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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2001-2002 NaN Holding BV. All rights reserved. */
2002-10-12 11:37:38 +00:00
/** \file
* \ingroup bke
2011-02-27 20:40:57 +00:00
*/
/* Allow using deprecated functionality for .blend file I/O. */
#define DNA_DEPRECATED_ALLOW
#include <cmath>
#include <cstdio>
#include <cstring>
#include "CLG_log.h"
2002-10-12 11:37:38 +00:00
#include "MEM_guardedalloc.h"
2.5: Blender "Animato" - New Animation System Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future. Highlights of the new system: * Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action. - F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves. - The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc. * F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated. * Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place) * F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place) * NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still) There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details: http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html So, what currently works: * I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code. * Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock. * Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc. Notes: * Drivers haven't been hooked up yet * Only objects and data directly linked to objects can be animated. * Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change). * Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor) * I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review. In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
#include "DNA_anim_types.h"
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#include "DNA_armature_types.h"
#include "DNA_camera_types.h"
#include "DNA_collection_types.h"
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#include "DNA_constraint_types.h"
#include "DNA_defaults.h"
#include "DNA_dynamicpaint_types.h"
#include "DNA_effect_types.h"
#include "DNA_fluid_types.h"
#include "DNA_gpencil_modifier_types.h"
#include "DNA_gpencil_types.h"
#include "DNA_key_types.h"
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#include "DNA_lattice_types.h"
#include "DNA_light_types.h"
#include "DNA_lightprobe_types.h"
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#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_meta_types.h"
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
#include "DNA_movieclip_types.h"
#include "DNA_nla_types.h"
#include "DNA_object_fluidsim_types.h"
#include "DNA_object_types.h"
#include "DNA_pointcloud_types.h"
#include "DNA_rigidbody_types.h"
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#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_sequence_types.h"
#include "DNA_shader_fx_types.h"
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#include "DNA_space_types.h"
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
#include "BLI_blenlib.h"
#include "BLI_kdtree.h"
#include "BLI_linklist.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_math_vec_types.hh"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
2002-10-12 11:37:38 +00:00
#include "BLT_translation.h"
2.5: Blender "Animato" - New Animation System Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future. Highlights of the new system: * Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action. - F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves. - The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc. * F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated. * Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place) * F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place) * NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still) There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details: http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html So, what currently works: * I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code. * Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock. * Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc. Notes: * Drivers haven't been hooked up yet * Only objects and data directly linked to objects can be animated. * Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change). * Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor) * I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review. In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
#include "BKE_DerivedMesh.h"
#include "BKE_action.h"
#include "BKE_anim_data.h"
#include "BKE_anim_path.h"
#include "BKE_anim_visualization.h"
#include "BKE_animsys.h"
#include "BKE_armature.h"
#include "BKE_asset.h"
#include "BKE_bpath.h"
