|
|
|
|
|
|
/* Unless there's some weird depsgraph failure the cache should exist. */
|
|
|
|
BLI_assert(par->curve_cache != NULL);
|
|
|
|
|
|
|
|
if (par->curve_cache->deformed_nurbs.first != NULL) {
|
|
|
|
nurb = &par->curve_cache->deformed_nurbs;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
Curve *cu = par->data;
|
|
|
|
nurb = BKE_curve_nurbs_get(cu);
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2012-09-23 18:50:56 +00:00
|
|
|
BKE_nurbList_index_get_co(nurb, nr, vec);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2012-05-06 15:15:33 +00:00
|
|
|
else if (par->type == OB_LATTICE) {
|
2012-09-23 18:50:56 +00:00
|
|
|
Lattice *latt = par->data;
|
2013-08-19 09:25:24 +00:00
|
|
|
DispList *dl = par->curve_cache ? BKE_displist_find(&par->curve_cache->disp, DL_VERTS) : NULL;
|
2012-09-23 18:50:56 +00:00
|
|
|
float (*co)[3] = dl ? (float (*)[3])dl->verts : NULL;
|
|
|
|
int tot;
|
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
if (latt->editlatt) latt = latt->editlatt->latt;
|
2012-09-23 18:50:56 +00:00
|
|
|
|
|
|
|
tot = latt->pntsu * latt->pntsv * latt->pntsw;
|
|
|
|
|
|
|
|
/* ensure dl is correct size */
|
|
|
|
BLI_assert(dl == NULL || dl->nr == tot);
|
|
|
|
|
|
|
|
if (nr < tot) {
|
|
|
|
if (co) {
|
|
|
|
copy_v3_v3(vec, co[nr]);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
copy_v3_v3(vec, latt->def[nr].vec);
|
2006-09-08 12:05:36 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
2012-12-11 14:29:01 +00:00
|
|
|
static void ob_parvert3(Object *ob, Object *par, float mat[4][4])
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
|
2003-04-26 13:07:59 +00:00
|
|
|
/* in local ob space */
|
2013-09-01 22:38:41 +00:00
|
|
|
if (OB_TYPE_SUPPORT_PARVERT(par->type)) {
|
|
|
|
float cmat[3][3], v1[3], v2[3], v3[3], q[4];
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
give_parvert(par, ob->par1, v1);
|
|
|
|
give_parvert(par, ob->par2, v2);
|
|
|
|
give_parvert(par, ob->par3, v3);
|
2013-09-01 22:38:41 +00:00
|
|
|
|
2012-04-29 15:47:02 +00:00
|
|
|
tri_to_quat(q, v1, v2, v3);
|
|
|
|
quat_to_mat3(cmat, q);
|
2009-11-10 20:43:45 +00:00
|
|
|
copy_m4_m3(mat, cmat);
|
2013-09-01 22:38:41 +00:00
|
|
|
|
|
|
|
mid_v3_v3v3v3(mat[3], v1, v2, v3);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
unit_m4(mat);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-05-12 14:06:31 +05:00
|
|
|
|
|
|
|
void BKE_object_get_parent_matrix(Scene *scene, Object *ob, Object *par, float parentmat[4][4])
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float tmat[4][4];
|
|
|
|
float vec[3];
|
2014-04-11 11:25:41 +10:00
|
|
|
bool ok;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2012-04-28 06:31:57 +00:00
|
|
|
switch (ob->partype & PARTYPE) {
|
2012-05-06 15:15:33 +00:00
|
|
|
case PAROBJECT:
|
|
|
|
ok = 0;
|
|
|
|
if (par->type == OB_CURVE) {
|
2015-08-17 14:26:27 +10:00
|
|
|
if ((((Curve *)par->data)->flag & CU_PATH) &&
|
|
|
|
(ob_parcurve(scene, ob, par, tmat)))
|
|
|
|
{
|
2012-05-06 15:15:33 +00:00
|
|
|
ok = 1;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2012-06-07 05:39:28 +00:00
|
|
|
|
2014-01-09 00:37:41 +01:00
|
|
|
if (ok) mul_m4_m4m4(parentmat, par->obmat, tmat);
|
|
|
|
else copy_m4_m4(parentmat, par->obmat);
|
2012-06-07 05:39:28 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
break;
|
|
|
|
case PARBONE:
|
|
|
|
ob_parbone(ob, par, tmat);
|
2014-01-09 00:37:41 +01:00
|
|
|
mul_m4_m4m4(parentmat, par->obmat, tmat);
|
2012-05-06 15:15:33 +00:00
|
|
|
break;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
case PARVERT1:
|
2014-01-09 00:37:41 +01:00
|
|
|
unit_m4(parentmat);
|
|
|
|
give_parvert(par, ob->par1, vec);
|
|
|
|
mul_v3_m4v3(parentmat[3], par->obmat, vec);
|
2012-05-06 15:15:33 +00:00
|
|
|
break;
|
|
|
|
case PARVERT3:
|
|
|
|
ob_parvert3(ob, par, tmat);
|
2012-06-07 05:39:28 +00:00
|
|
|
|
2014-01-09 00:37:41 +01:00
|
|
|
mul_m4_m4m4(parentmat, par->obmat, tmat);
|
2012-05-06 15:15:33 +00:00
|
|
|
break;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
case PARSKEL:
|
2014-01-09 00:37:41 +01:00
|
|
|
copy_m4_m4(parentmat, par->obmat);
|
2012-05-06 15:15:33 +00:00
|
|
|
break;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2014-01-09 00:37:41 +01:00
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* \param r_originmat Optional matrix that stores the space the object is in (without its own matrix applied)
|
|
|
|
*/
|
|
|
|
static void solve_parenting(Scene *scene, Object *ob, Object *par, float obmat[4][4], float slowmat[4][4],
|
|
|
|
float r_originmat[3][3], const bool set_origin)
|
|
|
|
{
|
|
|
|
float totmat[4][4];
|
|
|
|
float tmat[4][4];
|
|
|
|
float locmat[4][4];
|
|
|
|
|
|
|
|
BKE_object_to_mat4(ob, locmat);
|
|
|
|
|
|
|
|
if (ob->partype & PARSLOW) copy_m4_m4(slowmat, obmat);
|
|
|
|
|
2015-05-12 14:06:31 +05:00
|
|
|
BKE_object_get_parent_matrix(scene, ob, par, totmat);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2012-07-07 22:51:57 +00:00
|
|
|
/* total */
|
2013-08-06 01:45:29 +00:00
|
|
|
mul_m4_m4m4(tmat, totmat, ob->parentinv);
|
|
|
|
mul_m4_m4m4(obmat, tmat, locmat);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2014-01-09 00:37:41 +01:00
|
|
|
if (r_originmat) {
|
|
|
|
/* usable originmat */
|
|
|
|
copy_m3_m4(r_originmat, tmat);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2014-01-09 00:37:41 +01:00
|
|
|
|
|
|
|
/* origin, for help line */
|
|
|
|
if (set_origin) {
|
2012-05-06 15:15:33 +00:00
|
|
|
if ((ob->partype & PARTYPE) == PARSKEL) {
|
2011-10-28 12:40:15 +00:00
|
|
|
copy_v3_v3(ob->orig, par->obmat[3]);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
else {
|
2011-10-28 12:40:15 +00:00
|
|
|
copy_v3_v3(ob->orig, totmat[3]);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
2012-06-07 05:39:28 +00:00
|
|
|
}
|
|
|
|
|
2014-02-05 22:36:15 +11:00
|
|
|
static bool where_is_object_parslow(Object *ob, float obmat[4][4], float slowmat[4][4])
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2011-11-07 12:55:18 +00:00
|
|
|
float *fp1, *fp2;
|
|
|
|
float fac1, fac2;
|
2002-10-12 11:37:38 +00:00
|
|
|
int a;
|
2011-11-07 12:55:18 +00:00
|
|
|
|
2012-07-06 23:56:59 +00:00
|
|
|
/* include framerate */
|
2014-08-27 09:49:31 +10:00
|
|
|
fac1 = (1.0f / (1.0f + fabsf(ob->sf)));
|
2014-12-01 17:11:18 +01:00
|
|
|
if (fac1 >= 1.0f) return false;
|
2012-05-06 15:15:33 +00:00
|
|
|
fac2 = 1.0f - fac1;
|
2011-11-07 12:55:18 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
fp1 = obmat[0];
|
|
|
|
fp2 = slowmat[0];
|
|
|
|
for (a = 0; a < 16; a++, fp1++, fp2++) {
|
|
|
|
fp1[0] = fac1 * fp1[0] + fac2 * fp2[0];
|
2011-11-07 12:55:18 +00:00
|
|
|
}
|
|
|
|
|
2014-12-01 17:11:18 +01:00
|
|
|
return true;
|
2011-11-07 12:55:18 +00:00
|
|
|
}
|
|
|
|
|
2013-02-16 16:17:45 +00:00
|
|
|
/* note, scene is the active scene while actual_scene is the scene the object resides in */
|
2013-02-17 03:57:20 +00:00
|
|
|
void BKE_object_where_is_calc_time_ex(Scene *scene, Object *ob, float ctime,
|
2013-07-12 11:18:34 +00:00
|
|
|
RigidBodyWorld *rbw, float r_originmat[3][3])
|
2011-11-07 12:55:18 +00:00
|
|
|
{
|
2012-05-06 15:15:33 +00:00
|
|
|
if (ob == NULL) return;
|
2005-07-22 19:24:10 +00:00
|
|
|
|
2.5: Blender "Animato" - New Animation System
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.
Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action.
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves.
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still)
There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html
So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.
Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
|
|
|
/* execute drivers only, as animation has already been done */
|
== RNA Property Updates get called by Animation System now ==
This fixes bug #26764 and several others like it, where modifier
properties (and others, but most visibly modifiers) would not do
anything when animated or driven, as modifier properties require the
RNA update calls to tag the modifiers to get recalculated.
While just adding a call to RNA_property_update() could have gotten
this working (as per the Campbell's patch attached in the report, and
also my own attempt #25881). However, on production rigs, the
performance cost of this is untenatable (on my own tests, without
these updates, I was getting ~5fps on such a rig, but only 0.9fps or
possibly even worse with the updates added).
Hence, this commit adds a property-update caching system to the RNA
level, which aims to reduce to the number of times that the update
functions end up needing to get called.
While this is much faster than without the caching, I also added an
optimisation for pose bones (which are numerous in production rigs) so
that their property updates are skipped, since they are useless to the
animsys (they only tag the depsgraph for updating). This gets things
moving at a more acceptable framerate.
2011-07-24 04:34:46 +00:00
|
|
|
BKE_animsys_evaluate_animdata(scene, &ob->id, ob->adt, ctime, ADT_RECALC_DRIVERS);
|
Version 1.0 of IpoDrivers.
First note that this is new functionality, unfinished, and only for
testing and feedback purposes. I'll list below what works, and what will
need work still.
This text is also in cms: http://www.blender.org/cms/Ipo_Drivers.680.0.html
An IpoDriver is like an IpoCurve, but instead of a Bezier curve, it allows
to connect a property of other Objects as input for the "channel". For
example, IpoDrivers can be used to have a Shape Key being "driven" by
the rotation of a Bone. Or the RGB colors of a Material get driven by the
XYZ location of an Object.
Editing of Drivers happens in the IpoWindow. Here you can notice that the
channels (right hand window) now have an "active" channel indicator.
To add a Driver, you have to use the "Transform Properties" Panel (Nkey).
Here you can add or remove a Driver to the active channel, and use the
buttons to fill in what kind of relationship you want to establish.
Driver Objects
Note that any Ipo Channel can become driven now, but that only Object
transformation or Pose Bone transformation can be used to become a
Driver now.
At this moment, only the local transformation is taken into account.
For Objects that means the location/rotation/scale value without Parent
transform (as shown in "Transform Properties" Panel for Objects).
For Pose Bones it means that only the Pose transform (changes of rest
position) is Driver information (also as shown in Transform Property
Panel in Pose Mode).
Mapping of Drivers
When an Ipo Channel is "driven", the mapping is by default one-to-one.
It is only restricted by already built-in limits for Channels, like
for Material the "R" value can only range from 0.0 to 1.0.
Also note that when mapping rotations, the actual rotation values
in Ipos are scaled down with a factor 10.0. (180 degrees actually has
in the Ipo system a value of 18.0). This is an ancient year zero
convention in Blender... it is a bit hidden, because the ruler
(vertical as well as horizontal) displays the virtual values correctly.
Only the Properties panel shows the actual value.
When you draw an IpoCurve in a Driven channel, this curve will define
the mapping between the Driver output (horizontal) and Driven input
(vertical, as usual).
A nice new option to use is "Insert one-to-one curve" (press I-key,
or in pulldown menu). This will also zoom the display in exactly to
fill the window, allowing easy edit. If you use this option with
degrees, it will map 180 degree rotation to a range of 1.0 unit.
Live updates
Since the Drivers are integrated in the Ipo system, they will always
be updated whenever an Ipo is evaluated. This happens at least on
frame changes.
For interactive feedback, updates while transforming objects were
added in these cases:
- Driven Object Ipos, by other Objects or Pose Bones
- Driven Shape Key Ipos, by other Objects or Pose Bones
You can also insert Drivers on Action Ipos, but these are only evaluated
on frame change now.
Todo
- Drivers can also get a text button, allowing a 1 line Python script
to be executed.
- Make UI for it a bit less hidden... maybe with visualization in 3D?
- Allowing global transform coordinates as Driver too.
Issues
- renaming Bones won't rename drivers
- (file) appending the Ipo won't append the linked driver Objects
2005-10-02 20:51:35 +00:00
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
if (ob->parent) {
|
2012-05-06 15:15:33 +00:00
|
|
|
Object *par = ob->parent;
|
2014-04-29 18:12:44 +10:00
|
|
|
float slowmat[4][4];
|
2006-11-11 16:45:17 +00:00
|
|
|
|
2012-06-07 05:29:10 +00:00
|
|
|
/* calculate parent matrix */
|
2014-01-09 00:37:41 +01:00
|
|
|
solve_parenting(scene, ob, par, ob->obmat, slowmat, r_originmat, true);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2011-11-06 05:46:45 +00:00
|
|
|
/* "slow parent" is definitely not threadsafe, and may also give bad results jumping around
|
|
|
|
* An old-fashioned hack which probably doesn't really cut it anymore
|
|
|
|
*/
|
2012-02-23 02:17:50 +00:00
|
|
|
if (ob->partype & PARSLOW) {
|
|
|
|
if (!where_is_object_parslow(ob, ob->obmat, slowmat))
|
2011-11-07 12:55:18 +00:00
|
|
|
return;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
2012-05-05 14:03:12 +00:00
|
|
|
BKE_object_to_mat4(ob, ob->obmat);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
Bugfix [#33970] Background Scene does not show animation of rigid body objects
This was caused by multiple instantiations of the same basic problem. The
rigidbody handling code often assumed that "scene" pointers referred to the
scene where an object participating in the sim resided (and where the rigidbody
world for that sim lived). However, when dealing with background sets, "scene"
often only refers to the active scene, and not the set that the object actually
came from. Hence, the rigidbody code would often (wrongly) conclude that there
was nothing to do.
