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Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
/** \file \ingroup bke
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
*/
#include <limits.h>
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
#include <stdlib.h>
#include <stddef.h>
#include "MEM_guardedalloc.h"
#include "BLI_listbase.h"
#include "BLI_string_utf8.h"
#include "BLI_math.h"
#include "BLI_rand.h"
#include "DNA_anim_types.h"
#include "DNA_collection_types.h"
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
#include "DNA_scene_types.h"
#include "DNA_vfont_types.h"
#include "BKE_animsys.h"
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
#include "BKE_collection.h"
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
#include "BKE_font.h"
#include "BKE_global.h"
#include "BKE_idprop.h"
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
#include "BKE_lattice.h"
#include "BKE_main.h"
#include "BKE_mesh.h"
#include "BKE_mesh_iterators.h"
#include "BKE_mesh_runtime.h"
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
#include "BKE_object.h"
#include "BKE_particle.h"
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
#include "BKE_scene.h"
#include "BKE_editmesh.h"
#include "BKE_anim.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
#include "BLI_strict_flags.h"
#include "BLI_hash.h"
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
/* Dupli-Geometry */
typedef struct DupliContext {
Depsgraph *depsgraph;
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
Collection *collection; /* XXX child objects are selected from this group if set, could be nicer */
Object *obedit; /* Only to check if the object is in edit-mode. */
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
Scene *scene;
ViewLayer *view_layer;
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
Object *object;
float space_mat[4][4];
int persistent_id[MAX_DUPLI_RECUR];
int level;
const struct DupliGenerator *gen;
/* result containers */
ListBase *duplilist; /* legacy doubly-linked list */
} DupliContext;
typedef struct DupliGenerator {
short type; /* dupli type */
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
void (*make_duplis)(const DupliContext *ctx);
} DupliGenerator;
static const DupliGenerator *get_dupli_generator(const DupliContext *ctx);
/* create initial context for root object */
static void init_context(
Merge branch 'master' into blender2.8 Conflicts: intern/cycles/blender/blender_object.cpp source/blender/alembic/intern/abc_exporter.cc source/blender/alembic/intern/abc_mball.cc source/blender/alembic/intern/abc_mball.h source/blender/blenkernel/BKE_anim.h source/blender/blenkernel/BKE_displist.h source/blender/blenkernel/BKE_dynamicpaint.h source/blender/blenkernel/BKE_group.h source/blender/blenkernel/BKE_mball.h source/blender/blenkernel/BKE_mball_tessellate.h source/blender/blenkernel/BKE_object.h source/blender/blenkernel/BKE_scene.h source/blender/blenkernel/intern/anim.c source/blender/blenkernel/intern/depsgraph.c source/blender/blenkernel/intern/displist.c source/blender/blenkernel/intern/dynamicpaint.c source/blender/blenkernel/intern/group.c source/blender/blenkernel/intern/mball.c source/blender/blenkernel/intern/mball_tessellate.c source/blender/blenkernel/intern/mesh_convert.c source/blender/blenkernel/intern/object.c source/blender/blenkernel/intern/object_dupli.c source/blender/blenkernel/intern/object_update.c source/blender/blenkernel/intern/pointcache.c source/blender/blenkernel/intern/scene.c source/blender/blenkernel/intern/smoke.c source/blender/depsgraph/intern/builder/deg_builder_nodes.cc source/blender/depsgraph/intern/builder/deg_builder_relations.cc source/blender/editors/include/ED_object.h source/blender/editors/object/object_add.c source/blender/editors/object/object_edit.c source/blender/editors/object/object_modifier.c source/blender/editors/physics/dynamicpaint_ops.c source/blender/editors/sculpt_paint/paint_vertex.c source/blender/editors/sculpt_paint/sculpt_uv.c source/blender/editors/space_view3d/drawobject.c source/blender/editors/space_view3d/view3d_draw.c source/blender/editors/transform/transform_conversions.c source/blender/editors/transform/transform_snap_object.c source/blender/editors/util/ed_util.c source/blender/gpu/intern/gpu_material.c source/blender/makesrna/intern/rna_meta.c source/blender/makesrna/intern/rna_object_api.c source/blender/modifiers/intern/MOD_dynamicpaint.c source/blenderplayer/bad_level_call_stubs/stubs.c
2018-06-11 14:39:38 +02:00
DupliContext *r_ctx, Depsgraph *depsgraph,
Scene *scene, Object *ob, float space_mat[4][4])
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
{
r_ctx->depsgraph = depsgraph;
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