#include "BKE_camera.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"
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
#include "BKE_constraint.h"
#include "BKE_crazyspace.h"
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
#include "BKE_curve.h"
#include "BKE_curves.hh"
#include "BKE_deform.h"
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
#include "BKE_displist.h"
#include "BKE_duplilist.h"
#include "BKE_editmesh.h"
#include "BKE_editmesh_cache.h"
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
#include "BKE_effect.h"
#include "BKE_fcurve.h"
#include "BKE_fcurve_driver.h"
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
#include "BKE_geometry_set.h"
#include "BKE_geometry_set.hh"
#include "BKE_global.h"
#include "BKE_gpencil.h"
#include "BKE_gpencil_geom.h"
#include "BKE_gpencil_modifier.h"
#include "BKE_icons.h"
#include "BKE_idprop.h"
#include "BKE_idtype.h"
#include "BKE_image.h"
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
#include "BKE_key.h"
#include "BKE_lattice.h"
#include "BKE_layer.h"
#include "BKE_lib_id.h"
#include "BKE_lib_query.h"
#include "BKE_lib_remap.h"
#include "BKE_light.h"
#include "BKE_lightprobe.h"
#include "BKE_linestyle.h"
#include "BKE_main.h"
#include "BKE_material.h"
2002-10-12 11:37:38 +00:00
#include "BKE_mball.h"
#include "BKE_mesh.h"
#include "BKE_mesh_wrapper.h"
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
#include "BKE_modifier.h"
#include "BKE_multires.h"
#include "BKE_node.h"
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
#include "BKE_object.h"
#include "BKE_object_facemap.h"
#include "BKE_paint.h"
#include "BKE_particle.h"
#include "BKE_pbvh.h"
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
#include "BKE_pointcache.h"
#include "BKE_pointcloud.h"
#include "BKE_rigidbody.h"
2002-10-12 11:37:38 +00:00
#include "BKE_scene.h"
#include "BKE_shader_fx.h"
OK. Here's the long awaited first step (V0.01!) of SoftBody. It is called from within mesh_modifiers (kernel deform.c). It copies vertices to a temporal particle system (struct SoftBody with BodyPoint structs) to do physics tricks with it. For each frame change the delta movements (based on standard ipo anim or even other deforms (later) are applied to the physics system. How to apply and calculate satisfying results is not my thing... so here I'll commu- nicate with others for. Since it's in the modifier stack, the SoftBody code can run entirely on original data (no displists!). Right now I've implemented 2 things; - "Goal" which is a per vertex value for how much the current position should take into account (goal=1 is without physics). This is a powerful method for artists to get control over what moves and not. Right now i read the vertex color for it. - And some spring stuff, which now only works based on force moving it to the originial location. This doesnt work with 'goal'... erhm. - You can re-use physics vars from engine, used right now is (in Object) - damping - springf (spring factor) - softflag (to set types, or activate softbody for it - The SoftBody pointer in struct Object is only runtime, nothing saved in file To prevent all users going to complain it doesn't work, I've hidden the functionality. :) The buttons to set softbody 'on' only show now (psst psst) when the object has name "soft" as first 4 characters. You can find the buttons in the F7 Particle Interaction Panel (which should be renamed 'physics properties' later or so. Demo file: http://www.blender.org/bf/softbody.blend
2004-10-01 14:04:17 +00:00
#include "BKE_softbody.h"
#include "BKE_speaker.h"
#include "BKE_subdiv_ccg.h"
#include "BKE_subsurf.h"
#include "BKE_vfont.h"
#include "BKE_volume.h"
2002-10-12 11:37:38 +00:00
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "DRW_engine.h"
#include "BLO_read_write.h"
#include "BLO_readfile.h"
#include "SEQ_sequencer.h"
#ifdef WITH_PYTHON
# include "BPY_extern.h"
#endif
#include "CCGSubSurf.h"
#include "atomic_ops.h"
using blender::float3;
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
using blender::MutableSpan;
using blender::Span;
static CLG_LogRef LOG = {"bke.object"};
2020-09-07 14:33:24 +10:00
/**
2021-11-05 10:19:44 +11:00
* NOTE(@sergey): Vertex parent modifies original #BMesh which is not safe for threading.
* Ideally such a modification should be handled as a separate DAG update
2021-11-05 10:19:44 +11:00
* callback for mesh data-block, but for until it is actually supported use
* simpler solution with a mutex lock.
*/
#define VPARENT_THREADING_HACK
#ifdef VPARENT_THREADING_HACK
static ThreadMutex vparent_lock = BLI_MUTEX_INITIALIZER;
#endif
static void copy_object_pose(Object *obn, const Object *ob, const int flag);
static void object_init_data(ID *id)
{
Object *ob = (Object *)id;