For example, we may have the following backgound set/scene chaining scenario:
"active" <-- ... <-- set i (rigidbody objects live here) <-- ... <-- set n
The fix here is a multi-part fix:
1) Moved sim-world calculation from BKE_scene_update_newframe() to
scene_update_tagged_recursive()
+ This is currently the only way that rigidbody sims in background sets will
get calculated, as part of the recursion
- These checks will get run on each update. <--- FIXME!!!
2) Tweaked depsgraph code so that when checking if there are any time-dependent
features on objects to tag for updating, the checking is done relative to the
scene that the object actually resides in (and not the active scene). Otherwise,
even if we recalculate the sim, the affected objects won't get tagged for
updating. This tagging is needed to actually flush the transforms out of the
RigidBodyObject structs (written by the sim/cache) and into the Object
transforms (obmat's)
3) Removed the requirement for rigidbody world to actually exist before we can
flush rigidbody transforms. In many cases, it should be sufficient to assume
that because the object with rigidbody data attached has been tagged for
updates, it should have updates to perform. Of course, we still check on this
data if we've got it, but that's only if the sim is in the active scene.
- TODO: if we have further problems, we should investigate passing the
"actual" scene down alongside the "active" scene for BKE_object_handle_update().
2013-02-15 11:49:22 +00:00
|
|
|
|
2013-02-17 19:38:08 +00:00
|
|
|
/* try to fall back to the scene rigid body world if none given */
|
|
|
|
rbw = rbw ? rbw : scene->rigidbody_world;
|
Bugfix [#33970] Background Scene does not show animation of rigid body objects
This was caused by multiple instantiations of the same basic problem. The
rigidbody handling code often assumed that "scene" pointers referred to the
scene where an object participating in the sim resided (and where the rigidbody
world for that sim lived). However, when dealing with background sets, "scene"
often only refers to the active scene, and not the set that the object actually
came from. Hence, the rigidbody code would often (wrongly) conclude that there
was nothing to do.
For example, we may have the following backgound set/scene chaining scenario:
"active" <-- ... <-- set i (rigidbody objects live here) <-- ... <-- set n
The fix here is a multi-part fix:
1) Moved sim-world calculation from BKE_scene_update_newframe() to
scene_update_tagged_recursive()
+ This is currently the only way that rigidbody sims in background sets will
get calculated, as part of the recursion
- These checks will get run on each update. <--- FIXME!!!
2) Tweaked depsgraph code so that when checking if there are any time-dependent
features on objects to tag for updating, the checking is done relative to the
scene that the object actually resides in (and not the active scene). Otherwise,
even if we recalculate the sim, the affected objects won't get tagged for
updating. This tagging is needed to actually flush the transforms out of the
RigidBodyObject structs (written by the sim/cache) and into the Object
transforms (obmat's)
3) Removed the requirement for rigidbody world to actually exist before we can
flush rigidbody transforms. In many cases, it should be sufficient to assume
that because the object with rigidbody data attached has been tagged for
updates, it should have updates to perform. Of course, we still check on this
data if we've got it, but that's only if the sim is in the active scene.
- TODO: if we have further problems, we should investigate passing the
"actual" scene down alongside the "active" scene for BKE_object_handle_update().
2013-02-15 11:49:22 +00:00
|
|
|
/* read values pushed into RBO from sim/cache... */
|
2013-02-16 16:17:45 +00:00
|
|
|
BKE_rigidbody_sync_transforms(rbw, ob, ctime);
|
2013-01-23 05:56:44 +00:00
|
|
|
|
== Constraints System ==
After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented.
=== What's New ===
* The long-awaited ``ChildOf Constraint'':
This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent.
* Constraint/Target Evaluation Spaces:
In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were.
* Action Constraint - Loc/Rot/Size Inputs
The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff.
* Transform - No longer in Crazy Space (TM)
Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking.
=== General Code Changes ===
* solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be.
* evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here.
* A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better.
* Made the formatting of constraint code consistent
* There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly.
* LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions.
* Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme.
* Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so.
=== Future Work ===
* Geometry to act as targets for constraints. A space has been reserved for this already.
* Tidy up UI buttons of constraints
2007-07-15 03:35:37 +00:00
|
|
|
/* solve constraints */
|
2011-01-27 01:29:40 +00:00
|
|
|
if (ob->constraints.first && !(ob->transflag & OB_NO_CONSTRAINTS)) {
|
== Constraints System ==
After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented.
=== What's New ===
* The long-awaited ``ChildOf Constraint'':
This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent.
* Constraint/Target Evaluation Spaces:
In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were.
* Action Constraint - Loc/Rot/Size Inputs
The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff.
* Transform - No longer in Crazy Space (TM)
Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking.
=== General Code Changes ===
* solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be.
* evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here.
* A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better.
* Made the formatting of constraint code consistent
* There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly.
* LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions.
* Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme.
* Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so.
=== Future Work ===
* Geometry to act as targets for constraints. A space has been reserved for this already.
* Tidy up UI buttons of constraints
2007-07-15 03:35:37 +00:00
|
|
|
bConstraintOb *cob;
|
2012-12-23 11:31:15 +00:00
|
|
|
cob = BKE_constraints_make_evalob(scene, ob, NULL, CONSTRAINT_OBTYPE_OBJECT);
|
2014-04-11 11:47:07 +10:00
|
|
|
BKE_constraints_solve(&ob->constraints, cob, ctime);
|
2012-12-23 11:31:15 +00:00
|
|
|
BKE_constraints_clear_evalob(cob);
|
== Constraints System ==
After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented.
=== What's New ===
* The long-awaited ``ChildOf Constraint'':
This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent.
* Constraint/Target Evaluation Spaces:
In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were.
* Action Constraint - Loc/Rot/Size Inputs
The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff.
* Transform - No longer in Crazy Space (TM)
Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking.
=== General Code Changes ===
* solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be.
* evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here.
* A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better.
* Made the formatting of constraint code consistent
* There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly.
* LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions.
* Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme.
* Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so.
=== Future Work ===
* Geometry to act as targets for constraints. A space has been reserved for this already.
* Tidy up UI buttons of constraints
2007-07-15 03:35:37 +00:00
|
|
|
}
|
2004-05-29 16:17:46 +00:00
|
|
|
|
|
|
|
/* set negative scale flag in object */
|
2012-05-06 15:15:33 +00:00
|
|
|
if (is_negative_m4(ob->obmat)) ob->transflag |= OB_NEG_SCALE;
|
|
|
|
else ob->transflag &= ~OB_NEG_SCALE;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
2013-02-16 16:17:45 +00:00
|
|
|
void BKE_object_where_is_calc_time(Scene *scene, Object *ob, float ctime)
|
|
|
|
{
|
2013-07-12 11:18:34 +00:00
|
|
|
BKE_object_where_is_calc_time_ex(scene, ob, ctime, NULL, NULL);
|
2013-02-16 16:17:45 +00:00
|
|
|
}
|
|
|
|
|
2011-11-07 12:55:18 +00:00
|
|
|
/* get object transformation matrix without recalculating dependencies and
|
2012-03-03 20:19:11 +00:00
|
|
|
* constraints -- assume dependencies are already solved by depsgraph.
|
|
|
|
* no changes to object and it's parent would be done.
|
|
|
|
* used for bundles orientation in 3d space relative to parented blender camera */
|
2012-05-05 14:03:12 +00:00
|
|
|
void BKE_object_where_is_calc_mat4(Scene *scene, Object *ob, float obmat[4][4])
|
2011-11-07 12:55:18 +00:00
|
|
|
{
|
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
if (ob->parent) {
|
2014-04-29 18:12:44 +10:00
|
|
|
float slowmat[4][4];
|
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
Object *par = ob->parent;
|
2012-06-07 05:39:28 +00:00
|
|
|
|
2014-01-09 00:37:41 +01:00
|
|
|
solve_parenting(scene, ob, par, obmat, slowmat, NULL, false);
|
2012-06-07 05:39:28 +00:00
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
if (ob->partype & PARSLOW)
|
2011-11-07 12:55:18 +00:00
|
|
|
where_is_object_parslow(ob, obmat, slowmat);
|
|
|
|
}
|
|
|
|
else {
|
2012-05-05 14:03:12 +00:00
|
|
|
BKE_object_to_mat4(ob, obmat);
|
2011-11-07 12:55:18 +00:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
2013-07-12 11:18:34 +00:00
|
|
|
void BKE_object_where_is_calc_ex(Scene *scene, RigidBodyWorld *rbw, Object *ob, float r_originmat[3][3])
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2013-07-12 11:18:34 +00:00
|
|
|
BKE_object_where_is_calc_time_ex(scene, ob, BKE_scene_frame_get(scene), rbw, r_originmat);
|
2013-02-16 16:17:45 +00:00
|
|
|
}
|
|
|
|
void BKE_object_where_is_calc(Scene *scene, Object *ob)
|
|
|
|
{
|
2013-07-12 11:18:34 +00:00
|
|
|
BKE_object_where_is_calc_time_ex(scene, ob, BKE_scene_frame_get(scene), NULL, NULL);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
/* for calculation of the inverse parent transform, only used for editor */
|
2012-05-05 14:03:12 +00:00
|
|
|
void BKE_object_workob_calc_parent(Scene *scene, Object *ob, Object *workob)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2012-05-05 14:03:12 +00:00
|
|
|
BKE_object_workob_clear(workob);
|
2008-12-24 11:08:15 +00:00
|
|
|
|
2009-11-10 20:43:45 +00:00
|
|
|
unit_m4(workob->obmat);
|
|
|
|
unit_m4(workob->parentinv);
|
|
|
|
unit_m4(workob->constinv);
|
2012-05-06 15:15:33 +00:00
|
|
|
workob->parent = ob->parent;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
workob->trackflag = ob->trackflag;
|
|
|
|
workob->upflag = ob->upflag;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
workob->partype = ob->partype;
|
|
|
|
workob->par1 = ob->par1;
|
|
|
|
workob->par2 = ob->par2;
|
|
|
|
workob->par3 = ob->par3;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2008-12-24 11:08:15 +00:00
|
|
|
workob->constraints.first = ob->constraints.first;
|
|
|
|
workob->constraints.last = ob->constraints.last;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2011-04-20 02:56:51 +00:00
|
|
|
BLI_strncpy(workob->parsubstr, ob->parsubstr, sizeof(workob->parsubstr));
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2012-05-05 14:03:12 +00:00
|
|
|
BKE_object_where_is_calc(scene, workob);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
2014-01-09 00:37:41 +01:00
|
|
|
/* see BKE_pchan_apply_mat4() for the equivalent 'pchan' function */
|
|
|
|
void BKE_object_apply_mat4(Object *ob, float mat[4][4], const bool use_compat, const bool use_parent)
|
|
|
|
{
|
|
|
|
float rot[3][3];
|
|
|
|
|
|
|
|
if (use_parent && ob->parent) {
|
|
|
|
float rmat[4][4], diff_mat[4][4], imat[4][4], parent_mat[4][4];
|
|
|
|
|
2015-05-12 14:06:31 +05:00
|
|
|
BKE_object_get_parent_matrix(NULL, ob, ob->parent, parent_mat);