r_ctx->scene = scene;
r_ctx->view_layer = DEG_get_evaluated_view_layer(depsgraph);
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
r_ctx->collection = NULL;
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
r_ctx->object = ob;
r_ctx->obedit = OBEDIT_FROM_OBACT(ob);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
if (space_mat)
copy_m4_m4(r_ctx->space_mat, space_mat);
else
unit_m4(r_ctx->space_mat);
r_ctx->level = 0;
r_ctx->gen = get_dupli_generator(r_ctx);
r_ctx->duplilist = NULL;
}
/* create sub-context for recursive duplis */
static void copy_dupli_context(DupliContext *r_ctx, const DupliContext *ctx, Object *ob, float mat[4][4], int index)
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
{
*r_ctx = *ctx;
2018-06-17 17:05:51 +02:00
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
/* XXX annoying, previously was done by passing an ID* argument, this at least is more explicit */
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
if (ctx->gen->type == OB_DUPLICOLLECTION)
r_ctx->collection = ctx->object->dup_group;
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
r_ctx->object = ob;
if (mat)
mul_m4_m4m4(r_ctx->space_mat, (float (*)[4])ctx->space_mat, mat);
r_ctx->persistent_id[r_ctx->level] = index;
++r_ctx->level;
r_ctx->gen = get_dupli_generator(r_ctx);
}
/* generate a dupli instance
* mat is transform of the object relative to current context (including object obmat)
*/
static DupliObject *make_dupli(const DupliContext *ctx,
Object *ob, float mat[4][4], int index)
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
{
DupliObject *dob;
int i;
/* add a DupliObject instance to the result container */
if (ctx->duplilist) {
dob = MEM_callocN(sizeof(DupliObject), "dupli object");
BLI_addtail(ctx->duplilist, dob);
}
else {
return NULL;
}
dob->ob = ob;
mul_m4_m4m4(dob->mat, (float (*)[4])ctx->space_mat, mat);
dob->type = ctx->gen->type;
/* set persistent id, which is an array with a persistent index for each level
* (particle number, vertex number, ..). by comparing this we can find the same
* dupli object between frames, which is needed for motion blur. last level
* goes first in the array. */
dob->persistent_id[0] = index;
for (i = 1; i < ctx->level + 1; i++)
dob->persistent_id[i] = ctx->persistent_id[ctx->level - i];
/* fill rest of values with INT_MAX which index will never have as value */
for (; i < MAX_DUPLI_RECUR; i++)
dob->persistent_id[i] = INT_MAX;
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
/* metaballs never draw in duplis, they are instead merged into one by the basis
* mball outside of the group. this does mean that if that mball is not in the
* scene, they will not show up at all, limitation that should be solved once. */
if (ob->type == OB_MBALL)
dob->no_draw = true;
/* random number */
/* the logic here is designed to match Cycles */
dob->random_id = BLI_hash_string(dob->ob->id.name + 2);
if (dob->persistent_id[0] != INT_MAX) {
2017-04-24 21:58:28 +10:00
for (i = 0; i < MAX_DUPLI_RECUR * 2; i++) {
dob->random_id = BLI_hash_int_2d(dob->random_id, (unsigned int)dob->persistent_id[i]);
2017-04-24 21:58:28 +10:00
}
}
else {
dob->random_id = BLI_hash_int_2d(dob->random_id, 0);
}
if (ctx->object != ob) {
dob->random_id ^= BLI_hash_int(BLI_hash_string(ctx->object->id.name + 2));
}
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
return dob;
}
/* recursive dupli objects
* space_mat is the local dupli space (excluding dupli object obmat!)
*/
static void make_recursive_duplis(const DupliContext *ctx, Object *ob, float space_mat[4][4], int index)
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
{
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
/* simple preventing of too deep nested collections with MAX_DUPLI_RECUR */
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
if (ctx->level < MAX_DUPLI_RECUR) {
DupliContext rctx;
copy_dupli_context(&rctx, ctx, ob, space_mat, index);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
if (rctx.gen) {
rctx.gen->make_duplis(&rctx);
}
}
}
/* ---- Child Duplis ---- */
typedef void (*MakeChildDuplisFunc)(const DupliContext *ctx, void *userdata, Object *child);
static bool is_child(const Object *ob, const Object *parent)
{
const Object *ob_parent = ob->parent;
while (ob_parent) {
if (ob_parent == parent)
return true;
ob_parent = ob_parent->parent;
}
return false;
}
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
/* create duplis from every child in scene or collection */
static void make_child_duplis(const DupliContext *ctx, void *userdata, MakeChildDuplisFunc make_child_duplis_cb)
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
{
Object *parent = ctx->object;
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
if (ctx->collection) {
eEvaluationMode mode = DEG_get_mode(ctx->depsgraph);