BLI_assert(MEMCMP_STRUCT_AFTER_IS_ZERO(ob, id));
MEMCPY_STRUCT_AFTER(ob, DNA_struct_default_get(Object), id);
ob->type = OB_EMPTY;
ob->trackflag = OB_POSY;
ob->upflag = OB_POSZ;
/* Animation Visualization defaults */
animviz_settings_init(&ob->avs);
}
static void object_copy_data(Main *bmain, ID *id_dst, const ID *id_src, const int flag)
{
Object *ob_dst = (Object *)id_dst;
const Object *ob_src = (const Object *)id_src;
/* Do not copy runtime data. */
BKE_object_runtime_reset_on_copy(ob_dst, flag);
2022-09-16 18:13:19 +10:00
/* We never handle user-count here for own data. */
const int flag_subdata = flag | LIB_ID_CREATE_NO_USER_REFCOUNT;
if (ob_src->totcol) {
ob_dst->mat = (Material **)MEM_dupallocN(ob_src->mat);
ob_dst->matbits = (char *)MEM_dupallocN(ob_src->matbits);
ob_dst->totcol = ob_src->totcol;
}
else if (ob_dst->mat != nullptr || ob_dst->matbits != nullptr) {
/* This shall not be needed, but better be safe than sorry. */
BLI_assert_msg(
0, "Object copy: non-nullptr material pointers with zero counter, should not happen.");
ob_dst->mat = nullptr;
ob_dst->matbits = nullptr;
}
if (ob_src->iuser) {
ob_dst->iuser = (ImageUser *)MEM_dupallocN(ob_src->iuser);
}
if (ob_src->runtime.bb) {
ob_dst->runtime.bb = (BoundBox *)MEM_dupallocN(ob_src->runtime.bb);
}
BLI_listbase_clear(&ob_dst->shader_fx);
LISTBASE_FOREACH (ShaderFxData *, fx, &ob_src->shader_fx) {
ShaderFxData *nfx = BKE_shaderfx_new(fx->type);
BLI_strncpy(nfx->name, fx->name, sizeof(nfx->name));
BKE_shaderfx_copydata_ex(fx, nfx, flag_subdata);
BLI_addtail(&ob_dst->shader_fx, nfx);
}
if (ob_src->pose) {
copy_object_pose(ob_dst, ob_src, flag_subdata);
/* backwards compat... non-armatures can get poses in older files? */
if (ob_src->type == OB_ARMATURE) {
const bool do_pose_id_user = (flag & LIB_ID_CREATE_NO_USER_REFCOUNT) == 0;
BKE_pose_rebuild(bmain, ob_dst, (bArmature *)ob_dst->data, do_pose_id_user);
}
}
BKE_object_facemap_copy_list(&ob_dst->fmaps, &ob_src->fmaps);
BKE_constraints_copy_ex(&ob_dst->constraints, &ob_src->constraints, flag_subdata, true);
ob_dst->mode = ob_dst->type != OB_GPENCIL ? OB_MODE_OBJECT : ob_dst->mode;
ob_dst->sculpt = nullptr;
if (ob_src->pd) {
ob_dst->pd = (PartDeflect *)MEM_dupallocN(ob_src->pd);
if (ob_dst->pd->rng) {
ob_dst->pd->rng = (RNG *)MEM_dupallocN(ob_src->pd->rng);
}
}
BKE_rigidbody_object_copy(bmain, ob_dst, ob_src, flag_subdata);
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
BLI_listbase_clear(&ob_dst->modifiers);
BLI_listbase_clear(&ob_dst->greasepencil_modifiers);
2022-09-21 11:57:20 +10:00
/* NOTE: Also takes care of soft-body and particle systems copying. */
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
BKE_object_modifier_stack_copy(ob_dst, ob_src, true, flag_subdata);
BLI_listbase_clear((ListBase *)&ob_dst->drawdata);
BLI_listbase_clear(&ob_dst->pc_ids);
ob_dst->avs = ob_src->avs;
ob_dst->mpath = animviz_copy_motionpath(ob_src->mpath);
/* Do not copy object's preview
* (mostly due to the fact renderers create temp copy of objects). */
if ((flag & LIB_ID_COPY_NO_PREVIEW) == 0 && false) { /* XXX TODO: temp hack. */
BKE_previewimg_id_copy(&ob_dst->id, &ob_src->id);
}
else {
ob_dst->preview = nullptr;
}
if (ob_src->lightgroup) {
ob_dst->lightgroup = (LightgroupMembership *)MEM_dupallocN(ob_src->lightgroup);
}
}
static void object_free_data(ID *id)
{
Object *ob = (Object *)id;
DRW_drawdata_free((ID *)ob);
/* BKE_<id>_free shall never touch to ID->us. Never ever. */
BKE_object_free_modifiers(ob, LIB_ID_CREATE_NO_USER_REFCOUNT);
BKE_object_free_shaderfx(ob, LIB_ID_CREATE_NO_USER_REFCOUNT);
MEM_SAFE_FREE(ob->mat);
MEM_SAFE_FREE(ob->matbits);
MEM_SAFE_FREE(ob->iuser);
MEM_SAFE_FREE(ob->runtime.bb);
BLI_freelistN(&ob->fmaps);
if (ob->pose) {
BKE_pose_free_ex(ob->pose, false);
ob->pose = nullptr;
}
if (ob->mpath) {
animviz_free_motionpath(ob->mpath);
ob->mpath = nullptr;
}
BKE_constraints_free_ex(&ob->constraints, false);
BKE_partdeflect_free(ob->pd);
BKE_rigidbody_free_object(ob, nullptr);
BKE_rigidbody_free_constraint(ob);
sbFree(ob);
BKE_sculptsession_free(ob);
BLI_freelistN(&ob->pc_ids);
/* Free runtime curves data. */
if (ob->runtime.curve_cache) {
BKE_curve_bevelList_free(&ob->runtime.curve_cache->bev);
if (ob->runtime.curve_cache->anim_path_accum_length) {
MEM_freeN((void *)ob->runtime.curve_cache->anim_path_accum_length);
}
MEM_freeN(ob->runtime.curve_cache);
ob->runtime.curve_cache = nullptr;
}
BKE_previewimg_free(&ob->preview);
MEM_SAFE_FREE(ob->lightgroup);
}
static void library_foreach_modifiersForeachIDLink(void *user_data,
Object *UNUSED(object),
ID **id_pointer,
int cb_flag)
{
LibraryForeachIDData *data = (LibraryForeachIDData *)user_data;
BKE_LIB_FOREACHID_PROCESS_FUNCTION_CALL(
data, BKE_lib_query_foreachid_process(data, id_pointer, cb_flag));
}