|
2014-01-09 00:37:41 +01:00
|
|
|
|
|
|
|
mul_m4_m4m4(diff_mat, parent_mat, ob->parentinv);
|
|
|
|
invert_m4_m4(imat, diff_mat);
|
|
|
|
mul_m4_m4m4(rmat, imat, mat); /* get the parent relative matrix */
|
|
|
|
|
|
|
|
/* same as below, use rmat rather than mat */
|
|
|
|
mat4_to_loc_rot_size(ob->loc, rot, ob->size, rmat);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
mat4_to_loc_rot_size(ob->loc, rot, ob->size, mat);
|
|
|
|
}
|
|
|
|
|
2014-12-29 13:04:46 +11:00
|
|
|
BKE_object_mat3_to_rot(ob, rot, use_compat);
|
|
|
|
|
2014-01-09 00:37:41 +01:00
|
|
|
sub_v3_v3(ob->loc, ob->dloc);
|
|
|
|
|
|
|
|
if (ob->dscale[0] != 0.0f) ob->size[0] /= ob->dscale[0];
|
|
|
|
if (ob->dscale[1] != 0.0f) ob->size[1] /= ob->dscale[1];
|
|
|
|
if (ob->dscale[2] != 0.0f) ob->size[2] /= ob->dscale[2];
|
|
|
|
|
|
|
|
/* BKE_object_mat3_to_rot handles delta rotations */
|
|
|
|
}
|
|
|
|
|
2012-05-05 14:03:12 +00:00
|
|
|
BoundBox *BKE_boundbox_alloc_unit(void)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
BoundBox *bb;
|
2013-06-09 21:25:27 +00:00
|
|
|
const float min[3] = {-1.0f, -1.0f, -1.0f}, max[3] = {-1.0f, -1.0f, -1.0f};
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
bb = MEM_callocN(sizeof(BoundBox), "OB-BoundBox");
|
2012-05-05 14:03:12 +00:00
|
|
|
BKE_boundbox_init_from_minmax(bb, min, max);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2005-07-18 17:33:51 +00:00
|
|
|
return bb;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2013-06-09 21:25:27 +00:00
|
|
|
void BKE_boundbox_init_from_minmax(BoundBox *bb, const float min[3], const float max[3])
|
2005-07-18 17:33:51 +00:00
|
|
|
{
|
2012-05-06 15:15:33 +00:00
|
|
|
bb->vec[0][0] = bb->vec[1][0] = bb->vec[2][0] = bb->vec[3][0] = min[0];
|
|
|
|
bb->vec[4][0] = bb->vec[5][0] = bb->vec[6][0] = bb->vec[7][0] = max[0];
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
bb->vec[0][1] = bb->vec[1][1] = bb->vec[4][1] = bb->vec[5][1] = min[1];
|
|
|
|
bb->vec[2][1] = bb->vec[3][1] = bb->vec[6][1] = bb->vec[7][1] = max[1];
|
2005-07-18 17:33:51 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
bb->vec[0][2] = bb->vec[3][2] = bb->vec[4][2] = bb->vec[7][2] = min[2];
|
|
|
|
bb->vec[1][2] = bb->vec[2][2] = bb->vec[5][2] = bb->vec[6][2] = max[2];
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
2014-08-11 13:25:25 +10:00
|
|
|
void BKE_boundbox_calc_center_aabb(const BoundBox *bb, float r_cent[3])
|
|
|
|
{
|
|
|
|
r_cent[0] = 0.5f * (bb->vec[0][0] + bb->vec[4][0]);
|
|
|
|
r_cent[1] = 0.5f * (bb->vec[0][1] + bb->vec[2][1]);
|
|
|
|
r_cent[2] = 0.5f * (bb->vec[0][2] + bb->vec[1][2]);
|
|
|
|
}
|
|
|
|
|
|
|
|
void BKE_boundbox_calc_size_aabb(const BoundBox *bb, float r_size[3])
|
|
|
|
{
|
|
|
|
r_size[0] = 0.5f * fabsf(bb->vec[0][0] - bb->vec[4][0]);
|
|
|
|
r_size[1] = 0.5f * fabsf(bb->vec[0][1] - bb->vec[2][1]);
|
|
|
|
r_size[2] = 0.5f * fabsf(bb->vec[0][2] - bb->vec[1][2]);
|
|
|
|
}
|
|
|
|
|
2015-09-04 04:18:49 +10:00
|
|
|
void BKE_boundbox_minmax(const BoundBox *bb, float obmat[4][4], float r_min[3], float r_max[3])
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
for (i = 0; i < 8; i++) {
|
|
|
|
float vec[3];
|
|
|
|
mul_v3_m4v3(vec, obmat, bb->vec[i]);
|
|
|
|
minmax_v3v3_v3(r_min, r_max, vec);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-05-05 14:03:12 +00:00
|
|
|
BoundBox *BKE_object_boundbox_get(Object *ob)
|
2006-06-14 08:50:41 +00:00
|
|
|
{
|
2012-05-06 15:15:33 +00:00
|
|
|
BoundBox *bb = NULL;
|
2006-06-14 08:50:41 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
if (ob->type == OB_MESH) {
|
2012-05-05 21:28:12 +00:00
|
|
|
bb = BKE_mesh_boundbox_get(ob);
|
2006-06-14 08:50:41 +00:00
|
|
|
}
|
2014-07-20 01:30:29 +10:00
|
|
|
else if (ELEM(ob->type, OB_CURVE, OB_SURF, OB_FONT)) {
|
2013-08-21 07:40:19 +00:00
|
|
|
bb = BKE_curve_boundbox_get(ob);
|
2006-06-14 08:50:41 +00:00
|
|
|
}
|
2012-05-06 15:15:33 +00:00
|
|
|
else if (ob->type == OB_MBALL) {
|
|
|
|
bb = ob->bb;
|
2006-06-14 08:50:41 +00:00
|
|
|
}
|
2015-08-13 18:12:08 +02:00
|
|
|
else if (ob->type == OB_LATTICE) {
|
|
|
|
bb = BKE_lattice_boundbox_get(ob);
|
|
|
|
}
|
|
|
|
else if (ob->type == OB_ARMATURE) {
|
|
|
|
bb = BKE_armature_boundbox_get(ob);
|
|
|
|
}
|
2006-06-14 08:50:41 +00:00
|
|
|
return bb;
|
|
|
|
}
|
|
|
|
|
2006-11-29 12:44:48 +00:00
|
|
|
/* used to temporally disable/enable boundbox */
|
2014-08-11 13:25:25 +10:00
|
|
|
void BKE_object_boundbox_flag(Object *ob, int flag, const bool set)
|
2006-11-29 12:44:48 +00:00
|
|
|
{
|
2012-05-06 15:15:33 +00:00
|
|
|
BoundBox *bb = BKE_object_boundbox_get(ob);
|
2012-02-23 02:17:50 +00:00
|
|
|
if (bb) {
|
|
|
|
if (set) bb->flag |= flag;
|
2006-11-29 12:44:48 +00:00
|
|
|
else bb->flag &= ~flag;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-05-05 14:03:12 +00:00
|
|
|
void BKE_object_dimensions_get(Object *ob, float vec[3])
|
2010-03-25 06:27:25 +00:00
|
|
|
{
|
|
|
|
BoundBox *bb = NULL;
|
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
bb = BKE_object_boundbox_get(ob);
|
2010-03-25 06:27:25 +00:00
|
|
|
if (bb) {
|
|
|
|
float scale[3];
|
|
|
|
|
2012-04-29 15:47:02 +00:00
|
|
|
mat4_to_size(scale, ob->obmat);
|
2010-03-25 06:27:25 +00:00
|
|
|
|
2012-02-28 14:05:00 +00:00
|
|
|
vec[0] = fabsf(scale[0]) * (bb->vec[4][0] - bb->vec[0][0]);
|
|
|
|
vec[1] = fabsf(scale[1]) * (bb->vec[2][1] - bb->vec[0][1]);
|
|
|
|
vec[2] = fabsf(scale[2]) * (bb->vec[1][2] - bb->vec[0][2]);
|
2012-03-24 06:18:31 +00:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
zero_v3(vec);
|
2010-03-25 06:27:25 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2014-03-30 11:08:33 +11:00
|
|
|
void BKE_object_dimensions_set(Object *ob, const float value[3])
|
2010-03-25 06:27:25 +00:00
|
|
|
{
|
|
|
|
BoundBox *bb = NULL;
|
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
bb = BKE_object_boundbox_get(ob);
|
2010-03-25 06:27:25 +00:00
|
|
|
if (bb) {
|
|
|
|
float scale[3], len[3];
|
|
|
|
|
2012-04-29 15:47:02 +00:00
|
|
|
mat4_to_size(scale, ob->obmat);
|
2010-03-25 06:27:25 +00:00
|
|
|
|
|
|
|
len[0] = bb->vec[4][0] - bb->vec[0][0];
|
|
|
|
len[1] = bb->vec[2][1] - bb->vec[0][1];
|
|
|
|
len[2] = bb->vec[1][2] - bb->vec[0][2];
|
|
|
|
|
|
|
|
if (len[0] > 0.f) ob->size[0] = value[0] / len[0];
|
|
|
|
if (len[1] > 0.f) ob->size[1] = value[1] / len[1];
|
|
|
|
if (len[2] > 0.f) ob->size[2] = value[2] / len[2];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-03-24 12:13:13 +00:00
|
|
|
void BKE_object_minmax(Object *ob, float min_r[3], float max_r[3], const bool use_hidden)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
BoundBox bb;
|
|
|
|
float vec[3];
|
2013-11-26 06:39:14 +11:00
|
|
|
bool changed = false;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2012-04-28 06:31:57 +00:00
|
|
|
switch (ob->type) {
|
2012-05-06 15:15:33 +00:00
|
|
|
case OB_CURVE:
|
|
|
|
case OB_FONT:
|
|
|
|
case OB_SURF:
|
2011-06-06 07:29:57 +00:00
|
|
|
{
|
2013-08-19 09:58:28 +00:00
|
|
|
bb = *BKE_curve_boundbox_get(ob);
|
2015-09-04 04:18:49 +10:00
|
|
|
BKE_boundbox_minmax(&bb, ob->obmat, min_r, max_r);
|
2013-11-26 06:39:14 +11:00
|
|
|
changed = true;
|
2013-07-19 10:40:12 +00:00
|
|
|
break;
|
2011-06-06 07:29:57 +00:00
|
|
|
}
|
2012-05-06 15:15:33 +00:00
|
|
|
case OB_LATTICE:
|
2011-06-06 07:29:57 +00:00
|
|
|
{
|
2012-05-06 15:15:33 +00:00
|
|
|
Lattice *lt = ob->data;
|
|
|
|
BPoint *bp = lt->def;
|
2011-06-06 07:29:57 +00:00
|
|
|
int u, v, w;
|
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
for (w = 0; w < lt->pntsw; w++) {
|
|
|
|
for (v = 0; v < lt->pntsv; v++) {
|
|
|
|
for (u = 0; u < lt->pntsu; u++, bp++) {
|
2011-06-06 07:29:57 +00:00
|
|
|
mul_v3_m4v3(vec, ob->obmat, bp->vec);
|
2012-05-13 11:05:52 +00:00
|
|
|
minmax_v3v3_v3(min_r, max_r, vec);
|
2011-06-06 07:29:57 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2013-11-26 06:39:14 +11:00
|
|
|
changed = true;
|
2013-07-19 10:40:12 +00:00
|
|
|
break;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2012-05-06 15:15:33 +00:00
|
|
|
case OB_ARMATURE:
|
2013-07-19 10:40:12 +00:00
|
|
|
{
|
2015-09-04 04:18:49 +10:00
|
|
|
changed = BKE_pose_minmax(ob, min_r, max_r, use_hidden, false);
|
2012-05-06 15:15:33 +00:00
|
|
|
break;
|
2013-07-19 10:40:12 +00:00
|
|
|
}
|
2012-05-06 15:15:33 +00:00
|
|
|
case OB_MESH:
|
2011-06-06 07:29:57 +00:00
|
|
|
{
|
2012-05-06 15:15:33 +00:00
|
|
|
Mesh *me = BKE_mesh_from_object(ob);
|
2011-06-06 07:29:57 +00:00
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
if (me) {
|
2012-05-05 21:28:12 +00:00
|
|
|
bb = *BKE_mesh_boundbox_get(ob);
|
2015-09-04 04:18:49 +10:00
|
|
|
BKE_boundbox_minmax(&bb, ob->obmat, min_r, max_r);
|
2013-11-26 06:39:14 +11:00
|
|
|
changed = true;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2013-07-19 10:40:12 +00:00
|
|
|
break;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2013-06-28 18:19:55 +00:00
|
|
|
case OB_MBALL:
|
|
|
|
{
|
|
|
|
float ob_min[3], ob_max[3];
|
|
|
|
|
2013-11-26 06:39:14 +11:00
|
|
|
changed = BKE_mball_minmax_ex(ob->data, ob_min, ob_max, ob->obmat, 0);
|
|
|
|
if (changed) {
|
2013-06-28 18:19:55 +00:00
|
|
|
minmax_v3v3_v3(min_r, max_r, ob_min);
|
|
|
|
minmax_v3v3_v3(min_r, max_r, ob_max);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
2011-06-06 07:29:57 +00:00
|
|
|
}
|
|
|
|
|
2013-11-26 06:39:14 +11:00
|
|
|
if (changed == false) {
|
2012-07-12 10:27:22 +00:00
|
|
|
float size[3];
|
|
|
|
|
|
|
|
copy_v3_v3(size, ob->size);
|
|
|
|
if (ob->type == OB_EMPTY) {
|
|
|
|
mul_v3_fl(size, ob->empty_drawsize);
|
|
|
|
}
|
|
|
|
|
2012-05-13 11:05:52 +00:00
|
|
|
minmax_v3v3_v3(min_r, max_r, ob->obmat[3]);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2010-04-23 23:57:00 +00:00
|
|
|
copy_v3_v3(vec, ob->obmat[3]);
|
2012-07-12 10:27:22 +00:00
|
|
|
add_v3_v3(vec, size);
|
2012-05-13 11:05:52 +00:00
|
|
|
minmax_v3v3_v3(min_r, max_r, vec);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2010-04-23 23:57:00 +00:00
|
|
|
copy_v3_v3(vec, ob->obmat[3]);
|
2012-07-12 10:27:22 +00:00
|
|
|
sub_v3_v3(vec, size);
|
2012-05-13 11:05:52 +00:00
|
|
|
minmax_v3v3_v3(min_r, max_r, vec);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2014-01-13 21:57:05 +01:00
|
|
|
void BKE_object_empty_draw_type_set(Object *ob, const int value)
|
|
|
|
{
|
2014-02-03 13:55:26 +11:00
|
|
|
ob->empty_drawtype = value;
|
|
|
|
|
|
|
|
if (ob->type == OB_EMPTY && ob->empty_drawtype == OB_EMPTY_IMAGE) {
|
|
|
|
if (!ob->iuser) {
|
|
|
|
ob->iuser = MEM_callocN(sizeof(ImageUser), "image user");
|
|
|
|
ob->iuser->ok = 1;
|
|
|
|
ob->iuser->frames = 100;
|
|
|
|
ob->iuser->sfra = 1;
|
|
|
|
ob->iuser->fie_ima = 2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if (ob->iuser) {
|
|
|
|
MEM_freeN(ob->iuser);
|
|
|
|
ob->iuser = NULL;
|
|
|
|
}
|
|
|
|
}
|
2014-01-13 21:57:05 +01:00
|
|
|
}
|
|
|
|
|
2013-06-09 21:25:27 +00:00
|
|
|
bool BKE_object_minmax_dupli(Scene *scene, Object *ob, float r_min[3], float r_max[3], const bool use_hidden)
|
2007-04-14 13:18:24 +00:00
|
|
|
{
|
2013-06-09 21:25:27 +00:00
|
|
|
bool ok = false;
|
2012-05-06 15:15:33 +00:00
|
|
|
if ((ob->transflag & OB_DUPLI) == 0) {
|
2010-02-24 20:11:35 +00:00
|
|
|
return ok;
|
2012-03-24 06:18:31 +00:00
|
|
|
}
|
|
|
|
else {
|
2007-04-14 13:18:24 +00:00
|
|
|
ListBase *lb;
|
|
|
|
DupliObject *dob;
|
2013-12-26 17:24:42 +06:00
|
|
|
lb = object_duplilist(G.main->eval_ctx, scene, ob);
|
2012-05-06 15:15:33 +00:00
|
|
|
for (dob = lb->first; dob; dob = dob->next) {
|
2013-03-24 12:13:13 +00:00
|
|
|
if ((use_hidden == false) && (dob->no_draw != 0)) {
|
2012-08-18 14:27:48 +00:00
|
|
|
/* pass */
|
|
|
|
}
|
|
|
|
else {
|
2012-05-06 15:15:33 +00:00
|
|
|
BoundBox *bb = BKE_object_boundbox_get(dob->ob);
|
2010-02-24 20:11:35 +00:00
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
if (bb) {
|
2010-02-24 20:11:35 +00:00
|
|
|
int i;
|
2012-05-06 15:15:33 +00:00
|
|
|
for (i = 0; i < 8; i++) {
|
2010-02-24 20:11:35 +00:00
|
|
|
float vec[3];
|
|
|
|
mul_v3_m4v3(vec, dob->mat, bb->vec[i]);
|
2012-05-13 11:05:52 +00:00
|
|
|
minmax_v3v3_v3(r_min, r_max, vec);
|
2010-02-24 20:11:35 +00:00
|
|
|
}
|
|
|
|
|
2013-11-26 06:39:14 +11:00
|