FOREACH_COLLECTION_VISIBLE_OBJECT_RECURSIVE_BEGIN(ctx->collection, ob, mode)
{
if ((ob != ctx->obedit) && is_child(ob, parent)) {
DupliContext pctx;
copy_dupli_context(&pctx, ctx, ctx->object, NULL, _base_id);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
/* mballs have a different dupli handling */
if (ob->type != OB_MBALL) {
ob->flag |= OB_DONE; /* doesn't render */
}
make_child_duplis_cb(&pctx, userdata, ob);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
}
}
FOREACH_COLLECTION_VISIBLE_OBJECT_RECURSIVE_END;
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
}
else {
int baseid = 0;
ViewLayer *view_layer = ctx->view_layer;
for (Base *base = view_layer->object_bases.first; base; base = base->next, baseid++) {
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
Object *ob = base->object;
if ((ob != ctx->obedit) && is_child(ob, parent)) {
DupliContext pctx;
copy_dupli_context(&pctx, ctx, ctx->object, NULL, baseid);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
/* mballs have a different dupli handling */
if (ob->type != OB_MBALL)
2018-09-24 17:41:46 +02:00
ob->flag |= OB_DONE; /* doesn't render */
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
make_child_duplis_cb(&pctx, userdata, ob);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
}
}
}
}
/*---- Implementations ----*/
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
/* OB_DUPLICOLLECTION */
static void make_duplis_collection(const DupliContext *ctx)
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
{
Object *ob = ctx->object;
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
Collection *collection;
float collection_mat[4][4];
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
if (ob->dup_group == NULL) return;
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
collection = ob->dup_group;
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
/* combine collection offset and obmat */
unit_m4(collection_mat);
sub_v3_v3(collection_mat[3], collection->dupli_ofs);
mul_m4_m4m4(collection_mat, ob->obmat, collection_mat);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
/* don't access 'ob->obmat' from now on. */
eEvaluationMode mode = DEG_get_mode(ctx->depsgraph);
FOREACH_COLLECTION_VISIBLE_OBJECT_RECURSIVE_BEGIN(collection, cob, mode)
{
if (cob != ob) {
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
float mat[4][4];
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
/* collection dupli offset, should apply after everything else */
mul_m4_m4m4(mat, collection_mat, cob->obmat);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
make_dupli(ctx, cob, mat, _base_id);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
/* recursion */
make_recursive_duplis(ctx, cob, collection_mat, _base_id);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
}
}
FOREACH_COLLECTION_VISIBLE_OBJECT_RECURSIVE_END;
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
}
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
static const DupliGenerator gen_dupli_collection = {
OB_DUPLICOLLECTION, /* type */
make_duplis_collection /* make_duplis */
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
};
/* OB_DUPLIVERTS */
typedef struct VertexDupliData {
Mesh *me_eval;
BMEditMesh *edit_mesh;
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
int totvert;
float (*orco)[3];
bool use_rotation;
const DupliContext *ctx;
Object *inst_ob; /* object to instantiate (argument for vertex map callback) */
float child_imat[4][4];
} VertexDupliData;
static void get_duplivert_transform(const float co[3], const float nor_f[3], const short nor_s[3],
bool use_rotation, short axis, short upflag, float mat[4][4])
{
float quat[4];
const float size[3] = {1.0f, 1.0f, 1.0f};
if (use_rotation) {
float nor[3];
/* construct rotation matrix from normals */
if (nor_f) {
nor[0] = -nor_f[0];
nor[1] = -nor_f[1];
nor[2] = -nor_f[2];
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
}
else if (nor_s) {
nor[0] = (float)-nor_s[0];
nor[1] = (float)-nor_s[1];
nor[2] = (float)-nor_s[2];
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
}
vec_to_quat(quat, nor, axis, upflag);
}
else
unit_qt(quat);
loc_quat_size_to_mat4(mat, co, quat, size);
}
static void vertex_dupli__mapFunc(void *userData, int index, const float co[3],
const float nor_f[3], const short nor_s[3])
{
const VertexDupliData *vdd = userData;
Object *inst_ob = vdd->inst_ob;
DupliObject *dob;
float obmat[4][4], space_mat[4][4];
/* obmat is transform to vertex */
get_duplivert_transform(co, nor_f, nor_s, vdd->use_rotation, inst_ob->trackflag, inst_ob->upflag, obmat);
/* make offset relative to inst_ob using relative child transform */
mul_mat3_m4_v3((float (*)[4])vdd->child_imat, obmat[3]);
/* apply obmat _after_ the local vertex transform */