static void library_foreach_gpencil_modifiersForeachIDLink(void *user_data,
Object *UNUSED(object),
ID **id_pointer,
int cb_flag)
{
LibraryForeachIDData *data = (LibraryForeachIDData *)user_data;
BKE_LIB_FOREACHID_PROCESS_FUNCTION_CALL(
data, BKE_lib_query_foreachid_process(data, id_pointer, cb_flag));
}
static void library_foreach_shaderfxForeachIDLink(void *user_data,
Object *UNUSED(object),
ID **id_pointer,
int cb_flag)
{
LibraryForeachIDData *data = (LibraryForeachIDData *)user_data;
BKE_LIB_FOREACHID_PROCESS_FUNCTION_CALL(
data, BKE_lib_query_foreachid_process(data, id_pointer, cb_flag));
}
static void library_foreach_constraintObjectLooper(bConstraint *UNUSED(con),
ID **id_pointer,
bool is_reference,
void *user_data)
{
LibraryForeachIDData *data = (LibraryForeachIDData *)user_data;
const int cb_flag = is_reference ? IDWALK_CB_USER : IDWALK_CB_NOP;
BKE_LIB_FOREACHID_PROCESS_FUNCTION_CALL(
data, BKE_lib_query_foreachid_process(data, id_pointer, cb_flag));
}
static void library_foreach_particlesystemsObjectLooper(ParticleSystem *UNUSED(psys),
ID **id_pointer,
void *user_data,
int cb_flag)
{
LibraryForeachIDData *data = (LibraryForeachIDData *)user_data;
BKE_LIB_FOREACHID_PROCESS_FUNCTION_CALL(
data, BKE_lib_query_foreachid_process(data, id_pointer, cb_flag));
}
static void object_foreach_id(ID *id, LibraryForeachIDData *data)
{
Object *object = (Object *)id;
/* object data special case */
if (object->type == OB_EMPTY) {
/* empty can have nullptr or Image */
BKE_LIB_FOREACHID_PROCESS_ID(data, object->data, IDWALK_CB_USER);
}
else {
/* when set, this can't be nullptr */
if (object->data) {
BKE_LIB_FOREACHID_PROCESS_ID(data, object->data, IDWALK_CB_USER | IDWALK_CB_NEVER_NULL);
}
}
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, object->parent, IDWALK_CB_NEVER_SELF);
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, object->track, IDWALK_CB_NEVER_SELF);
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, object->poselib, IDWALK_CB_USER);
for (int i = 0; i < object->totcol; i++) {
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, object->mat[i], IDWALK_CB_USER);
}
2022-09-21 11:57:20 +10:00
/* Note that `ob->gpd` is deprecated, so no need to handle it here. */
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, object->instance_collection, IDWALK_CB_USER);
if (object->pd) {
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, object->pd->tex, IDWALK_CB_USER);
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, object->pd->f_source, IDWALK_CB_NOP);
}
/* Note that ob->effect is deprecated, so no need to handle it here. */
if (object->pose) {
LISTBASE_FOREACH (bPoseChannel *, pchan, &object->pose->chanbase) {
BKE_LIB_FOREACHID_PROCESS_FUNCTION_CALL(
data,
IDP_foreach_property(pchan->prop,
IDP_TYPE_FILTER_ID,
BKE_lib_query_idpropertiesForeachIDLink_callback,
data));
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, pchan->custom, IDWALK_CB_USER);
BKE_LIB_FOREACHID_PROCESS_FUNCTION_CALL(
data,
BKE_constraints_id_loop(
&pchan->constraints, library_foreach_constraintObjectLooper, data));
}
}
if (object->rigidbody_constraint) {
BKE_LIB_FOREACHID_PROCESS_IDSUPER(
data, object->rigidbody_constraint->ob1, IDWALK_CB_NEVER_SELF);
BKE_LIB_FOREACHID_PROCESS_IDSUPER(
data, object->rigidbody_constraint->ob2, IDWALK_CB_NEVER_SELF);
}
BKE_LIB_FOREACHID_PROCESS_FUNCTION_CALL(
data, BKE_modifiers_foreach_ID_link(object, library_foreach_modifiersForeachIDLink, data));
BKE_LIB_FOREACHID_PROCESS_FUNCTION_CALL(
data,
BKE_gpencil_modifiers_foreach_ID_link(
object, library_foreach_gpencil_modifiersForeachIDLink, data));
BKE_LIB_FOREACHID_PROCESS_FUNCTION_CALL(
data,
BKE_constraints_id_loop(&object->constraints, library_foreach_constraintObjectLooper, data));
BKE_LIB_FOREACHID_PROCESS_FUNCTION_CALL(
data, BKE_shaderfx_foreach_ID_link(object, library_foreach_shaderfxForeachIDLink, data));
LISTBASE_FOREACH (ParticleSystem *, psys, &object->particlesystem) {
BKE_LIB_FOREACHID_PROCESS_FUNCTION_CALL(
data, BKE_particlesystem_id_loop(psys, library_foreach_particlesystemsObjectLooper, data));
}
if (object->soft) {
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, object->soft->collision_group, IDWALK_CB_NOP);
if (object->soft->effector_weights) {
BKE_LIB_FOREACHID_PROCESS_IDSUPER(
data, object->soft->effector_weights->group, IDWALK_CB_USER);
}
}
}
2021-11-30 09:18:41 +11:00
static void object_foreach_path_pointcache(ListBase *ptcache_list,
BPathForeachPathData *bpath_data)
{
for (PointCache *cache = (PointCache *)ptcache_list->first; cache != nullptr;
cache = cache->next) {
if (cache->flag & PTCACHE_DISK_CACHE) {
BKE_bpath_foreach_path_fixed_process(bpath_data, cache->path);
}
}
}
static void object_foreach_path(ID *id, BPathForeachPathData *bpath_data)
{
Object *ob = reinterpret_cast<Object *>(id);