|
|
ok = true;
|
2010-02-24 20:11:35 +00:00
|
|
|
}
|
2007-04-14 13:18:24 +00:00
|
|
|
}
|
|
|
|
}
|
2012-05-06 15:15:33 +00:00
|
|
|
free_object_duplilist(lb); /* does restore */
|
2007-04-14 13:18:24 +00:00
|
|
|
}
|
2010-02-24 20:11:35 +00:00
|
|
|
|
|
|
|
return ok;
|
2007-04-14 13:18:24 +00:00
|
|
|
}
|
|
|
|
|
2011-11-14 03:54:23 +00:00
|
|
|
void BKE_object_foreach_display_point(
|
|
|
|
Object *ob, float obmat[4][4],
|
|
|
|
void (*func_cb)(const float[3], void *), void *user_data)
|
|
|
|
{
|
|
|
|
float co[3];
|
|
|
|
|
|
|
|
if (ob->derivedFinal) {
|
2012-05-06 15:15:33 +00:00
|
|
|
DerivedMesh *dm = ob->derivedFinal;
|
|
|
|
MVert *mv = dm->getVertArray(dm);
|
|
|
|
int totvert = dm->getNumVerts(dm);
|
2011-11-14 03:54:23 +00:00
|
|
|
int i;
|
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
for (i = 0; i < totvert; i++, mv++) {
|
2011-11-14 03:54:23 +00:00
|
|
|
mul_v3_m4v3(co, obmat, mv->co);
|
|
|
|
func_cb(co, user_data);
|
|
|
|
}
|
|
|
|
}
|
2013-08-19 09:25:24 +00:00
|
|
|
else if (ob->curve_cache && ob->curve_cache->disp.first) {
|
2011-11-14 03:54:23 +00:00
|
|
|
DispList *dl;
|
|
|
|
|
2013-08-19 09:25:24 +00:00
|
|
|
for (dl = ob->curve_cache->disp.first; dl; dl = dl->next) {
|
2014-04-27 00:20:13 +10:00
|
|
|
const float *v3 = dl->verts;
|
2012-05-06 15:15:33 +00:00
|
|
|
int totvert = dl->nr;
|
2011-11-14 03:54:23 +00:00
|
|
|
int i;
|
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
for (i = 0; i < totvert; i++, v3 += 3) {
|
2011-11-14 03:54:23 +00:00
|
|
|
mul_v3_m4v3(co, obmat, v3);
|
|
|
|
func_cb(co, user_data);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void BKE_scene_foreach_display_point(
|
2017-03-29 22:32:10 +02:00
|
|
|
Scene *scene, SceneLayer *sl,
|
2011-11-14 03:54:23 +00:00
|
|
|
void (*func_cb)(const float[3], void *), void *user_data)
|
|
|
|
{
|
2017-03-29 22:32:10 +02:00
|
|
|
Base *base;
|
2011-11-14 03:54:23 +00:00
|
|
|
Object *ob;
|
|
|
|
|
2017-03-29 22:32:10 +02:00
|
|
|
for (base = FIRSTBASE_NEW; base; base = base->next) {
|
|
|
|
if (((base->flag & BASE_VISIBLED) != 0) && ((base->flag & BASE_SELECTED) != 0)) {
|
2012-05-06 15:15:33 +00:00
|
|
|
ob = base->object;
|
2011-11-14 03:54:23 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
if ((ob->transflag & OB_DUPLI) == 0) {
|
2011-11-14 03:54:23 +00:00
|
|
|
BKE_object_foreach_display_point(ob, ob->obmat, func_cb, user_data);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
ListBase *lb;
|
|
|
|
DupliObject *dob;
|
|
|
|
|
2013-12-26 17:24:42 +06:00
|
|
|
lb = object_duplilist(G.main->eval_ctx, scene, ob);
|
2012-05-06 15:15:33 +00:00
|
|
|
for (dob = lb->first; dob; dob = dob->next) {
|
2012-02-23 02:17:50 +00:00
|
|
|
if (dob->no_draw == 0) {
|
2011-11-14 03:54:23 +00:00
|
|
|
BKE_object_foreach_display_point(dob->ob, dob->mat, func_cb, user_data);
|
|
|
|
}
|
|
|
|
}
|
2012-05-06 15:15:33 +00:00
|
|
|
free_object_duplilist(lb); /* does restore */
|
2011-11-14 03:54:23 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2010-02-26 08:47:20 +00:00
|
|
|
/* copied from DNA_object_types.h */
|
|
|
|
typedef struct ObTfmBack {
|
|
|
|
float loc[3], dloc[3], orig[3];
|
2012-05-06 15:15:33 +00:00
|
|
|
float size[3], dscale[3]; /* scale and delta scale */
|
|
|
|
float rot[3], drot[3]; /* euler rotation */
|
|
|
|
float quat[4], dquat[4]; /* quaternion rotation */
|
|
|
|
float rotAxis[3], drotAxis[3]; /* axis angle rotation - axis part */
|
|
|
|
float rotAngle, drotAngle; /* axis angle rotation - angle part */
|
|
|
|
float obmat[4][4]; /* final worldspace matrix with constraints & animsys applied */
|
2010-02-26 08:47:20 +00:00
|
|
|
float parentinv[4][4]; /* inverse result of parent, so that object doesn't 'stick' to parent */
|
|
|
|
float constinv[4][4]; /* inverse result of constraints. doesn't include effect of parent or object local transform */
|
2012-05-06 15:15:33 +00:00
|
|
|
float imat[4][4]; /* inverse matrix of 'obmat' for during render, old game engine, temporally: ipokeys of transform */
|
2010-02-26 08:47:20 +00:00
|
|
|
} ObTfmBack;
|
|
|
|
|
2012-05-05 14:03:12 +00:00
|
|
|
void *BKE_object_tfm_backup(Object *ob)
|
2010-02-26 08:47:20 +00:00
|
|
|
{
|
2012-05-06 15:15:33 +00:00
|
|
|
ObTfmBack *obtfm = MEM_mallocN(sizeof(ObTfmBack), "ObTfmBack");
|
2010-02-26 08:47:20 +00:00
|
|
|
copy_v3_v3(obtfm->loc, ob->loc);
|
|
|
|
copy_v3_v3(obtfm->dloc, ob->dloc);
|
|
|
|
copy_v3_v3(obtfm->orig, ob->orig);
|
|
|
|
copy_v3_v3(obtfm->size, ob->size);
|
2011-12-04 03:35:54 +00:00
|
|
|
copy_v3_v3(obtfm->dscale, ob->dscale);
|
2010-02-26 08:47:20 +00:00
|
|
|
copy_v3_v3(obtfm->rot, ob->rot);
|
|
|
|
copy_v3_v3(obtfm->drot, ob->drot);
|
|
|
|
copy_qt_qt(obtfm->quat, ob->quat);
|
|
|
|
copy_qt_qt(obtfm->dquat, ob->dquat);
|
|
|
|
copy_v3_v3(obtfm->rotAxis, ob->rotAxis);
|
|
|
|
copy_v3_v3(obtfm->drotAxis, ob->drotAxis);
|
2012-05-06 15:15:33 +00:00
|
|
|
obtfm->rotAngle = ob->rotAngle;
|
|
|
|
obtfm->drotAngle = ob->drotAngle;
|
2010-02-26 08:47:20 +00:00
|
|
|
copy_m4_m4(obtfm->obmat, ob->obmat);
|
|
|
|
copy_m4_m4(obtfm->parentinv, ob->parentinv);
|
|
|
|
copy_m4_m4(obtfm->constinv, ob->constinv);
|
|
|
|
copy_m4_m4(obtfm->imat, ob->imat);
|
|
|
|
|
|
|
|
return (void *)obtfm;
|
|
|
|
}
|
|
|
|
|
2012-05-05 14:03:12 +00:00
|
|
|
void BKE_object_tfm_restore(Object *ob, void *obtfm_pt)
|
2010-02-26 08:47:20 +00:00
|
|
|
{
|
2012-05-06 15:15:33 +00:00
|
|
|
ObTfmBack *obtfm = (ObTfmBack *)obtfm_pt;
|
2010-02-26 08:47:20 +00:00
|
|
|
copy_v3_v3(ob->loc, obtfm->loc);
|
|
|
|
copy_v3_v3(ob->dloc, obtfm->dloc);
|
|
|
|
copy_v3_v3(ob->orig, obtfm->orig);
|
|
|
|
copy_v3_v3(ob->size, obtfm->size);
|
2011-12-04 03:35:54 +00:00
|
|
|
copy_v3_v3(ob->dscale, obtfm->dscale);
|
2010-02-26 08:47:20 +00:00
|
|
|
copy_v3_v3(ob->rot, obtfm->rot);
|
|
|
|
copy_v3_v3(ob->drot, obtfm->drot);
|
|
|
|
copy_qt_qt(ob->quat, obtfm->quat);
|
|
|
|
copy_qt_qt(ob->dquat, obtfm->dquat);
|
|
|
|
copy_v3_v3(ob->rotAxis, obtfm->rotAxis);
|
|
|
|
copy_v3_v3(ob->drotAxis, obtfm->drotAxis);
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->rotAngle = obtfm->rotAngle;
|
|
|
|
ob->drotAngle = obtfm->drotAngle;
|
2010-02-26 08:47:20 +00:00
|
|
|
copy_m4_m4(ob->obmat, obtfm->obmat);
|
|
|
|
copy_m4_m4(ob->parentinv, obtfm->parentinv);
|
|
|
|
copy_m4_m4(ob->constinv, obtfm->constinv);
|
|
|
|
copy_m4_m4(ob->imat, obtfm->imat);
|
|
|
|
}
|
2007-04-14 13:18:24 +00:00
|
|
|
|
2013-03-09 05:35:49 +00:00
|
|
|
bool BKE_object_parent_loop_check(const Object *par, const Object *ob)
|
2011-12-16 10:39:43 +00:00
|
|
|
{
|
|
|
|
/* test if 'ob' is a parent somewhere in par's parents */
|
2013-03-09 05:35:49 +00:00
|
|
|
if (par == NULL) return false;
|
|
|
|
if (ob == par) return true;
|
2011-12-16 10:39:43 +00:00
|
|
|
return BKE_object_parent_loop_check(par->parent, ob);
|
|
|
|
}
|
|
|
|
|
2006-11-30 15:54:21 +00:00
|
|
|
/* proxy rule: lib_object->proxy_from == the one we borrow from, only set temporal and cleared here */
|
|
|
|
/* local_object->proxy == pointer to library object, saved in files and read */
|
2006-11-11 16:45:17 +00:00
|
|
|
|
2006-11-14 15:27:43 +00:00
|
|
|
/* function below is polluted with proxy exceptions, cleanup will follow! */
|
2006-11-11 16:45:17 +00:00
|
|
|
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
/* the main object update call, for object matrix, constraints, keys and displist (modifiers) */
|
|
|
|
/* requires flags to be set! */
|
2013-02-16 16:17:45 +00:00
|
|
|
/* Ideally we shouldn't have to pass the rigid body world, but need bigger restructuring to avoid id */
|
2013-12-26 17:24:42 +06:00
|
|
|
void BKE_object_handle_update_ex(EvaluationContext *eval_ctx,
|
|
|
|
Scene *scene, Object *ob,
|
2014-03-24 15:10:16 +06:00
|
|
|
RigidBodyWorld *rbw,
|
|
|
|
const bool do_proxy_update)
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
{
|
2012-02-23 02:17:50 +00:00
|
|
|
if (ob->recalc & OB_RECALC_ALL) {
|
2010-03-26 10:33:53 +00:00
|
|
|
/* speed optimization for animation lookups */
|
2015-03-19 18:28:49 +05:00
|
|
|
if (ob->pose) {
|
2012-05-05 16:03:57 +00:00
|
|
|
BKE_pose_channels_hash_make(ob->pose);
|
2015-03-19 18:28:49 +05:00
|
|
|
if (ob->pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
|
|
|
|
BKE_pose_update_constraint_flags(ob->pose);
|
|
|
|
}
|
|
|
|
}
|
2010-03-26 10:33:53 +00:00
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
if (ob->recalc & OB_RECALC_DATA) {
|
2012-05-06 15:15:33 +00:00
|
|
|
if (ob->type == OB_ARMATURE) {
|
2010-07-07 18:47:49 +00:00
|
|
|
/* this happens for reading old files and to match library armatures
|
2012-05-05 14:03:12 +00:00
|
|
|
* with poses we do it ahead of BKE_object_where_is_calc to ensure animation
|
2012-03-03 20:19:11 +00:00
|
|
|
* is evaluated on the rebuilt pose, otherwise we get incorrect poses
|
|
|
|
* on file load */
|
2012-05-06 15:15:33 +00:00
|
|
|
if (ob->pose == NULL || (ob->pose->flag & POSE_RECALC))
|
2012-05-05 16:03:57 +00:00
|
|
|
BKE_pose_rebuild(ob, ob->data);
|
2010-07-07 18:47:49 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-02-20 16:18:37 +00:00
|
|
|
/* XXX new animsys warning: depsgraph tag OB_RECALC_DATA should not skip drivers,
|
2012-05-05 14:03:12 +00:00
|
|
|
* which is only in BKE_object_where_is_calc now */
|
2012-07-07 22:51:57 +00:00
|
|
|
/* XXX: should this case be OB_RECALC_OB instead? */
|
2012-02-23 02:17:50 +00:00
|
|
|
if (ob->recalc & OB_RECALC_ALL) {
|
2009-01-29 23:27:24 +00:00
|
|
|
|
2014-01-29 17:37:45 +06:00
|
|
|
if (G.debug & G_DEBUG_DEPSGRAPH)
|
2012-05-06 15:15:33 +00:00
|
|
|
printf("recalcob %s\n", ob->id.name + 2);
|
2006-11-30 15:54:21 +00:00
|
|
|
|
|
|
|
/* handle proxy copy for target */
|
2016-07-06 14:11:01 +02:00
|
|
|
if (ID_IS_LINKED_DATABLOCK(ob) && ob->proxy_from) {
|
2006-11-30 15:54:21 +00:00
|
|
|
// printf("ob proxy copy, lib ob %s proxy %s\n", ob->id.name, ob->proxy_from->id.name);
|
2012-05-06 15:15:33 +00:00
|
|
|
if (ob->proxy_from->proxy_group) { /* transform proxy into group space */
|
|
|
|
Object *obg = ob->proxy_from->proxy_group;
|
2015-05-18 14:06:46 +05:00
|
|
|
float imat[4][4];
|
|
|
|
invert_m4_m4(imat, obg->obmat);
|
|
|
|
mul_m4_m4m4(ob->obmat, imat, ob->proxy_from->obmat);
|
2012-02-23 02:17:50 +00:00
|
|
|
if (obg->dup_group) { /* should always be true */
|
2011-05-03 05:41:16 +00:00
|
|
|
add_v3_v3(ob->obmat[3], obg->dup_group->dupli_ofs);
|
2011-04-02 01:36:40 +00:00
|
|
|
}
|
2006-11-14 15:27:43 +00:00
|
|
|
}
|
|
|
|
else
|
2009-11-10 20:43:45 +00:00
|
|
|
copy_m4_m4(ob->obmat, ob->proxy_from->obmat);
|
2006-11-14 15:27:43 +00:00
|
|
|
}
|
2006-11-11 16:45:17 +00:00
|
|
|
else
|
2013-07-12 11:18:34 +00:00
|
|
|
BKE_object_where_is_calc_ex(scene, rbw, ob, NULL);
|
2006-11-11 16:45:17 +00:00
|
|
|
}
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
if (ob->recalc & OB_RECALC_DATA) {
|
2015-05-12 12:50:24 +05:00
|
|
|
BKE_object_handle_data_update(eval_ctx, scene, ob);
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
}
|
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
|
|
|
|
2010-07-05 03:55:28 +00:00
|
|
|
ob->recalc &= ~OB_RECALC_ALL;
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
}
|
2006-11-14 15:27:43 +00:00
|
|
|
|
|
|
|
/* the case when this is a group proxy, object_update is called in group.c */
|
2012-02-23 02:17:50 +00:00
|
|
|
if (ob->proxy) {
|
2013-09-23 21:55:56 +00:00
|
|
|
/* set pointer in library proxy target, for copying, but restore it */
|
2012-05-06 15:15:33 +00:00
|
|
|
ob->proxy->proxy_from = ob;
|
2006-11-30 15:54:21 +00:00
|
|
|
// printf("set proxy pointer for later group stuff %s\n", ob->id.name);
|
2013-09-23 21:55:56 +00:00
|
|
|
|
|
|
|
/* the no-group proxy case, we call update */
|
|
|
|
if (ob->proxy_group == NULL) {
|
2014-03-24 15:10:16 +06:00
|
|
|
if (do_proxy_update) {
|
|
|
|
// printf("call update, lib ob %s proxy %s\n", ob->proxy->id.name, ob->id.name);
|
|
|
|
BKE_object_handle_update(eval_ctx, scene, ob->proxy);
|
|
|
|
}
|
2013-09-23 21:55:56 +00:00
|
|
|
}
|
2006-11-14 15:27:43 +00:00
|
|
|
}
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
}
|
2013-02-16 16:17:45 +00:00
|
|
|
/* WARNING: "scene" here may not be the scene object actually resides in.