mul_m4_m4m4(obmat, inst_ob->obmat, obmat);
/* space matrix is constructed by removing obmat transform,
* this yields the worldspace transform for recursive duplis
*/
mul_m4_m4m4(space_mat, obmat, inst_ob->imat);
dob = make_dupli(vdd->ctx, vdd->inst_ob, obmat, index);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
if (vdd->orco)
copy_v3_v3(dob->orco, vdd->orco[index]);
/* recursion */
make_recursive_duplis(vdd->ctx, vdd->inst_ob, space_mat, index);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
}
static void make_child_duplis_verts(const DupliContext *ctx, void *userdata, Object *child)
{
VertexDupliData *vdd = userdata;
Mesh *me_eval = vdd->me_eval;
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
vdd->inst_ob = child;
invert_m4_m4(child->imat, child->obmat);
/* relative transform from parent to child space */
mul_m4_m4m4(vdd->child_imat, child->imat, ctx->object->obmat);
BKE_mesh_foreach_mapped_vert(me_eval, vertex_dupli__mapFunc, vdd,
vdd->use_rotation ? MESH_FOREACH_USE_NORMAL : 0);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
}
static void make_duplis_verts(const DupliContext *ctx)
{
Object *parent = ctx->object;
bool use_texcoords = (DEG_get_mode(ctx->depsgraph) == DAG_EVAL_RENDER);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
VertexDupliData vdd;
vdd.ctx = ctx;
vdd.use_rotation = parent->transflag & OB_DUPLIROT;
/* gather mesh info */
{
vdd.edit_mesh = BKE_editmesh_from_object(parent);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
/* We do not need any render-specific handling anymore, depsgraph takes care of that. */
/* NOTE: Do direct access to the evaluated mesh: this function is used
* during meta balls evaluation. But even without those all the objects
* which are needed for correct instancing are already evaluated. */
if (vdd.edit_mesh != NULL) {
vdd.me_eval = vdd.edit_mesh->mesh_eval_cage;
}
else {
vdd.me_eval = parent->runtime.mesh_eval;
}
if (vdd.me_eval == NULL) {
return;
}
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
if (use_texcoords) {
vdd.orco = CustomData_get_layer(&vdd.me_eval->vdata, CD_ORCO);
}
else {
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
vdd.orco = NULL;
}
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
vdd.totvert = vdd.me_eval->totvert;
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
}
make_child_duplis(ctx, &vdd, make_child_duplis_verts);
vdd.me_eval = NULL;
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
}
static const DupliGenerator gen_dupli_verts = {
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
OB_DUPLIVERTS, /* type */
make_duplis_verts /* make_duplis */
};
/* OB_DUPLIVERTS - FONT */
static Object *find_family_object(Main *bmain, const char *family, size_t family_len, unsigned int ch, GHash *family_gh)
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
{
Object **ob_pt;
Object *ob;
void *ch_key = POINTER_FROM_UINT(ch);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
if ((ob_pt = (Object **)BLI_ghash_lookup_p(family_gh, ch_key))) {
ob = *ob_pt;
}
else {
char ch_utf8[7];
size_t ch_utf8_len;
ch_utf8_len = BLI_str_utf8_from_unicode(ch, ch_utf8);
ch_utf8[ch_utf8_len] = '\0';
ch_utf8_len += 1; /* compare with null terminator */
for (ob = bmain->object.first; ob; ob = ob->id.next) {
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
if (STREQLEN(ob->id.name + 2 + family_len, ch_utf8, ch_utf8_len)) {
if (STREQLEN(ob->id.name + 2, family, family_len)) {
break;
}
}
}
/* inserted value can be NULL, just to save searches in future */
BLI_ghash_insert(family_gh, ch_key, ob);
}
return ob;
}
static void make_duplis_font(const DupliContext *ctx)
{
Object *par = ctx->object;
GHash *family_gh;
Object *ob;
Curve *cu;
struct CharTrans *ct, *chartransdata = NULL;
float vec[3], obmat[4][4], pmat[4][4], fsize, xof, yof;
int text_len, a;
size_t family_len;
const wchar_t *text = NULL;
bool text_free = false;
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
/* font dupliverts not supported inside collections */
if (ctx->collection)
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
return;
copy_m4_m4(pmat, par->obmat);
/* in par the family name is stored, use this to find the other objects */
BKE_vfont_to_curve_ex(par, par->data, FO_DUPLI, NULL,
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
&text, &text_len, &text_free, &chartransdata);
if (text == NULL || chartransdata == NULL) {
return;
}
cu = par->data;
fsize = cu->fsize;
xof = cu->xof;
yof = cu->yof;
ct = chartransdata;
/* cache result */
family_len = strlen(cu->family);
family_gh = BLI_ghash_int_new_ex(__func__, 256);
/* advance matching BLI_strncpy_wchar_from_utf8 */
for (a = 0; a < text_len; a++, ct++) {
/* XXX That G.main is *really* ugly, but not sure what to do here...