LISTBASE_FOREACH (ModifierData *, md, &ob->modifiers) {
/* TODO: Move that to #ModifierTypeInfo. */
switch (md->type) {
case eModifierType_Fluidsim: {
FluidsimModifierData *fluidmd = reinterpret_cast<FluidsimModifierData *>(md);
if (fluidmd->fss) {
BKE_bpath_foreach_path_fixed_process(bpath_data, fluidmd->fss->surfdataPath);
}
break;
}
case eModifierType_Fluid: {
FluidModifierData *fmd = reinterpret_cast<FluidModifierData *>(md);
if (fmd->type & MOD_FLUID_TYPE_DOMAIN && fmd->domain) {
BKE_bpath_foreach_path_fixed_process(bpath_data, fmd->domain->cache_directory);
}
break;
}
case eModifierType_Cloth: {
ClothModifierData *clmd = reinterpret_cast<ClothModifierData *>(md);
object_foreach_path_pointcache(&clmd->ptcaches, bpath_data);
break;
}
case eModifierType_Ocean: {
OceanModifierData *omd = reinterpret_cast<OceanModifierData *>(md);
BKE_bpath_foreach_path_fixed_process(bpath_data, omd->cachepath);
break;
}
case eModifierType_MeshCache: {
MeshCacheModifierData *mcmd = reinterpret_cast<MeshCacheModifierData *>(md);
BKE_bpath_foreach_path_fixed_process(bpath_data, mcmd->filepath);
break;
}
default:
break;
}
}
if (ob->soft != nullptr) {
object_foreach_path_pointcache(&ob->soft->shared->ptcaches, bpath_data);
}
LISTBASE_FOREACH (ParticleSystem *, psys, &ob->particlesystem) {
object_foreach_path_pointcache(&psys->ptcaches, bpath_data);
}
}
static void write_fmaps(BlendWriter *writer, ListBase *fbase)
{
LISTBASE_FOREACH (bFaceMap *, fmap, fbase) {
BLO_write_struct(writer, bFaceMap, fmap);
}
}
static void object_blend_write(BlendWriter *writer, ID *id, const void *id_address)
{
Object *ob = (Object *)id;
const bool is_undo = BLO_write_is_undo(writer);
/* Clean up, important in undo case to reduce false detection of changed data-blocks. */
BKE_object_runtime_reset(ob);
if (is_undo) {
/* For undo we stay in object mode during undo presses, so keep edit-mode disabled on save as
* well, can help reducing false detection of changed data-blocks. */
ob->mode &= ~OB_MODE_EDIT;
}
/* write LibData */
BLO_write_id_struct(writer, Object, id_address, &ob->id);
BKE_id_blend_write(writer, &ob->id);
if (ob->adt) {
BKE_animdata_blend_write(writer, ob->adt);
}
/* direct data */
BLO_write_pointer_array(writer, ob->totcol, ob->mat);
BLO_write_raw(writer, sizeof(char) * ob->totcol, ob->matbits);
bArmature *arm = nullptr;
if (ob->type == OB_ARMATURE) {
arm = (bArmature *)ob->data;
}
BKE_pose_blend_write(writer, ob->pose, arm);
write_fmaps(writer, &ob->fmaps);
BKE_constraint_blend_write(writer, &ob->constraints);
animviz_motionpath_blend_write(writer, ob->mpath);
BLO_write_struct(writer, PartDeflect, ob->pd);
if (ob->soft) {
/* Set deprecated pointers to prevent crashes of older Blenders */
ob->soft->pointcache = ob->soft->shared->pointcache;
ob->soft->ptcaches = ob->soft->shared->ptcaches;
BLO_write_struct(writer, SoftBody, ob->soft);
BLO_write_struct(writer, SoftBody_Shared, ob->soft->shared);
BKE_ptcache_blend_write(writer, &(ob->soft->shared->ptcaches));
BLO_write_struct(writer, EffectorWeights, ob->soft->effector_weights);
}
if (ob->rigidbody_object) {
/* TODO: if any extra data is added to handle duplis, will need separate function then */
BLO_write_struct(writer, RigidBodyOb, ob->rigidbody_object);
}
if (ob->rigidbody_constraint) {
BLO_write_struct(writer, RigidBodyCon, ob->rigidbody_constraint);
}
if (ob->type == OB_EMPTY && ob->empty_drawtype == OB_EMPTY_IMAGE) {
BLO_write_struct(writer, ImageUser, ob->iuser);
}
BKE_particle_system_blend_write(writer, &ob->particlesystem);
BKE_modifier_blend_write(writer, &ob->id, &ob->modifiers);
BKE_gpencil_modifier_blend_write(writer, &ob->greasepencil_modifiers);
BKE_shaderfx_blend_write(writer, &ob->shader_fx);
BLO_write_struct_list(writer, LinkData, &ob->pc_ids);
BKE_previewimg_blend_write(writer, ob->preview);
if (ob->lightgroup) {
BLO_write_struct(writer, LightgroupMembership, ob->lightgroup);
}
}
/* XXX deprecated - old animation system */
static void direct_link_nlastrips(BlendDataReader *reader, ListBase *strips)
{
BLO_read_list(reader, strips);
LISTBASE_FOREACH (bActionStrip *, strip, strips) {
BLO_read_list(reader, &strip->modifiers);
}
}
static void object_blend_read_data(BlendDataReader *reader, ID *id)
{
Object *ob = (Object *)id;
PartEff *paf;
/* XXX This should not be needed - but seems like it can happen in some cases,
* so for now play safe. */
ob->proxy_from = nullptr;
const bool is_undo = BLO_read_data_is_undo(reader);
if (ob->id.tag & (LIB_TAG_EXTERN | LIB_TAG_INDIRECT)) {
/* Do not allow any non-object mode for linked data.
* See T34776, T42780, T81027 for more information. */
ob->mode &= ~OB_MODE_ALL_MODE_DATA;
}
else if (is_undo) {
/* For undo we want to stay in object mode during undo presses, so keep some edit modes
* disabled.