|
|
|
|
* When dealing with background-sets, "scene" is actually the active scene.
|
|
|
|
* e.g. "scene" <-- set 1 <-- set 2 ("ob" lives here) <-- set 3 <-- ... <-- set n
|
|
|
|
* rigid bodies depend on their world so use BKE_object_handle_update_ex() to also pass along the corrent rigid body world
|
|
|
|
*/
|
2013-12-26 17:24:42 +06:00
|
|
|
void BKE_object_handle_update(EvaluationContext *eval_ctx, Scene *scene, Object *ob)
|
2013-02-16 16:17:45 +00:00
|
|
|
{
|
2014-03-24 15:10:16 +06:00
|
|
|
BKE_object_handle_update_ex(eval_ctx, scene, ob, NULL, true);
|
2013-02-16 16:17:45 +00:00
|
|
|
}
|
2008-01-19 16:32:29 +00:00
|
|
|
|
2012-05-05 14:03:12 +00:00
|
|
|
void BKE_object_sculpt_modifiers_changed(Object *ob)
|
2011-09-14 00:37:27 +00:00
|
|
|
{
|
2012-05-06 15:15:33 +00:00
|
|
|
SculptSession *ss = ob->sculpt;
|
2011-09-14 00:37:27 +00:00
|
|
|
|
2013-05-18 10:24:34 +00:00
|
|
|
if (ss) {
|
|
|
|
if (!ss->cache) {
|
|
|
|
/* we free pbvh on changes, except during sculpt since it can't deal with
|
|
|
|
* changing PVBH node organization, we hope topology does not change in
|
|
|
|
* the meantime .. weak */
|
|
|
|
if (ss->pbvh) {
|
|
|
|
BKE_pbvh_free(ss->pbvh);
|
|
|
|
ss->pbvh = NULL;
|
|
|
|
}
|
2011-09-14 00:37:27 +00:00
|
|
|
|
2015-04-04 15:15:50 +11:00
|
|
|
BKE_sculptsession_free_deformMats(ob->sculpt);
|
2013-05-18 10:24:34 +00:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
PBVHNode **nodes;
|
|
|
|
int n, totnode;
|
2011-09-14 00:37:27 +00:00
|
|
|
|
2013-05-18 10:24:34 +00:00
|
|
|
BKE_pbvh_search_gather(ss->pbvh, NULL, NULL, &nodes, &totnode);
|
2011-09-14 00:37:27 +00:00
|
|
|
|
2013-05-18 10:24:34 +00:00
|
|
|
for (n = 0; n < totnode; n++)
|
|
|
|
BKE_pbvh_node_mark_update(nodes[n]);
|
2011-09-14 00:37:27 +00:00
|
|
|
|
2013-05-18 10:24:34 +00:00
|
|
|
MEM_freeN(nodes);
|
|
|
|
}
|
2011-09-14 00:37:27 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-05-05 14:03:12 +00:00
|
|
|
int BKE_object_obdata_texspace_get(Object *ob, short **r_texflag, float **r_loc, float **r_size, float **r_rot)
|
2011-09-28 05:53:40 +00:00
|
|
|
{
|
2008-04-01 11:14:34 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
if (ob->data == NULL)
|
2008-04-01 11:14:34 +00:00
|
|
|
return 0;
|
|
|
|
|
|
|
|
switch (GS(((ID *)ob->data)->name)) {
|
2012-05-06 15:15:33 +00:00
|
|
|
case ID_ME:
|
|
|
|
{
|
2017-06-09 15:19:02 +02:00
|
|
|
BKE_mesh_texspace_get_reference((Mesh *)ob->data, r_texflag, r_loc, r_rot, r_size);
|
2012-05-06 15:15:33 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
case ID_CU:
|
|
|
|
{
|
|
|
|
Curve *cu = ob->data;
|
2016-02-11 15:48:29 +01:00
|
|
|
if (cu->bb == NULL || (cu->bb->flag & BOUNDBOX_DIRTY)) {
|
|
|
|
BKE_curve_texspace_calc(cu);
|
|
|
|
}
|
2012-05-06 15:15:33 +00:00
|
|
|
if (r_texflag) *r_texflag = &cu->texflag;
|
|
|
|
if (r_loc) *r_loc = cu->loc;
|
|
|
|
if (r_size) *r_size = cu->size;
|
|
|
|
if (r_rot) *r_rot = cu->rot;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case ID_MB:
|
|
|
|
{
|
|
|
|
MetaBall *mb = ob->data;
|
|
|
|
if (r_texflag) *r_texflag = &mb->texflag;
|
|
|
|
if (r_loc) *r_loc = mb->loc;
|
|
|
|
if (r_size) *r_size = mb->size;
|
|
|
|
if (r_rot) *r_rot = mb->rot;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
default:
|
|
|
|
return 0;
|
2008-04-01 11:14:34 +00:00
|
|
|
}
|
|
|
|
return 1;
|
|
|
|
}
|
2008-06-09 17:50:21 +00:00
|
|
|
|
2014-09-23 01:28:46 +10:00
|
|
|
static int pc_cmp(const void *a, const void *b)
|
2009-08-25 18:41:36 +00:00
|
|
|
{
|
2014-09-23 01:28:46 +10:00
|
|
|
const LinkData *ad = a, *bd = b;
|
2012-02-23 02:17:50 +00:00
|
|
|
if (GET_INT_FROM_POINTER(ad->data) > GET_INT_FROM_POINTER(bd->data))
|
2009-08-25 18:41:36 +00:00
|
|
|
return 1;
|
|
|
|
else return 0;
|
|
|
|
}
|
|
|
|
|
2012-05-05 14:03:12 +00:00
|
|
|
int BKE_object_insert_ptcache(Object *ob)
|
2009-08-25 18:41:36 +00:00
|
|
|
{
|
|
|
|
LinkData *link = NULL;
|
|
|
|
int i = 0;
|
|
|
|
|
2014-11-16 13:57:58 +01:00
|
|
|
BLI_listbase_sort(&ob->pc_ids, pc_cmp);
|
2009-08-25 18:41:36 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
for (link = ob->pc_ids.first, i = 0; link; link = link->next, i++) {
|
2009-09-17 14:46:22 +00:00
|
|
|
int index = GET_INT_FROM_POINTER(link->data);
|
2009-08-25 18:41:36 +00:00
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
if (i < index)
|
2009-08-25 18:41:36 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
link = MEM_callocN(sizeof(LinkData), "PCLink");
|
2009-09-17 14:46:22 +00:00
|
|
|
link->data = SET_INT_IN_POINTER(i);
|
2009-08-25 18:41:36 +00:00
|
|
|
BLI_addtail(&ob->pc_ids, link);
|
|
|
|
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int pc_findindex(ListBase *listbase, int index)
|
|
|
|
{
|
2012-05-06 15:15:33 +00:00
|
|
|
LinkData *link = NULL;
|
|
|
|
int number = 0;
|
2009-08-25 18:41:36 +00:00
|
|
|
|
|
|
|
if (listbase == NULL) return -1;
|
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
link = listbase->first;
|
2009-08-25 18:41:36 +00:00
|
|
|
while (link) {
|
2014-02-05 23:46:10 +06:00
|
|
|
if (GET_INT_FROM_POINTER(link->data) == index)
|
2009-08-25 18:41:36 +00:00
|
|
|
return number;
|
|
|
|
|
|
|
|
number++;
|
2012-05-06 15:15:33 +00:00
|
|
|
link = link->next;
|
2009-08-25 18:41:36 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
2014-02-05 23:46:10 +06:00
|
|
|
void BKE_object_delete_ptcache(Object *ob, int index)
|
2009-08-25 18:41:36 +00:00
|
|
|
{
|
|
|
|
int list_index = pc_findindex(&ob->pc_ids, index);
|
|
|
|
LinkData *link = BLI_findlink(&ob->pc_ids, list_index);
|
|
|
|
BLI_freelinkN(&ob->pc_ids, link);
|
|
|
|
}
|
2009-12-28 15:26:36 +00:00
|
|
|
|
|
|
|
/* shape key utility function */
|
|
|
|
|
|
|
|
/************************* Mesh ************************/
|
2015-01-07 02:02:55 +11:00
|
|
|
static KeyBlock *insert_meshkey(Object *ob, const char *name, const bool from_mix)
|
2009-12-28 15:26:36 +00:00
|
|
|
{
|
2012-05-06 15:15:33 +00:00
|
|
|
Mesh *me = ob->data;
|
|
|
|
Key *key = me->key;
|
2009-12-28 15:26:36 +00:00
|
|
|
KeyBlock *kb;
|
2012-05-06 15:15:33 +00:00
|
|
|
int newkey = 0;
|
2009-12-28 15:26:36 +00:00
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
if (key == NULL) {
|
2012-09-23 18:50:56 +00:00
|
|
|
key = me->key = BKE_key_add((ID *)me);
|
2012-05-06 15:15:33 +00:00
|
|
|
key->type = KEY_RELATIVE;
|
|
|
|
newkey = 1;
|
2009-12-28 15:26:36 +00:00
|
|
|
}
|
|
|
|
|
2014-04-01 11:34:00 +11:00
|
|
|
if (newkey || from_mix == false) {
|
2009-12-28 15:26:36 +00:00
|
|
|
/* create from mesh */
|
2014-04-01 11:34:00 +11:00
|
|
|
kb = BKE_keyblock_add_ctime(key, name, false);
|
2014-11-16 19:15:23 +01:00
|
|
|
BKE_keyblock_convert_from_mesh(me, kb);
|
2009-12-28 15:26:36 +00:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* copy from current values */
|
2013-01-03 06:47:44 +00:00
|
|
|
int totelem;
|
2015-01-07 02:02:55 +11:00
|
|
|
float *data = BKE_key_evaluate_object(ob, &totelem);
|
2010-05-27 14:00:32 +00:00
|
|
|
|
|
|
|
/* create new block with prepared data */
|
2014-04-01 11:34:00 +11:00
|
|
|
kb = BKE_keyblock_add_ctime(key, name, false);
|
2012-05-06 15:15:33 +00:00
|
|
|
kb->data = data;
|
2013-01-03 06:47:44 +00:00
|
|
|
kb->totelem = totelem;
|
2009-12-28 15:26:36 +00:00
|
|
|
}
|
2009-12-28 18:03:04 +00:00
|
|
|
|
|
|
|
return kb;
|
2009-12-28 15:26:36 +00:00
|
|
|
}
|
|
|
|
/************************* Lattice ************************/
|
2015-01-07 02:02:55 +11:00
|
|
|
static KeyBlock *insert_lattkey(Object *ob, const char *name, const bool from_mix)
|
2009-12-28 15:26:36 +00:00
|
|
|
{
|
2012-05-06 15:15:33 +00:00
|
|
|
Lattice *lt = ob->data;
|
|
|
|
Key *key = lt->key;
|
2009-12-28 15:26:36 +00:00
|
|
|
KeyBlock *kb;
|
2012-05-06 15:15:33 +00:00
|
|
|
int newkey = 0;
|
2009-12-28 15:26:36 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
if (key == NULL) {
|
2012-09-23 18:50:56 +00:00
|
|
|
key = lt->key = BKE_key_add((ID *)lt);
|
2012-05-06 15:15:33 +00:00
|
|
|
key->type = KEY_RELATIVE;
|
|
|
|
newkey = 1;
|
2009-12-28 15:26:36 +00:00
|
|
|
}
|
|
|
|
|
2014-04-01 11:34:00 +11:00
|
|
|
if (newkey || from_mix == false) {
|
|
|
|
kb = BKE_keyblock_add_ctime(key, name, false);
|
2011-05-26 06:34:31 +00:00
|
|
|
if (!newkey) {
|
2012-05-06 15:15:33 +00:00
|
|
|
KeyBlock *basekb = (KeyBlock *)key->block.first;
|
|
|
|
kb->data = MEM_dupallocN(basekb->data);
|
|
|
|
kb->totelem = basekb->totelem;
|
2011-05-26 06:34:31 +00:00
|
|
|
}
|
|
|
|
else {
|
2014-11-16 19:15:23 +01:00
|
|
|
BKE_keyblock_convert_from_lattice(lt, kb);
|
2011-05-26 06:34:31 +00:00
|
|
|
}
|
2009-12-28 15:26:36 +00:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* copy from current values */
|
2013-01-03 06:47:44 +00:00
|
|
|
int totelem;
|
2015-01-07 02:02:55 +11:00
|
|
|
float *data = BKE_key_evaluate_object(ob, &totelem);
|
2010-05-27 14:00:32 +00:00
|
|
|
|
|
|
|
/* create new block with prepared data */
|
2014-04-01 11:34:00 +11:00
|
|
|
kb = BKE_keyblock_add_ctime(key, name, false);
|
2013-01-03 06:47:44 +00:00
|
|
|
kb->totelem = totelem;
|
2012-05-06 15:15:33 +00:00
|
|
|
kb->data = data;
|
2009-12-28 15:26:36 +00:00
|
|
|
}
|
2009-12-28 18:03:04 +00:00
|
|
|
|
|
|
|
return kb;
|
2009-12-28 15:26:36 +00:00
|
|
|
}
|
|
|
|
/************************* Curve ************************/
|
2015-01-07 02:02:55 +11:00
|
|
|
static KeyBlock *insert_curvekey(Object *ob, const char *name, const bool from_mix)
|
2009-12-28 15:26:36 +00:00
|
|
|
{
|
2012-05-06 15:15:33 +00:00
|
|
|
Curve *cu = ob->data;
|
|
|
|
Key *key = cu->key;
|
2009-12-28 15:26:36 +00:00
|
|
|
KeyBlock *kb;
|
2012-05-06 15:15:33 +00:00
|
|
|
ListBase *lb = BKE_curve_nurbs_get(cu);
|
|
|
|
int newkey = 0;
|
2009-12-28 15:26:36 +00:00
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
if (key == NULL) {