* Definitively don't think it would be safe to put back Main *bmain pointer in DupliContext as done in 2.7x? */
ob = find_family_object(G.main, cu->family, family_len, (unsigned int)text[a], family_gh);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
if (ob) {
vec[0] = fsize * (ct->xof - xof);
vec[1] = fsize * (ct->yof - yof);
vec[2] = 0.0;
mul_m4_v3(pmat, vec);
copy_m4_m4(obmat, par->obmat);
if (UNLIKELY(ct->rot != 0.0f)) {
float rmat[4][4];
zero_v3(obmat[3]);
axis_angle_to_mat4_single(rmat, 'Z', -ct->rot);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
mul_m4_m4m4(obmat, obmat, rmat);
}
copy_v3_v3(obmat[3], vec);
make_dupli(ctx, ob, obmat, a);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
}
}
if (text_free) {
MEM_freeN((void *)text);
}
BLI_ghash_free(family_gh, NULL, NULL);
MEM_freeN(chartransdata);
}
static const DupliGenerator gen_dupli_verts_font = {
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
OB_DUPLIVERTS, /* type */
make_duplis_font /* make_duplis */
};
/* OB_DUPLIFACES */
typedef struct FaceDupliData {
Mesh *me_eval;
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
int totface;
MPoly *mpoly;
MLoop *mloop;
MVert *mvert;
float (*orco)[3];
MLoopUV *mloopuv;
bool use_scale;
} FaceDupliData;
static void get_dupliface_transform(MPoly *mpoly, MLoop *mloop, MVert *mvert,
bool use_scale, float scale_fac, float mat[4][4])
{
float loc[3], quat[4], scale, size[3];
float f_no[3];
/* location */
BKE_mesh_calc_poly_center(mpoly, mloop, mvert, loc);
/* rotation */
{
const float *v1, *v2, *v3;
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
BKE_mesh_calc_poly_normal(mpoly, mloop, mvert, f_no);
v1 = mvert[mloop[0].v].co;
v2 = mvert[mloop[1].v].co;
v3 = mvert[mloop[2].v].co;
tri_to_quat_ex(quat, v1, v2, v3, f_no);
}
/* scale */
if (use_scale) {
float area = BKE_mesh_calc_poly_area(mpoly, mloop, mvert);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
scale = sqrtf(area) * scale_fac;
}
else
scale = 1.0f;
size[0] = size[1] = size[2] = scale;
loc_quat_size_to_mat4(mat, loc, quat, size);
}
static void make_child_duplis_faces(const DupliContext *ctx, void *userdata, Object *inst_ob)
{
FaceDupliData *fdd = userdata;
MPoly *mpoly = fdd->mpoly, *mp;
MLoop *mloop = fdd->mloop;
MVert *mvert = fdd->mvert;
float (*orco)[3] = fdd->orco;
MLoopUV *mloopuv = fdd->mloopuv;
int a, totface = fdd->totface;
bool use_texcoords = (DEG_get_mode(ctx->depsgraph) == DAG_EVAL_RENDER);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
float child_imat[4][4];
DupliObject *dob;
invert_m4_m4(inst_ob->imat, inst_ob->obmat);
/* relative transform from parent to child space */
mul_m4_m4m4(child_imat, inst_ob->imat, ctx->object->obmat);
for (a = 0, mp = mpoly; a < totface; a++, mp++) {
MLoop *loopstart = mloop + mp->loopstart;
float space_mat[4][4], obmat[4][4];
if (UNLIKELY(mp->totloop < 3))
continue;
/* obmat is transform to face */
get_dupliface_transform(mp, loopstart, mvert, fdd->use_scale, ctx->object->dupfacesca, obmat);
/* make offset relative to inst_ob using relative child transform */
mul_mat3_m4_v3(child_imat, obmat[3]);
/* XXX ugly hack to ensure same behavior as in master
* this should not be needed, parentinv is not consistent
* outside of parenting.
*/
{
float imat[3][3];
copy_m3_m4(imat, inst_ob->parentinv);
mul_m4_m3m4(obmat, imat, obmat);
}
/* apply obmat _after_ the local face transform */
mul_m4_m4m4(obmat, inst_ob->obmat, obmat);
/* space matrix is constructed by removing obmat transform,
* this yields the worldspace transform for recursive duplis
*/
mul_m4_m4m4(space_mat, obmat, inst_ob->imat);
dob = make_dupli(ctx, inst_ob, obmat, a);
if (use_texcoords) {
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
float w = 1.0f / (float)mp->totloop;
if (orco) {
int j;
for (j = 0; j < mp->totloop; j++) {
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
madd_v3_v3fl(dob->orco, orco[loopstart[j].v], w);
}
}
if (mloopuv) {
int j;
for (j = 0; j < mp->totloop; j++) {
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
madd_v2_v2fl(dob->uv, mloopuv[mp->loopstart + j].uv, w);
}
}
}
/* recursion */
make_recursive_duplis(ctx, inst_ob, space_mat, a);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
}
}
static void make_duplis_faces(const DupliContext *ctx)
{
Object *parent = ctx->object;
bool use_texcoords = (DEG_get_mode(ctx->depsgraph) == DAG_EVAL_RENDER);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