* TODO: Check if we should not disable more edit modes here? */
ob->mode &= ~(OB_MODE_EDIT | OB_MODE_PARTICLE_EDIT);
}
BLO_read_data_address(reader, &ob->adt);
BKE_animdata_blend_read_data(reader, ob->adt);
BLO_read_data_address(reader, &ob->pose);
BKE_pose_blend_read_data(reader, ob->pose);
BLO_read_data_address(reader, &ob->mpath);
if (ob->mpath) {
animviz_motionpath_blend_read_data(reader, ob->mpath);
}
/* Only for versioning, vertex group names are now stored on object data. */
BLO_read_list(reader, &ob->defbase);
BLO_read_list(reader, &ob->fmaps);
/* XXX deprecated - old animation system <<< */
direct_link_nlastrips(reader, &ob->nlastrips);
BLO_read_list(reader, &ob->constraintChannels);
/* >>> XXX deprecated - old animation system */
BLO_read_pointer_array(reader, (void **)&ob->mat);
BLO_read_data_address(reader, &ob->matbits);
/* do it here, below old data gets converted */
BKE_modifier_blend_read_data(reader, &ob->modifiers, ob);
BKE_gpencil_modifier_blend_read_data(reader, &ob->greasepencil_modifiers);
BKE_shaderfx_blend_read_data(reader, &ob->shader_fx);
BLO_read_list(reader, &ob->effect);
paf = (PartEff *)ob->effect.first;
while (paf) {
if (paf->type == EFF_PARTICLE) {
paf->keys = nullptr;
}
if (paf->type == EFF_WAVE) {
WaveEff *wav = (WaveEff *)paf;
PartEff *next = paf->next;
WaveModifierData *wmd = (WaveModifierData *)BKE_modifier_new(eModifierType_Wave);
wmd->damp = wav->damp;
wmd->flag = wav->flag;
wmd->height = wav->height;
wmd->lifetime = wav->lifetime;
wmd->narrow = wav->narrow;
wmd->speed = wav->speed;
wmd->startx = wav->startx;
wmd->starty = wav->startx;
wmd->timeoffs = wav->timeoffs;
wmd->width = wav->width;
BLI_addtail(&ob->modifiers, wmd);
BLI_remlink(&ob->effect, paf);
MEM_freeN(paf);
paf = next;
continue;
}
if (paf->type == EFF_BUILD) {
BuildEff *baf = (BuildEff *)paf;
PartEff *next = paf->next;
BuildModifierData *bmd = (BuildModifierData *)BKE_modifier_new(eModifierType_Build);
bmd->start = baf->sfra;
bmd->length = baf->len;
bmd->randomize = 0;
bmd->seed = 1;
BLI_addtail(&ob->modifiers, bmd);
BLI_remlink(&ob->effect, paf);
MEM_freeN(paf);
paf = next;
continue;
}
paf = paf->next;
}
BLO_read_data_address(reader, &ob->pd);
BKE_particle_partdeflect_blend_read_data(reader, ob->pd);
BLO_read_data_address(reader, &ob->soft);
if (ob->soft) {
SoftBody *sb = ob->soft;
sb->bpoint = nullptr; /* init pointers so it gets rebuilt nicely */
sb->bspring = nullptr;
sb->scratch = nullptr;
/* although not used anymore */
/* still have to be loaded to be compatible with old files */
BLO_read_pointer_array(reader, (void **)&sb->keys);
if (sb->keys) {
for (int a = 0; a < sb->totkey; a++) {
BLO_read_data_address(reader, &sb->keys[a]);
}
}
BLO_read_data_address(reader, &sb->effector_weights);
if (!sb->effector_weights) {
sb->effector_weights = BKE_effector_add_weights(nullptr);
}
BLO_read_data_address(reader, &sb->shared);
if (sb->shared == nullptr) {
/* Link deprecated caches if they exist, so we can use them for versioning.
2022-09-21 11:57:20 +10:00
* We should only do this when `sb->shared == nullptr`, because those pointers
* are always set (for compatibility with older Blenders). We mustn't link
2022-09-21 11:57:20 +10:00
* the same point-cache twice. */
BKE_ptcache_blend_read_data(reader, &sb->ptcaches, &sb->pointcache, false);
}
else {
/* link caches */
BKE_ptcache_blend_read_data(reader, &sb->shared->ptcaches, &sb->shared->pointcache, false);
}
}
BLO_read_data_address(reader, &ob->fluidsimSettings); /* NT */
BLO_read_data_address(reader, &ob->rigidbody_object);
if (ob->rigidbody_object) {
RigidBodyOb *rbo = ob->rigidbody_object;
/* Allocate runtime-only struct */
rbo->shared = (RigidBodyOb_Shared *)MEM_callocN(sizeof(*rbo->shared), "RigidBodyObShared");
}
BLO_read_data_address(reader, &ob->rigidbody_constraint);
if (ob->rigidbody_constraint) {
ob->rigidbody_constraint->physics_constraint = nullptr;
}
BLO_read_list(reader, &ob->particlesystem);
BKE_particle_system_blend_read_data(reader, &ob->particlesystem);
BKE_constraint_blend_read_data(reader, &ob->constraints);
BLO_read_list(reader, &ob->hooks);
while (ob->hooks.first) {
ObHook *hook = (ObHook *)ob->hooks.first;
HookModifierData *hmd = (HookModifierData *)BKE_modifier_new(eModifierType_Hook);
BLO_read_int32_array(reader, hook->totindex, &hook->indexar);
/* Do conversion here because if we have loaded
* a hook we need to make sure it gets converted
* and freed, regardless of version.