|
2012-09-23 18:50:56 +00:00
|
|
|
key = cu->key = BKE_key_add((ID *)cu);
|
2009-12-28 15:26:36 +00:00
|
|
|
key->type = KEY_RELATIVE;
|
2012-05-06 15:15:33 +00:00
|
|
|
newkey = 1;
|
2009-12-28 15:26:36 +00:00
|
|
|
}
|
|
|
|
|
2014-04-01 11:34:00 +11:00
|
|
|
if (newkey || from_mix == false) {
|
2009-12-28 15:26:36 +00:00
|
|
|
/* create from curve */
|
2014-04-01 11:34:00 +11:00
|
|
|
kb = BKE_keyblock_add_ctime(key, name, false);
|
2010-07-26 19:07:33 +00:00
|
|
|
if (!newkey) {
|
2012-05-06 15:15:33 +00:00
|
|
|
KeyBlock *basekb = (KeyBlock *)key->block.first;
|
|
|
|
kb->data = MEM_dupallocN(basekb->data);
|
|
|
|
kb->totelem = basekb->totelem;
|
2011-05-26 06:34:31 +00:00
|
|
|
}
|
|
|
|
else {
|
2014-11-16 19:15:23 +01:00
|
|
|
BKE_keyblock_convert_from_curve(cu, kb, lb);
|
2011-05-26 06:34:31 +00:00
|
|
|
}
|
2009-12-28 15:26:36 +00:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* copy from current values */
|
2013-01-03 06:47:44 +00:00
|
|
|
int totelem;
|
2015-01-07 02:02:55 +11:00
|
|
|
float *data = BKE_key_evaluate_object(ob, &totelem);
|
2010-05-27 14:00:32 +00:00
|
|
|
|
|
|
|
/* create new block with prepared data */
|
2014-04-01 11:34:00 +11:00
|
|
|
kb = BKE_keyblock_add_ctime(key, name, false);
|
2013-01-03 06:47:44 +00:00
|
|
|
kb->totelem = totelem;
|
2012-05-06 15:15:33 +00:00
|
|
|
kb->data = data;
|
2009-12-28 15:26:36 +00:00
|
|
|
}
|
|
|
|
|
2009-12-28 18:03:04 +00:00
|
|
|
return kb;
|
2009-12-28 15:26:36 +00:00
|
|
|
}
|
|
|
|
|
2015-06-08 19:49:01 +10:00
|
|
|
KeyBlock *BKE_object_shapekey_insert(Object *ob, const char *name, const bool from_mix)
|
2012-03-25 22:35:18 +00:00
|
|
|
{
|
|
|
|
switch (ob->type) {
|
|
|
|
case OB_MESH:
|
2015-01-07 02:02:55 +11:00
|
|
|
return insert_meshkey(ob, name, from_mix);
|
2012-03-25 22:35:18 +00:00
|
|
|
case OB_CURVE:
|
|
|
|
case OB_SURF:
|
2015-01-07 02:02:55 +11:00
|
|
|
return insert_curvekey(ob, name, from_mix);
|
2012-03-25 22:35:18 +00:00
|
|
|
case OB_LATTICE:
|
2015-01-07 02:02:55 +11:00
|
|
|
return insert_lattkey(ob, name, from_mix);
|
2012-03-25 22:35:18 +00:00
|
|
|
default:
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2009-12-28 15:26:36 +00:00
|
|
|
}
|
|
|
|
|
2015-06-08 19:49:01 +10:00
|
|
|
bool BKE_object_shapekey_free(Main *bmain, Object *ob)
|
|
|
|
{
|
|
|
|
Key **key_p, *key;
|
|
|
|
|
|
|
|
key_p = BKE_key_from_object_p(ob);
|
|
|
|
if (ELEM(NULL, key_p, *key_p)) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
key = *key_p;
|
|
|
|
*key_p = NULL;
|
|
|
|
|
|
|
|
BKE_libblock_free_us(bmain, key);
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool BKE_object_shapekey_remove(Main *bmain, Object *ob, KeyBlock *kb)
|
|
|
|
{
|
|
|
|
KeyBlock *rkb;
|
|
|
|
Key *key = BKE_key_from_object(ob);
|
|
|
|
short kb_index;
|
|
|
|
|
|
|
|
if (key == NULL) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
kb_index = BLI_findindex(&key->block, kb);
|
|
|
|
BLI_assert(kb_index != -1);
|
|
|
|
|
|
|
|
for (rkb = key->block.first; rkb; rkb = rkb->next) {
|
|
|
|
if (rkb->relative == kb_index) {
|
|
|
|
/* remap to the 'Basis' */
|
|
|
|
rkb->relative = 0;
|
|
|
|
}
|
|
|
|
else if (rkb->relative >= kb_index) {
|
|
|
|
/* Fix positional shift of the keys when kb is deleted from the list */
|
|
|
|
rkb->relative -= 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_remlink(&key->block, kb);
|
|
|
|
key->totkey--;
|
|
|
|
if (key->refkey == kb) {
|
|
|
|
key->refkey = key->block.first;
|
|
|
|
|
|
|
|
if (key->refkey) {
|
|
|
|
/* apply new basis key on original data */
|
|
|
|
switch (ob->type) {
|
|
|
|
case OB_MESH:
|
|
|
|
BKE_keyblock_convert_to_mesh(key->refkey, ob->data);
|
|
|
|
break;
|
|
|
|
case OB_CURVE:
|
|
|
|
case OB_SURF:
|
|
|
|
BKE_keyblock_convert_to_curve(key->refkey, ob->data, BKE_curve_nurbs_get(ob->data));
|
|
|
|
break;
|
|
|
|
case OB_LATTICE:
|
|
|
|
BKE_keyblock_convert_to_lattice(key->refkey, ob->data);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (kb->data) {
|
|
|
|
MEM_freeN(kb->data);
|
|
|
|
}
|
|
|
|
MEM_freeN(kb);
|
|
|
|
|
|
|
|
if (ob->shapenr > 1) {
|
|
|
|
ob->shapenr--;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (key->totkey == 0) {
|
|
|
|
BKE_object_shapekey_free(bmain, ob);
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2015-03-04 14:38:16 +11:00
|
|
|
bool BKE_object_flag_test_recursive(const Object *ob, short flag)
|
|
|
|
{
|
|
|
|
if (ob->flag & flag) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
else if (ob->parent) {
|
|
|
|
return BKE_object_flag_test_recursive(ob->parent, flag);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-03-09 03:34:01 +00:00
|
|
|
bool BKE_object_is_child_recursive(Object *ob_parent, Object *ob_child)
|
|
|
|
{
|
2013-03-11 16:23:33 +00:00
|
|
|
for (ob_child = ob_child->parent; ob_child; ob_child = ob_child->parent) {
|
|
|
|
if (ob_child == ob_parent) {
|
2013-03-09 03:34:01 +00:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2011-03-16 08:53:35 +00:00
|
|
|
/* most important if this is modified it should _always_ return True, in certain
|
2012-04-30 12:49:26 +00:00
|
|
|
* cases false positives are hard to avoid (shape keys for example) */
|
2012-05-05 14:03:12 +00:00
|
|
|
int BKE_object_is_modified(Scene *scene, Object *ob)
|
2011-03-16 08:53:35 +00:00
|
|
|
{
|
2012-05-06 15:15:33 +00:00
|
|
|
int flag = 0;
|
2011-03-16 08:53:35 +00:00
|
|
|
|
2012-09-23 18:50:56 +00:00
|
|
|
if (BKE_key_from_object(ob)) {
|
2014-02-14 14:53:19 +01:00
|
|
|
flag |= eModifierMode_Render | eModifierMode_Realtime;
|
2011-03-16 08:53:35 +00:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
ModifierData *md;
|
2013-08-19 09:05:34 +00:00
|
|
|
VirtualModifierData virtualModifierData;
|
2011-03-16 08:53:35 +00:00
|
|
|
/* cloth */
|
2013-08-19 09:05:34 +00:00
|
|
|
for (md = modifiers_getVirtualModifierList(ob, &virtualModifierData);
|
2012-02-23 02:17:50 +00:00
|
|
|
md && (flag != (eModifierMode_Render | eModifierMode_Realtime));
|
2012-05-06 15:15:33 +00:00
|
|
|
md = md->next)
|
2012-02-23 02:17:50 +00:00
|
|
|
{
|
2012-04-30 12:49:26 +00:00
|
|
|
if ((flag & eModifierMode_Render) == 0 && modifier_isEnabled(scene, md, eModifierMode_Render))
|
2012-02-23 02:17:50 +00:00
|
|
|
flag |= eModifierMode_Render;
|
|
|
|
|
2012-04-30 12:49:26 +00:00
|
|
|
if ((flag & eModifierMode_Realtime) == 0 && modifier_isEnabled(scene, md, eModifierMode_Realtime))
|
|
|
|
flag |= eModifierMode_Realtime;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return flag;
|
|
|
|
}
|
|
|
|
|
2015-01-13 15:38:43 +05:00
|
|
|
/* Check of objects moves in time. */
|
|
|
|
/* NOTE: This function is currently optimized for usage in combination
|
|
|
|
* with mti->canDeform, so modifiers can quickly check if their target
|
|
|
|
* objects moves (causing deformation motion blur) or not.
|
|
|
|
*
|
|
|
|
* This makes it possible to give some degree of false-positives here,
|
2015-01-14 23:53:03 +11:00
|
|
|
* but it's currently an acceptable tradeoff between complexity and check
|
2015-01-13 15:38:43 +05:00
|
|
|
* speed. In combination with checks of modifier stack and real life usage
|
|
|
|
* percentage of false-positives shouldn't be that hight.
|
|
|
|
*/
|
|
|
|
static bool object_moves_in_time(Object *object)
|
|
|
|
{
|
|
|
|
AnimData *adt = object->adt;
|
|
|
|
if (adt != NULL) {
|
|
|
|
/* If object has any sort of animation data assume it is moving. */
|
|
|
|
if (adt->action != NULL ||
|
|
|
|
!BLI_listbase_is_empty(&adt->nla_tracks) ||
|
|
|
|
!BLI_listbase_is_empty(&adt->drivers) ||
|
|
|
|
!BLI_listbase_is_empty(&adt->overrides))
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!BLI_listbase_is_empty(&object->constraints)) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
if (object->parent != NULL) {
|
|
|
|
/* TODO(sergey): Do recursive check here? */
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2016-04-01 15:53:40 +02:00
|
|
|
static bool object_deforms_in_time(Object *object)
|
|
|
|
{
|
|
|
|
if (BKE_key_from_object(object) != NULL) {
|
|
|
|
return true;
|
|
|
|
}
|
2016-04-04 11:39:04 +02:00
|
|
|
if (!BLI_listbase_is_empty(&object->modifiers)) {
|
|
|
|
return true;
|
|
|
|
}
|
2016-04-01 15:53:40 +02:00
|
|
|
return object_moves_in_time(object);
|
|
|
|
}
|
|
|
|
|
2015-01-13 15:38:43 +05:00
|
|
|
static bool constructive_modifier_is_deform_modified(ModifierData *md)
|
|
|
|
{
|
|
|
|
/* TODO(sergey): Consider generalizing this a bit so all modifier logic
|
|
|
|
* is concentrated in MOD_{modifier}.c file,
|
|
|
|
*/
|
|
|
|
if (md->type == eModifierType_Array) {
|
|
|
|
ArrayModifierData *amd = (ArrayModifierData *)md;
|
|
|
|
/* TODO(sergey): Check if curve is deformed. */
|
|
|
|
return (amd->start_cap != NULL && object_moves_in_time(amd->start_cap)) ||
|
|
|
|
(amd->end_cap != NULL && object_moves_in_time(amd->end_cap)) ||
|
|
|
|
(amd->curve_ob != NULL && object_moves_in_time(amd->curve_ob)) ||
|
|
|
|
(amd->offset_ob != NULL && object_moves_in_time(amd->offset_ob));
|
|
|
|
}
|
|
|
|
else if (md->type == eModifierType_Mirror) {
|
|
|
|
MirrorModifierData *mmd = (MirrorModifierData *)md;
|
|
|
|
return mmd->mirror_ob != NULL && object_moves_in_time(mmd->mirror_ob);
|
|
|
|
}
|
|
|
|
else if (md->type == eModifierType_Screw) {
|
|
|
|
ScrewModifierData *smd = (ScrewModifierData *)md;
|
|
|
|
return smd->ob_axis != NULL && object_moves_in_time(smd->ob_axis);
|
|
|
|
}
|
2016-10-05 12:37:09 +02:00
|
|
|
else if (md->type == eModifierType_MeshSequenceCache) {
|
|
|
|
/* NOTE: Not ideal because it's unknown whether topology changes or not.
|
|
|
|
* This will be detected later, so by assuming it's only deformation
|
|
|
|
* going on here we allow to bake deform-only mesh to Alembic and have
|
|
|
|
* proper motion blur after that.