FaceDupliData fdd;
fdd.use_scale = ((parent->transflag & OB_DUPLIFACES_SCALE) != 0);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
/* gather mesh info */
{
BMEditMesh *em = BKE_editmesh_from_object(parent);
/* We do not need any render-smecific handling anymore, depsgraph takes care of that. */
/* NOTE: Do direct access to the evaluated mesh: this function is used
* during meta balls evaluation. But even without those all the objects
* which are needed for correct instancing are already evaluated. */
if (em != NULL) {
fdd.me_eval = em->mesh_eval_cage;
}
else {
fdd.me_eval = parent->runtime.mesh_eval;
}
if (fdd.me_eval == NULL) {
return;
}
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
if (use_texcoords) {
fdd.orco = CustomData_get_layer(&fdd.me_eval->vdata, CD_ORCO);
const int uv_idx = CustomData_get_render_layer(&fdd.me_eval->ldata, CD_MLOOPUV);
fdd.mloopuv = CustomData_get_layer_n(&fdd.me_eval->ldata, CD_MLOOPUV, uv_idx);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
}
else {
fdd.orco = NULL;
fdd.mloopuv = NULL;
}
fdd.totface = fdd.me_eval->totpoly;
fdd.mpoly = fdd.me_eval->mpoly;
fdd.mloop = fdd.me_eval->mloop;
fdd.mvert = fdd.me_eval->mvert;
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
}
make_child_duplis(ctx, &fdd, make_child_duplis_faces);
fdd.me_eval = NULL;
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
}
static const DupliGenerator gen_dupli_faces = {
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
OB_DUPLIFACES, /* type */
make_duplis_faces /* make_duplis */
};
/* OB_DUPLIPARTS */
static void make_duplis_particle_system(const DupliContext *ctx, ParticleSystem *psys)
{
Scene *scene = ctx->scene;
Object *par = ctx->object;
eEvaluationMode mode = DEG_get_mode(ctx->depsgraph);
bool for_render = mode == DAG_EVAL_RENDER;
bool use_texcoords = for_render;
Object *ob = NULL, **oblist = NULL;
DupliObject *dob;
ParticleDupliWeight *dw;
ParticleSettings *part;
ParticleData *pa;
ChildParticle *cpa = NULL;
ParticleKey state;
ParticleCacheKey *cache;
float ctime, scale = 1.0f;
float tmat[4][4], mat[4][4], pamat[4][4], size = 0.0;
int a, b, hair = 0;
int totpart, totchild;
int no_draw_flag = PARS_UNEXIST;
if (psys == NULL) return;
part = psys->part;
if (part == NULL)
return;
if (!psys_check_enabled(par, psys, for_render))
return;
if (!for_render)
no_draw_flag |= PARS_NO_DISP;
ctime = DEG_get_ctime(ctx->depsgraph); /* NOTE: in old animsys, used parent object's timeoffset... */
totpart = psys->totpart;
totchild = psys->totchild;
if ((for_render || part->draw_as == PART_DRAW_REND) && ELEM(part->ren_as, PART_DRAW_OB, PART_DRAW_GR)) {
ParticleSimulationData sim = {NULL};
sim.depsgraph = ctx->depsgraph;
sim.scene = scene;
sim.ob = par;
sim.psys = psys;
sim.psmd = psys_get_modifier(par, psys);
/* make sure emitter imat is in global coordinates instead of render view coordinates */
invert_m4_m4(par->imat, par->obmat);
/* first check for loops (particle system object used as dupli object) */
if (part->ren_as == PART_DRAW_OB) {
if (ELEM(part->dup_ob, NULL, par))
return;
}
else { /*PART_DRAW_GR */
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
if (part->dup_group == NULL)
return;
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
const ListBase dup_collection_objects = BKE_collection_object_cache_get(part->dup_group);
if (BLI_listbase_is_empty(&dup_collection_objects))
return;
if (BLI_findptr(&dup_collection_objects, par, offsetof(Base, object))) {
return;
}
}
/* if we have a hair particle system, use the path cache */
if (part->type == PART_HAIR) {
if (psys->flag & PSYS_HAIR_DONE)
hair = (totchild == 0 || psys->childcache) && psys->pathcache;
if (!hair)
return;
/* we use cache, update totchild according to cached data */
totchild = psys->totchildcache;
totpart = psys->totcached;
}
RNG *rng = BLI_rng_new_srandom(31415926u + (unsigned int)psys->seed);
psys->lattice_deform_data = psys_create_lattice_deform_data(&sim);
/* gather list of objects or single object */
int totcollection = 0;
if (part->ren_as == PART_DRAW_GR) {
if (part->draw & PART_DRAW_COUNT_GR) {
psys_find_group_weights(part);
for (dw = part->dupliweights.first; dw; dw = dw->next) {
FOREACH_COLLECTION_VISIBLE_OBJECT_RECURSIVE_BEGIN(part->dup_group, object, mode)
{
if (dw->ob == object) {
totcollection += dw->count;
break;
}
}
FOREACH_COLLECTION_VISIBLE_OBJECT_RECURSIVE_END;
}
}
else {