*/
copy_v3_v3(hmd->cent, hook->cent);
hmd->falloff = hook->falloff;
hmd->force = hook->force;
hmd->indexar = hook->indexar;
hmd->object = hook->parent;
memcpy(hmd->parentinv, hook->parentinv, sizeof(hmd->parentinv));
hmd->indexar_num = hook->totindex;
BLI_addhead(&ob->modifiers, hmd);
BLI_remlink(&ob->hooks, hook);
BKE_modifier_unique_name(&ob->modifiers, (ModifierData *)hmd);
MEM_freeN(hook);
}
BLO_read_data_address(reader, &ob->iuser);
if (ob->type == OB_EMPTY && ob->empty_drawtype == OB_EMPTY_IMAGE && !ob->iuser) {
BKE_object_empty_draw_type_set(ob, ob->empty_drawtype);
}
BKE_object_runtime_reset(ob);
BLO_read_list(reader, &ob->pc_ids);
/* in case this value changes in future, clamp else we get undefined behavior */
CLAMP(ob->rotmode, ROT_MODE_MIN, ROT_MODE_MAX);
if (ob->sculpt) {
ob->sculpt = nullptr;
/* Only create data on undo, otherwise rely on editor mode switching. */
if (BLO_read_data_is_undo(reader) && (ob->mode & OB_MODE_ALL_SCULPT)) {
BKE_object_sculpt_data_create(ob);
}
}
BLO_read_data_address(reader, &ob->preview);
BKE_previewimg_blend_read(reader, ob->preview);
BLO_read_data_address(reader, &ob->lightgroup);
}
/* XXX deprecated - old animation system */
static void lib_link_nlastrips(BlendLibReader *reader, ID *id, ListBase *striplist)
{
LISTBASE_FOREACH (bActionStrip *, strip, striplist) {
BLO_read_id_address(reader, id->lib, &strip->object);
BLO_read_id_address(reader, id->lib, &strip->act);
BLO_read_id_address(reader, id->lib, &strip->ipo);
LISTBASE_FOREACH (bActionModifier *, amod, &strip->modifiers) {
BLO_read_id_address(reader, id->lib, &amod->ob);
}
}
}
/* XXX deprecated - old animation system */
static void lib_link_constraint_channels(BlendLibReader *reader, ID *id, ListBase *chanbase)
{
LISTBASE_FOREACH (bConstraintChannel *, chan, chanbase) {
BLO_read_id_address(reader, id->lib, &chan->ipo);
}
}
static void object_blend_read_lib(BlendLibReader *reader, ID *id)
{
Object *ob = (Object *)id;
Main *bmain = BLO_read_lib_get_main(reader);
BlendFileReadReport *reports = BLO_read_lib_reports(reader);
/* XXX deprecated - old animation system <<< */
BLO_read_id_address(reader, ob->id.lib, &ob->ipo);
BLO_read_id_address(reader, ob->id.lib, &ob->action);
/* >>> XXX deprecated - old animation system */
BLO_read_id_address(reader, ob->id.lib, &ob->parent);
BLO_read_id_address(reader, ob->id.lib, &ob->track);
BLO_read_id_address(reader, ob->id.lib, &ob->poselib);
/* 2.8x drops support for non-empty dupli instances. */
if (ob->type == OB_EMPTY) {
BLO_read_id_address(reader, ob->id.lib, &ob->instance_collection);
}
else {
if (ob->instance_collection != nullptr) {
ID *new_id = BLO_read_get_new_id_address(reader, ob->id.lib, &ob->instance_collection->id);
BLO_reportf_wrap(reports,
RPT_INFO,
TIP_("Non-Empty object '%s' cannot duplicate collection '%s' "
"anymore in Blender 2.80, removed instancing"),
ob->id.name + 2,
new_id->name + 2);
}
ob->instance_collection = nullptr;
ob->transflag &= ~OB_DUPLICOLLECTION;
}
BLO_read_id_address(reader, ob->id.lib, &ob->proxy);
if (ob->proxy) {
/* paranoia check, actually a proxy_from pointer should never be written... */
if (!ID_IS_LINKED(ob->proxy)) {
ob->proxy->proxy_from = nullptr;
ob->proxy = nullptr;
if (ob->id.lib) {
BLO_reportf_wrap(reports,
RPT_INFO,
TIP_("Proxy lost from object %s lib %s\n"),
ob->id.name + 2,
ob->id.lib->filepath);
}
else {
BLO_reportf_wrap(
reports, RPT_INFO, TIP_("Proxy lost from object %s lib <NONE>\n"), ob->id.name + 2);
}
reports->count.missing_obproxies++;
}
else {
/* this triggers object_update to always use a copy */
ob->proxy->proxy_from = ob;
}
}
BLO_read_id_address(reader, ob->id.lib, &ob->proxy_group);
void *poin = ob->data;
BLO_read_id_address(reader, ob->id.lib, &ob->data);
if (ob->data == nullptr && poin != nullptr) {
ob->type = OB_EMPTY;
if (ob->pose) {
/* we can't call #BKE_pose_free() here because of library linking
* freeing will recurse down into every pose constraints ID pointers
* which are not always valid, so for now free directly and suffer