|
|
|
|
*/
|
|
|
|
return true;
|
|
|
|
}
|
2015-01-13 15:38:43 +05:00
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool modifiers_has_animation_check(Object *ob)
|
|
|
|
{
|
|
|
|
/* TODO(sergey): This is a bit code duplication with depsgraph, but
|
|
|
|
* would be nicer to solve this as a part of new dependency graph
|
|
|
|
* work, so we avoid conflicts and so.
|
|
|
|
*/
|
|
|
|
if (ob->adt != NULL) {
|
|
|
|
AnimData *adt = ob->adt;
|
|
|
|
FCurve *fcu;
|
|
|
|
if (adt->action != NULL) {
|
|
|
|
for (fcu = adt->action->curves.first; fcu; fcu = fcu->next) {
|
|
|
|
if (fcu->rna_path && strstr(fcu->rna_path, "modifiers[")) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for (fcu = adt->drivers.first; fcu; fcu = fcu->next) {
|
|
|
|
if (fcu->rna_path && strstr(fcu->rna_path, "modifiers[")) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2012-04-30 12:49:26 +00:00
|
|
|
/* test if object is affected by deforming modifiers (for motion blur). again
|
|
|
|
* most important is to avoid false positives, this is to skip computations
|
|
|
|
* and we can still if there was actual deformation afterwards */
|
2012-05-05 14:03:12 +00:00
|
|
|
int BKE_object_is_deform_modified(Scene *scene, Object *ob)
|
2012-04-30 12:49:26 +00:00
|
|
|
{
|
|
|
|
ModifierData *md;
|
2013-08-19 09:05:34 +00:00
|
|
|
VirtualModifierData virtualModifierData;
|
2012-05-06 15:15:33 +00:00
|
|
|
int flag = 0;
|
2015-01-13 15:38:43 +05:00
|
|
|
const bool is_modifier_animated = modifiers_has_animation_check(ob);
|
2012-04-30 12:49:26 +00:00
|
|
|
|
2016-04-01 15:53:40 +02:00
|
|
|
if (BKE_key_from_object(ob)) {
|
2014-05-20 00:11:16 +10:00
|
|
|
flag |= eModifierMode_Realtime | eModifierMode_Render;
|
2016-04-01 15:53:40 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
if (ob->type == OB_CURVE) {
|
|
|
|
Curve *cu = (Curve *)ob->data;
|
|
|
|
if (cu->taperobj != NULL && object_deforms_in_time(cu->taperobj)) {
|
|
|
|
flag |= eModifierMode_Realtime | eModifierMode_Render;
|
|
|
|
}
|
|
|
|
}
|
2014-05-19 14:23:56 +02:00
|
|
|
|
2012-04-30 12:49:26 +00:00
|
|
|
/* cloth */
|
2013-08-19 09:05:34 +00:00
|
|
|
for (md = modifiers_getVirtualModifierList(ob, &virtualModifierData);
|
2012-05-06 15:15:33 +00:00
|
|
|
md && (flag != (eModifierMode_Render | eModifierMode_Realtime));
|
|
|
|
md = md->next)
|
2012-04-30 12:49:26 +00:00
|
|
|
{
|
2015-03-30 21:17:07 +11:00
|
|
|
const ModifierTypeInfo *mti = modifierType_getInfo(md->type);
|
2015-01-13 15:38:43 +05:00
|
|
|
bool can_deform = mti->type == eModifierTypeType_OnlyDeform ||
|
|
|
|
is_modifier_animated;
|
|
|
|
|
|
|
|
if (!can_deform) {
|
|
|
|
can_deform = constructive_modifier_is_deform_modified(md);
|
|
|
|
}
|
2012-04-30 12:49:26 +00:00
|
|
|
|
2015-01-13 15:38:43 +05:00
|
|
|
if (can_deform) {
|
2012-04-30 12:49:26 +00:00
|
|
|
if (!(flag & eModifierMode_Render) && modifier_isEnabled(scene, md, eModifierMode_Render))
|
|
|
|
flag |= eModifierMode_Render;
|
|
|
|
|
|
|
|
if (!(flag & eModifierMode_Realtime) && modifier_isEnabled(scene, md, eModifierMode_Realtime))
|
2012-02-23 02:17:50 +00:00
|
|
|
flag |= eModifierMode_Realtime;
|
2011-03-16 08:53:35 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return flag;
|
|
|
|
}
|
2011-03-27 23:11:22 +00:00
|
|
|
|
2012-05-15 13:39:44 +00:00
|
|
|
/* See if an object is using an animated modifier */
|
2013-03-09 05:35:49 +00:00
|
|
|
bool BKE_object_is_animated(Scene *scene, Object *ob)
|
2012-05-15 13:39:44 +00:00
|
|
|
{
|
|
|
|
ModifierData *md;
|
2013-08-19 09:05:34 +00:00
|
|
|
VirtualModifierData virtualModifierData;
|
2012-05-15 13:39:44 +00:00
|
|
|
|
2013-08-19 09:05:34 +00:00
|
|
|
for (md = modifiers_getVirtualModifierList(ob, &virtualModifierData); md; md = md->next)
|
2012-05-22 22:03:41 +00:00
|
|
|
if (modifier_dependsOnTime(md) &&
|
|
|
|
(modifier_isEnabled(scene, md, eModifierMode_Realtime) ||
|
|
|
|
modifier_isEnabled(scene, md, eModifierMode_Render)))
|
|
|
|
{
|
2013-03-09 05:35:49 +00:00
|
|
|
return true;
|
2012-05-22 22:03:41 +00:00
|
|
|
}
|
2013-03-09 05:35:49 +00:00
|
|
|
return false;
|
2012-05-15 13:39:44 +00:00
|
|
|
}
|
|
|
|
|
2013-09-09 11:37:37 +00:00
|
|
|
MovieClip *BKE_object_movieclip_get(Scene *scene, Object *ob, bool use_default)
|
2011-11-07 12:55:18 +00:00
|
|
|
{
|
2012-05-06 15:15:33 +00:00
|
|
|
MovieClip *clip = use_default ? scene->clip : NULL;
|
|
|
|
bConstraint *con = ob->constraints.first, *scon = NULL;
|
2011-11-07 12:55:18 +00:00
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
while (con) {
|
2012-05-06 15:15:33 +00:00
|
|
|
if (con->type == CONSTRAINT_TYPE_CAMERASOLVER) {
|
|
|
|
if (scon == NULL || (scon->flag & CONSTRAINT_OFF))
|
|
|
|
scon = con;
|
2011-11-07 12:55:18 +00:00
|
|
|
}
|
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
con = con->next;
|
2011-11-07 12:55:18 +00:00
|
|
|
}
|
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
if (scon) {
|
2012-05-06 15:15:33 +00:00
|
|
|
bCameraSolverConstraint *solver = scon->data;
|
|
|
|
if ((solver->flag & CAMERASOLVER_ACTIVECLIP) == 0)
|
|
|
|
clip = solver->clip;
|
2011-11-07 12:55:18 +00:00
|
|
|
else
|
2012-05-06 15:15:33 +00:00
|
|
|
clip = scene->clip;
|
2011-11-07 12:55:18 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return clip;
|
|
|
|
}
|
2012-06-12 21:23:51 +00:00
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Find an associated Armature object
|
|
|
|
*/
|
|
|
|
static Object *obrel_armature_find(Object *ob)
|
|
|
|
{
|
|
|
|
Object *ob_arm = NULL;
|
|
|
|
|
|
|
|
if (ob->parent && ob->partype == PARSKEL && ob->parent->type == OB_ARMATURE) {
|
|
|
|
ob_arm = ob->parent;
|
|
|
|
}
|
|
|
|
else {
|
2012-06-12 22:05:33 +00:00
|
|
|
ModifierData *mod;
|
|
|
|
for (mod = (ModifierData *)ob->modifiers.first; mod; mod = mod->next) {
|
2012-06-12 21:23:51 +00:00
|
|
|
if (mod->type == eModifierType_Armature) {
|
2012-06-12 22:05:33 +00:00
|
|
|
ob_arm = ((ArmatureModifierData *)mod)->object;
|
2012-06-12 21:23:51 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return ob_arm;
|
|
|
|
}
|
|
|
|
|
2014-01-22 02:48:11 +11:00
|
|
|
static bool obrel_list_test(Object *ob)
|
2012-06-12 21:23:51 +00:00
|
|
|
{
|
Split id->flag in two, persistent flags and runtime tags.
This is purely internal sanitizing/cleanup, no change in behavior is expected at all.
This change was also needed because we were getting short on ID flags, and
future enhancement of 'user_one' ID behavior requires two new ones.
id->flag remains for persistent data (fakeuser only, so far!), this also allows us
100% backward & forward compatibility.
New id->tag is used for most flags. Though written in .blend files, its content
is cleared at read time.
Note that .blend file version was bumped, so that we can clear runtimeflags from
old .blends, important in case we add new persistent flags in future.
Also, behavior of tags (either status ones, or whether they need to be cleared before/after use)
has been added as comments to their declaration.
Reviewers: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D1683
2015-12-27 11:53:50 +01:00
|
|
|
return ob && !(ob->id.tag & LIB_TAG_DOIT);
|
2012-06-12 21:23:51 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
static void obrel_list_add(LinkNode **links, Object *ob)
|
|
|
|
{
|
|
|
|
BLI_linklist_prepend(links, ob);
|
Split id->flag in two, persistent flags and runtime tags.
This is purely internal sanitizing/cleanup, no change in behavior is expected at all.
This change was also needed because we were getting short on ID flags, and
future enhancement of 'user_one' ID behavior requires two new ones.
id->flag remains for persistent data (fakeuser only, so far!), this also allows us
100% backward & forward compatibility.
New id->tag is used for most flags. Though written in .blend files, its content
is cleared at read time.
Note that .blend file version was bumped, so that we can clear runtimeflags from
old .blends, important in case we add new persistent flags in future.
Also, behavior of tags (either status ones, or whether they need to be cleared before/after use)
has been added as comments to their declaration.
Reviewers: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D1683
2015-12-27 11:53:50 +01:00
|
|
|
ob->id.tag |= LIB_TAG_DOIT;
|
2012-06-12 21:23:51 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
2017-03-29 21:55:04 +02:00
|
|
|
* Iterates over all objects of the given scene layer.
|
2012-06-12 21:23:51 +00:00
|
|
|
* Depending on the eObjectSet flag:
|
|
|
|
* collect either OB_SET_ALL, OB_SET_VISIBLE or OB_SET_SELECTED objects.
|
|
|
|
* If OB_SET_VISIBLE or OB_SET_SELECTED are collected,
|
|
|
|
* then also add related objects according to the given includeFilters.
|
|
|
|
*/
|
2017-04-04 20:44:22 +02:00
|
|
|
LinkNode *BKE_object_relational_superset(struct SceneLayer *scene_layer, eObjectSet objectSet, eObRelationTypes includeFilter)
|
2012-06-12 21:23:51 +00:00
|
|
|
{
|
|
|
|
LinkNode *links = NULL;
|
|
|
|
|
2017-03-29 21:55:04 +02:00
|
|
|
Base *base;
|
2012-06-12 21:23:51 +00:00
|
|
|
|
|
|
|
/* Remove markers from all objects */
|
2017-04-04 19:17:42 +02:00
|
|
|
for (base = scene_layer->object_bases.first; base; base = base->next) {
|
|
|
|
base->object->id.tag &= ~LIB_TAG_DOIT;
|
|
|
|
}
|
|
|
|
|
2012-06-12 21:23:51 +00:00
|
|
|
/* iterate over all selected and visible objects */
|
2017-03-29 21:55:04 +02:00
|
|
|
for (base = scene_layer->object_bases.first; base; base = base->next) {
|
2012-06-12 21:23:51 +00:00
|
|
|
if (objectSet == OB_SET_ALL) {
|
2012-07-07 22:51:57 +00:00
|
|
|
/* as we get all anyways just add it */
|
2012-06-12 21:23:51 +00:00
|
|
|
Object *ob = base->object;
|
|
|
|
obrel_list_add(&links, ob);
|
|
|
|
}
|
|
|
|
else {
|
2017-03-29 21:55:04 +02:00
|
|
|
if ((objectSet == OB_SET_SELECTED && TESTBASELIB_BGMODE_NEW(base)) ||
|
|
|
|
(objectSet == OB_SET_VISIBLE && BASE_EDITABLE_BGMODE_NEW(base)))
|
2012-06-12 22:05:33 +00:00
|
|
|
{
|
2012-06-12 21:23:51 +00:00
|
|
|
Object *ob = base->object;
|
|
|
|
|
|
|
|
if (obrel_list_test(ob))
|
|
|
|
obrel_list_add(&links, ob);
|
|
|
|
|
|
|
|
/* parent relationship */
|
2012-06-12 22:05:33 +00:00
|
|
|
if (includeFilter & (OB_REL_PARENT | OB_REL_PARENT_RECURSIVE)) {
|
2012-06-12 21:23:51 +00:00
|
|
|
Object *parent = ob->parent;
|
|
|
|
if (obrel_list_test(parent)) {
|
|
|
|
|
|
|
|
obrel_list_add(&links, parent);
|
|
|
|
|
|
|
|
/* recursive parent relationship */
|
|
|
|
if (includeFilter & OB_REL_PARENT_RECURSIVE) {
|
|
|
|
parent = parent->parent;
|
2012-06-12 22:05:33 +00:00
|
|
|
while (obrel_list_test(parent)) {
|
2012-06-12 21:23:51 +00:00
|
|
|
|
|
|
|
obrel_list_add(&links, parent);
|
|
|
|
parent = parent->parent;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* child relationship */
|
2012-06-12 22:05:33 +00:00
|
|
|
if (includeFilter & (OB_REL_CHILDREN | OB_REL_CHILDREN_RECURSIVE)) {
|
2017-03-29 21:55:04 +02:00
|
|
|
Base *local_base;
|
|
|
|
for (local_base = scene_layer->object_bases.first; local_base; local_base = local_base->next) {
|
|
|
|
if (BASE_EDITABLE_BGMODE_NEW(local_base)) {
|
2012-06-12 21:23:51 +00:00
|
|
|
|
|
|
|
Object *child = local_base->object;
|
|
|
|
if (obrel_list_test(child)) {
|
2013-03-09 03:34:01 +00:00
|
|
|
if ((includeFilter & OB_REL_CHILDREN_RECURSIVE && BKE_object_is_child_recursive(ob, child)) ||
|
2012-06-12 22:05:33 +00:00
|
|
|
(includeFilter & OB_REL_CHILDREN && child->parent && child->parent == ob))
|
|
|
|
{
|
2012-06-12 21:23:51 +00:00
|
|
|
obrel_list_add(&links, child);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/* include related armatures */
|
|
|
|
if (includeFilter & OB_REL_MOD_ARMATURE) {
|
|
|
|
Object *arm = obrel_armature_find(ob);
|
|
|
|
if (obrel_list_test(arm)) {
|
|
|
|
obrel_list_add(&links, arm);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
2012-06-12 22:05:33 +00:00
|
|
|
}
|
2012-06-12 21:23:51 +00:00
|
|
|
|
|
|
|
return links;
|
|
|
|
}
|
2012-07-18 09:45:50 +00:00
|
|
|
|
|
|
|
/**
|
|
|
|
* return all groups this object is apart of, caller must free.