FOREACH_COLLECTION_VISIBLE_OBJECT_RECURSIVE_BEGIN(part->dup_group, object, mode)
{
(void) object;
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
totcollection++;
}
FOREACH_COLLECTION_VISIBLE_OBJECT_RECURSIVE_END;
}
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
oblist = MEM_callocN((size_t)totcollection * sizeof(Object *), "dupcollection object list");
if (part->draw & PART_DRAW_COUNT_GR) {
a = 0;
for (dw = part->dupliweights.first; dw; dw = dw->next) {
FOREACH_COLLECTION_VISIBLE_OBJECT_RECURSIVE_BEGIN(part->dup_group, object, mode)
{
if (dw->ob == object) {
for (b = 0; b < dw->count; b++, a++) {
oblist[a] = dw->ob;
}
break;
}
}
FOREACH_COLLECTION_VISIBLE_OBJECT_RECURSIVE_END;
}
}
else {
a = 0;
FOREACH_COLLECTION_VISIBLE_OBJECT_RECURSIVE_BEGIN(part->dup_group, object, mode)
{
oblist[a] = object;
a++;
}
FOREACH_COLLECTION_VISIBLE_OBJECT_RECURSIVE_END;
}
}
else {
ob = part->dup_ob;
}
if (totchild == 0 || part->draw & PART_DRAW_PARENT)
a = 0;
else
a = totpart;
for (pa = psys->particles; a < totpart + totchild; a++, pa++) {
if (a < totpart) {
/* handle parent particle */
if (pa->flag & no_draw_flag)
continue;
/* pa_num = pa->num; */ /* UNUSED */
size = pa->size;
}
else {
/* handle child particle */
cpa = &psys->child[a - totpart];
/* pa_num = a; */ /* UNUSED */
size = psys_get_child_size(psys, cpa, ctime, NULL);
}
/* some hair paths might be non-existent so they can't be used for duplication */
if (hair && psys->pathcache &&
((a < totpart && psys->pathcache[a]->segments < 0) ||
(a >= totpart && psys->childcache[a - totpart]->segments < 0)))
{
continue;
}
if (part->ren_as == PART_DRAW_GR) {
/* prevent divide by zero below [#28336] */
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
if (totcollection == 0)
continue;
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
/* for collections, pick the object based on settings */
if (part->draw & PART_DRAW_RAND_GR)
b = BLI_rng_get_int(rng) % totcollection;
else
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
b = a % totcollection;
ob = oblist[b];
}
if (hair) {
/* hair we handle separate and compute transform based on hair keys */
if (a < totpart) {
cache = psys->pathcache[a];
psys_get_dupli_path_transform(&sim, pa, NULL, cache, pamat, &scale);
}
else {
cache = psys->childcache[a - totpart];
psys_get_dupli_path_transform(&sim, NULL, cpa, cache, pamat, &scale);
}
copy_v3_v3(pamat[3], cache->co);
pamat[3][3] = 1.0f;
}
else {
/* first key */
state.time = ctime;
if (psys_get_particle_state(&sim, a, &state, 0) == 0) {
continue;
}
else {
float tquat[4];
normalize_qt_qt(tquat, state.rot);
quat_to_mat4(pamat, tquat);
copy_v3_v3(pamat[3], state.co);
pamat[3][3] = 1.0f;
}
}
if (part->ren_as == PART_DRAW_GR && psys->part->draw & PART_DRAW_WHOLE_GR) {
b = 0;
FOREACH_COLLECTION_VISIBLE_OBJECT_RECURSIVE_BEGIN(part->dup_group, object, mode)
{
copy_m4_m4(tmat, oblist[b]->obmat);
/* apply particle scale */
mul_mat3_m4_fl(tmat, size * scale);
mul_v3_fl(tmat[3], size * scale);
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
/* collection dupli offset, should apply after everything else */
if (!is_zero_v3(part->dup_group->dupli_ofs)) {
sub_v3_v3(tmat[3], part->dup_group->dupli_ofs);
}
/* individual particle transform */
mul_m4_m4m4(mat, pamat, tmat);
dob = make_dupli(ctx, object, mat, a);
dob->particle_system = psys;
if (use_texcoords) {
psys_get_dupli_texture(psys, part, sim.psmd, pa, cpa, dob->uv, dob->orco);
}
b++;
}
FOREACH_COLLECTION_VISIBLE_OBJECT_RECURSIVE_END;
}
else {
float obmat[4][4];
copy_m4_m4(obmat, ob->obmat);
float vec[3];
copy_v3_v3(vec, obmat[3]);
zero_v3(obmat[3]);
/* particle rotation uses x-axis as the aligned axis, so pre-rotate the object accordingly */
if ((part->draw & PART_DRAW_ROTATE_OB) == 0) {
float xvec[3], q[4], size_mat[4][4], original_size[3];
mat4_to_size(original_size, obmat);
size_to_mat4(size_mat, original_size);
xvec[0] = -1.f;
xvec[1] = xvec[2] = 0;
vec_to_quat(q, xvec, ob->trackflag, ob->upflag);
quat_to_mat4(obmat, q);
obmat[3][3] = 1.0f;
/* add scaling if requested */
if ((part->draw & PART_DRAW_NO_SCALE_OB) == 0)
mul_m4_m4m4(obmat, obmat, size_mat);
}
else if (part->draw & PART_DRAW_NO_SCALE_OB) {
/* remove scaling */
float size_mat[4][4], original_size[3];
mat4_to_size(original_size, obmat);
size_to_mat4(size_mat, original_size);
invert_m4(size_mat);
mul_m4_m4m4(obmat, obmat, size_mat);
}
mul_m4_m4m4(tmat, pamat, obmat);
mul_mat3_m4_fl(tmat, size * scale);
copy_m4_m4(mat, tmat);
if (part->draw & PART_DRAW_GLOBAL_OB)
add_v3_v3v3(mat[3], mat[3], vec);
dob = make_dupli(ctx, ob, mat, a);
dob->particle_system = psys;
if (use_texcoords)
psys_get_dupli_texture(psys, part, sim.psmd, pa, cpa, dob->uv, dob->orco);
}
}
BLI_rng_free(rng);
}
/* clean up */
if (oblist)
MEM_freeN(oblist);
if (psys->lattice_deform_data) {
end_latt_deform(psys->lattice_deform_data);
psys->lattice_deform_data = NULL;
}
}
static void make_duplis_particles(const DupliContext *ctx)
{
ParticleSystem *psys;
int psysid;
/* particle system take up one level in id, the particles another */
for (psys = ctx->object->particlesystem.first, psysid = 0; psys; psys = psys->next, psysid++) {
/* particles create one more level for persistent psys index */
DupliContext pctx;
copy_dupli_context(&pctx, ctx, ctx->object, NULL, psysid);
make_duplis_particle_system(&pctx, psys);
}
}
static const DupliGenerator gen_dupli_particles = {
OB_DUPLIPARTS, /* type */
make_duplis_particles /* make_duplis */
};
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
/* ------------- */
/* select dupli generator from given context */
static const DupliGenerator *get_dupli_generator(const DupliContext *ctx)
{
int transflag = ctx->object->transflag;
int restrictflag = ctx->object->restrictflag;
if ((transflag & OB_DUPLI) == 0)
return NULL;
/* Should the dupli's be generated for this object? - Respect restrict flags */
if (DEG_get_mode(ctx->depsgraph) == DAG_EVAL_RENDER ? (restrictflag & OB_RESTRICT_RENDER) : (restrictflag & OB_RESTRICT_VIEW))
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
return NULL;
if (transflag & OB_DUPLIPARTS) {
return &gen_dupli_particles;
}
else if (transflag & OB_DUPLIVERTS) {
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
if (ctx->object->type == OB_MESH) {
return &gen_dupli_verts;
}
else if (ctx->object->type == OB_FONT) {
return &gen_dupli_verts_font;
}
}
else if (transflag & OB_DUPLIFACES) {
if (ctx->object->type == OB_MESH)
return &gen_dupli_faces;
}
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
else if (transflag & OB_DUPLICOLLECTION) {
return &gen_dupli_collection;
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
}
return NULL;
}
/* ---- ListBase dupli container implementation ---- */
/* Returns a list of DupliObject */
ListBase *object_duplilist(Depsgraph *depsgraph, Scene *sce, Object *ob)
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
{
ListBase *duplilist = MEM_callocN(sizeof(ListBase), "duplilist");
DupliContext ctx;
init_context(&ctx, depsgraph, sce, ob, NULL);
Code cleanup and structural improvements for dupli generation. This is a first step toward improving our dupli system. It implements a more generic way of treating the various methods of dupli generation by adding a few structs: * DupliContext holds a number of arguments commonly used in the recursive dupli functions and defines a recursion state for generating sub-duplis (nested groups). It also helps to prevent bloated argument lists. * DupliGenerator is a type struct that unifies the different dupli creation methods (groups, frames, verts, text chars, faces, particles). (As with context there should be no overhead from pointer indirection because everything can still be inlined inside anim.c) Beside making the code more easily understandable this implementation should also help to avoid weird side effects from custom matrix hacks by defining clearly what a generator does. The DupliContext is deliberately made const, so a generator can not simply add hidden matrix or flag modifications that are hard to track down. The result container for the generated duplis is stored in the context instead of being passed explicitly. This means the generators are oblivious to the storage of duplis, all they need to do is call the make_dupli function. This will allow us to implement more efficient ways of storing DupliObject instances, such as MemPools or batches. These can be implemented alongside the current ListBase so we can improve dupli bottlenecks without having to replace each and every dupli use case at once. Differential Revision: https://developer.blender.org/D189
2014-01-21 12:11:34 +01:00
if (ctx.gen) {
ctx.duplilist = duplilist;
ctx.gen->make_duplis(&ctx);
}
return duplilist;
}
void free_object_duplilist(ListBase *lb)
{
BLI_freelistN(lb);
MEM_freeN(lb);
}