|
|
|
|
*/
|
|
|
|
struct LinkNode *BKE_object_groups(Object *ob)
|
|
|
|
{
|
|
|
|
LinkNode *group_linknode = NULL;
|
|
|
|
Group *group = NULL;
|
2013-04-03 11:28:42 +00:00
|
|
|
while ((group = BKE_group_object_find(group, ob))) {
|
2012-07-18 09:45:50 +00:00
|
|
|
BLI_linklist_prepend(&group_linknode, group);
|
|
|
|
}
|
|
|
|
|
|
|
|
return group_linknode;
|
|
|
|
}
|
|
|
|
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
void BKE_object_groups_clear(Object *ob)
|
2012-07-18 09:45:50 +00:00
|
|
|
{
|
|
|
|
Group *group = NULL;
|
Render Layers and Collections (merge from render-layers)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 10:18:38 +01:00
|
|
|
while ((group = BKE_group_object_find(group, ob))) {
|
|
|
|
BKE_group_object_unlink(group, ob);
|
2012-07-18 09:45:50 +00:00
|
|
|
}
|
|
|
|
}
|
2013-09-01 22:01:21 +00:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Return a KDTree from the deformed object (in worldspace)
|
|
|
|
*
|
|
|
|
* \note Only mesh objects currently support deforming, others are TODO.
|
|
|
|
*
|
|
|
|
* \param ob
|
|
|
|
* \param r_tot
|
|
|
|
* \return The kdtree or NULL if it can't be created.
|
|
|
|
*/
|
|
|
|
KDTree *BKE_object_as_kdtree(Object *ob, int *r_tot)
|
|
|
|
{
|
|
|
|
KDTree *tree = NULL;
|
|
|
|
unsigned int tot = 0;
|
|
|
|
|
|
|
|
switch (ob->type) {
|
|
|
|
case OB_MESH:
|
|
|
|
{
|
|
|
|
Mesh *me = ob->data;
|
|
|
|
unsigned int i;
|
|
|
|
|
|
|
|
DerivedMesh *dm = ob->derivedDeform ? ob->derivedDeform : ob->derivedFinal;
|
2014-04-27 00:20:13 +10:00
|
|
|
const int *index;
|
2013-09-01 22:01:21 +00:00
|
|
|
|
|
|
|
if (dm && (index = CustomData_get_layer(&dm->vertData, CD_ORIGINDEX))) {
|
|
|
|
MVert *mvert = dm->getVertArray(dm);
|
|
|
|
unsigned int totvert = dm->getNumVerts(dm);
|
|
|
|
|
|
|
|
/* tree over-allocs in case where some verts have ORIGINDEX_NONE */
|
|
|
|
tot = 0;
|
|
|
|
tree = BLI_kdtree_new(totvert);
|
|
|
|
|
|
|
|
/* we don't how how many verts from the DM we can use */
|
|
|
|
for (i = 0; i < totvert; i++) {
|
|
|
|
if (index[i] != ORIGINDEX_NONE) {
|
2013-09-12 19:51:31 +00:00
|
|
|
float co[3];
|
2013-09-01 22:01:21 +00:00
|
|
|
mul_v3_m4v3(co, ob->obmat, mvert[i].co);
|
2014-03-18 09:05:07 +11:00
|
|
|
BLI_kdtree_insert(tree, index[i], co);
|
2013-09-01 22:01:21 +00:00
|
|
|
tot++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
MVert *mvert = me->mvert;
|
|
|
|
|
|
|
|
tot = me->totvert;
|
|
|
|
tree = BLI_kdtree_new(tot);
|
|
|
|
|
|
|
|
for (i = 0; i < tot; i++) {
|
2013-09-12 19:51:31 +00:00
|
|
|
float co[3];
|
2013-09-01 22:01:21 +00:00
|
|
|
mul_v3_m4v3(co, ob->obmat, mvert[i].co);
|
2014-03-18 09:05:07 +11:00
|
|
|
BLI_kdtree_insert(tree, i, co);
|
2013-09-01 22:01:21 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_kdtree_balance(tree);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case OB_CURVE:
|
|
|
|
case OB_SURF:
|
|
|
|
{
|
|
|
|
/* TODO: take deformation into account */
|
|
|
|
Curve *cu = ob->data;
|
|
|
|
unsigned int i, a;
|
|
|
|
|
|
|
|
Nurb *nu;
|
|
|
|
|
|
|
|
tot = BKE_nurbList_verts_count_without_handles(&cu->nurb);
|
|
|
|
tree = BLI_kdtree_new(tot);
|
|
|
|
i = 0;
|
|
|
|
|
|
|
|
nu = cu->nurb.first;
|
|
|
|
while (nu) {
|
|
|
|
if (nu->bezt) {
|
|
|
|
BezTriple *bezt;
|
|
|
|
|
|
|
|
bezt = nu->bezt;
|
|
|
|
a = nu->pntsu;
|
|
|
|
while (a--) {
|
2013-09-12 19:51:31 +00:00
|
|
|
float co[3];
|
2013-09-01 22:01:21 +00:00
|
|
|
mul_v3_m4v3(co, ob->obmat, bezt->vec[1]);
|
2014-03-18 09:05:07 +11:00
|
|
|
BLI_kdtree_insert(tree, i++, co);
|
2013-09-01 22:01:21 +00:00
|
|
|
bezt++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
BPoint *bp;
|
|
|
|
|
|
|
|
bp = nu->bp;
|
|
|
|
a = nu->pntsu * nu->pntsv;
|
|
|
|
while (a--) {
|
2013-09-12 19:51:31 +00:00
|
|
|
float co[3];
|
2013-09-01 22:01:21 +00:00
|
|
|
mul_v3_m4v3(co, ob->obmat, bp->vec);
|
2014-03-18 09:05:07 +11:00
|
|
|
BLI_kdtree_insert(tree, i++, co);
|
2013-09-01 22:01:21 +00:00
|
|
|
bp++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
nu = nu->next;
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_kdtree_balance(tree);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case OB_LATTICE:
|
|
|
|
{
|
|
|
|
/* TODO: take deformation into account */
|
|
|
|
Lattice *lt = ob->data;
|
|
|
|
BPoint *bp;
|
|
|
|
unsigned int i;
|
|
|
|
|
|
|
|
tot = lt->pntsu * lt->pntsv * lt->pntsw;
|
|
|
|
tree = BLI_kdtree_new(tot);
|
|
|
|
i = 0;
|
|
|
|
|
|
|
|
for (bp = lt->def; i < tot; bp++) {
|
|
|
|
float co[3];
|
|
|
|
mul_v3_m4v3(co, ob->obmat, bp->vec);
|
2014-03-18 09:05:07 +11:00
|
|
|
BLI_kdtree_insert(tree, i++, co);
|
2013-09-01 22:01:21 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
BLI_kdtree_balance(tree);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
*r_tot = tot;
|
|
|
|
return tree;
|
|
|
|
}
|
2015-05-12 13:38:55 +05:00
|
|
|
|
|
|
|
bool BKE_object_modifier_use_time(Object *ob, ModifierData *md)
|
|
|
|
{
|
|
|
|
if (modifier_dependsOnTime(md)) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Check whether modifier is animated. */
|
|
|
|
/* TODO: this should be handled as part of build_animdata() -- Aligorith */
|
|
|
|
if (ob->adt) {
|
|
|
|
AnimData *adt = ob->adt;
|
|
|
|
FCurve *fcu;
|
|
|
|
|
2015-08-25 23:27:04 +12:00
|
|
|
char pattern[MAX_NAME + 16];
|
2015-08-23 22:12:25 +12:00
|
|
|
BLI_snprintf(pattern, sizeof(pattern), "modifiers[\"%s\"]", md->name);
|
2015-05-12 13:38:55 +05:00
|
|
|
|
|
|
|
/* action - check for F-Curves with paths containing 'modifiers[' */
|
|
|
|
if (adt->action) {
|
|
|
|
for (fcu = (FCurve *)adt->action->curves.first;
|
|
|
|
fcu != NULL;
|
|
|
|
fcu = (FCurve *)fcu->next)
|
|
|
|
{
|
|
|
|
if (fcu->rna_path && strstr(fcu->rna_path, pattern))
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* This here allows modifier properties to get driven and still update properly
|
|
|
|
*
|
|
|
|
* Workaround to get [#26764] (e.g. subsurf levels not updating when animated/driven)
|
|
|
|
* working, without the updating problems ([#28525] [#28690] [#28774] [#28777]) caused
|
|
|
|
* by the RNA updates cache introduced in r.38649
|
|
|
|
*/
|
|
|
|
for (fcu = (FCurve *)adt->drivers.first;
|
|
|
|
fcu != NULL;
|
|
|
|
fcu = (FCurve *)fcu->next)
|
|
|
|
{
|
|
|
|
if (fcu->rna_path && strstr(fcu->rna_path, pattern))
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* XXX: also, should check NLA strips, though for now assume that nobody uses
|
|
|
|
* that and we can omit that for performance reasons... */
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
2016-01-09 04:37:53 +01:00
|
|
|
|
|
|
|
/* set "ignore cache" flag for all caches on this object */
|
|
|
|
static void object_cacheIgnoreClear(Object *ob, int state)
|
|
|
|
{
|
|
|
|
ListBase pidlist;
|
|
|
|
PTCacheID *pid;
|
|
|
|
BKE_ptcache_ids_from_object(&pidlist, ob, NULL, 0);
|
|
|
|
|
|
|
|
for (pid = pidlist.first; pid; pid = pid->next) {
|
|
|
|
if (pid->cache) {
|
|
|
|
if (state)
|
|
|
|
pid->cache->flag |= PTCACHE_IGNORE_CLEAR;
|
|
|
|
else
|
|
|
|
pid->cache->flag &= ~PTCACHE_IGNORE_CLEAR;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_freelistN(&pidlist);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Note: this function should eventually be replaced by depsgraph functionality.
|
|
|
|
* Avoid calling this in new code unless there is a very good reason for it!
|
|
|
|
*/
|
|
|
|
bool BKE_object_modifier_update_subframe(Scene *scene, Object *ob, bool update_mesh,
|
|
|
|
int parent_recursion, float frame,
|
2016-01-09 09:42:14 +01:00
|
|
|
int type)
|
2016-01-09 04:37:53 +01:00
|
|
|
{
|
2016-01-09 09:42:14 +01:00
|
|
|
ModifierData *md = modifiers_findByType(ob, (ModifierType)type);
|
2016-01-09 04:37:53 +01:00
|
|
|
bConstraint *con;
|
|
|
|
|
|
|
|
if (type == eModifierType_DynamicPaint) {
|
|
|
|
DynamicPaintModifierData *pmd = (DynamicPaintModifierData *)md;
|
|
|
|
|
|
|
|
/* if other is dynamic paint canvas, don't update */
|
|
|
|
if (pmd && pmd->canvas)
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
else if (type == eModifierType_Smoke) {
|
|
|
|
SmokeModifierData *smd = (SmokeModifierData *)md;
|
|
|
|
|
|
|
|
if (smd && (smd->type & MOD_SMOKE_TYPE_DOMAIN) != 0)
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* if object has parents, update them too */
|
|
|
|
if (parent_recursion) {
|
|
|
|
int recursion = parent_recursion - 1;
|
|
|
|
bool no_update = false;
|
|
|
|
if (ob->parent) no_update |= BKE_object_modifier_update_subframe(scene, ob->parent, 0, recursion, frame, type);
|
|
|
|
if (ob->track) no_update |= BKE_object_modifier_update_subframe(scene, ob->track, 0, recursion, frame, type);
|
|
|
|
|
|
|
|
/* skip subframe if object is parented
|
|
|
|
* to vertex of a dynamic paint canvas */
|
|
|
|
if (no_update && (ob->partype == PARVERT1 || ob->partype == PARVERT3))
|
|
|
|
return false;
|
|
|
|
|
|
|
|
/* also update constraint targets */
|
|
|
|
for (con = ob->constraints.first; con; con = con->next) {
|
|
|
|
const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con);
|
|
|
|
ListBase targets = {NULL, NULL};
|
|
|
|
|
|
|
|
if (cti && cti->get_constraint_targets) {
|
|
|
|
bConstraintTarget *ct;
|
|
|
|
cti->get_constraint_targets(con, &targets);
|
|
|
|
for (ct = targets.first; ct; ct = ct->next) {
|
|
|
|
if (ct->tar)
|
|
|
|
BKE_object_modifier_update_subframe(scene, ct->tar, 0, recursion, frame, type);
|
|
|
|
}
|
|
|
|
/* free temp targets */
|
|
|
|
if (cti->flush_constraint_targets)
|
|
|
|
cti->flush_constraint_targets(con, &targets, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* was originally OB_RECALC_ALL - TODO - which flags are really needed??? */
|
|
|
|
ob->recalc |= OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME;
|
|
|
|
BKE_animsys_evaluate_animdata(scene, &ob->id, ob->adt, frame, ADT_RECALC_ANIM);
|
|
|
|
if (update_mesh) {
|
|
|
|
/* ignore cache clear during subframe updates
|
|
|
|
* to not mess up cache validity */
|
|
|
|
object_cacheIgnoreClear(ob, 1);
|
|
|
|
BKE_object_handle_update(G.main->eval_ctx, scene, ob);
|
|
|
|
object_cacheIgnoreClear(ob, 0);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
BKE_object_where_is_calc_time(scene, ob, frame);
|
|
|
|
|
|
|
|
/* for curve following objects, parented curve has to be updated too */
|
|
|
|
if (ob->type == OB_CURVE) {
|
|
|
|
Curve *cu = ob->data;
|
|
|
|
BKE_animsys_evaluate_animdata(scene, &cu->id, cu->adt, frame, ADT_RECALC_ANIM);
|
|
|
|
}
|
|
|
|
/* and armatures... */
|
|
|
|
if (ob->type == OB_ARMATURE) {
|
|
|
|
bArmature *arm = ob->data;
|
|
|
|
BKE_animsys_evaluate_animdata(scene, &arm->id, arm->adt, frame, ADT_RECALC_ANIM);
|
|
|
|
BKE_pose_where_is(scene, ob);
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|