* some leaked memory rather than crashing immediately
* while bad this _is_ an exceptional case - campbell */
#if 0
BKE_pose_free(ob->pose);
#else
MEM_freeN(ob->pose);
#endif
ob->pose = nullptr;
ob->mode &= ~OB_MODE_POSE;
}
if (ob->id.lib) {
BLO_reportf_wrap(reports,
RPT_INFO,
2021-08-09 14:41:30 +02:00
TIP_("Can't find object data of %s lib %s\n"),
ob->id.name + 2,
ob->id.lib->filepath);
}
else {
BLO_reportf_wrap(reports, RPT_INFO, TIP_("Object %s lost data\n"), ob->id.name + 2);
}
reports->count.missing_obdata++;
}
for (int a = 0; a < ob->totcol; a++) {
BLO_read_id_address(reader, ob->id.lib, &ob->mat[a]);
}
/* When the object is local and the data is library its possible
* the material list size gets out of sync. T22663. */
if (ob->data && ob->id.lib != ((ID *)ob->data)->lib) {
BKE_object_materials_test(bmain, ob, (ID *)ob->data);
}
BLO_read_id_address(reader, ob->id.lib, &ob->gpd);
/* if id.us==0 a new base will be created later on */
/* WARNING! Also check expand_object(), should reflect the stuff below. */
BKE_pose_blend_read_lib(reader, ob, ob->pose);
BKE_constraint_blend_read_lib(reader, &ob->id, &ob->constraints);
/* XXX deprecated - old animation system <<< */
lib_link_constraint_channels(reader, &ob->id, &ob->constraintChannels);
lib_link_nlastrips(reader, &ob->id, &ob->nlastrips);
/* >>> XXX deprecated - old animation system */
LISTBASE_FOREACH (PartEff *, paf, &ob->effect) {
if (paf->type == EFF_PARTICLE) {
BLO_read_id_address(reader, ob->id.lib, &paf->group);
}
}
{
FluidsimModifierData *fluidmd = (FluidsimModifierData *)BKE_modifiers_findby_type(
ob, eModifierType_Fluidsim);
if (fluidmd && fluidmd->fss) {
/* XXX: deprecated - old animation system. */
BLO_read_id_address(reader, ob->id.lib, &fluidmd->fss->ipo);
}
}
{
FluidModifierData *fmd = (FluidModifierData *)BKE_modifiers_findby_type(ob,
eModifierType_Fluid);
if (fmd && (fmd->type == MOD_FLUID_TYPE_DOMAIN) && fmd->domain) {
/* Flag for refreshing the simulation after loading */
fmd->domain->flags |= FLUID_DOMAIN_FILE_LOAD;
}
else if (fmd && (fmd->type == MOD_FLUID_TYPE_FLOW) && fmd->flow) {
fmd->flow->flags &= ~FLUID_FLOW_NEEDS_UPDATE;
}
else if (fmd && (fmd->type == MOD_FLUID_TYPE_EFFEC) && fmd->effector) {
fmd->effector->flags &= ~FLUID_EFFECTOR_NEEDS_UPDATE;
}
}
/* texture field */
if (ob->pd) {
BKE_particle_partdeflect_blend_read_lib(reader, &ob->id, ob->pd);
}
if (ob->soft) {
BLO_read_id_address(reader, ob->id.lib, &ob->soft->collision_group);
BLO_read_id_address(reader, ob->id.lib, &ob->soft->effector_weights->group);
}
BKE_particle_system_blend_read_lib(reader, ob, &ob->id, &ob->particlesystem);
BKE_modifier_blend_read_lib(reader, ob);
BKE_gpencil_modifier_blend_read_lib(reader, ob);
BKE_shaderfx_blend_read_lib(reader, ob);
if (ob->rigidbody_constraint) {
BLO_read_id_address(reader, ob->id.lib, &ob->rigidbody_constraint->ob1);
BLO_read_id_address(reader, ob->id.lib, &ob->rigidbody_constraint->ob2);
}
}
/* XXX deprecated - old animation system */
static void expand_constraint_channels(BlendExpander *expander, ListBase *chanbase)
{
LISTBASE_FOREACH (bConstraintChannel *, chan, chanbase) {
BLO_expand(expander, chan->ipo);
}
}
static void expand_object_expandModifiers(void *userData,
Object *UNUSED(ob),
ID **idpoin,
int UNUSED(cb_flag))
{
BlendExpander *expander = (BlendExpander *)userData;
BLO_expand(expander, *idpoin);
}
PartEff *BKE_object_do_version_give_parteff_245(Object *ob)
{
PartEff *paf;
paf = (PartEff *)ob->effect.first;
while (paf) {
if (paf->type == EFF_PARTICLE) {
return paf;
}
paf = paf->next;
}
return nullptr;
}
static void object_blend_read_expand(BlendExpander *expander, ID *id)
{
Object *ob = (Object *)id;
BLO_expand(expander, ob->data);
BLO_expand(expander, ob->parent);
/* expand_object_expandModifier() */
if (ob->modifiers.first) {
BKE_modifiers_foreach_ID_link(ob, expand_object_expandModifiers, expander);
}
/* expand_object_expandModifier() */
if (ob->greasepencil_modifiers.first) {
BKE_gpencil_modifiers_foreach_ID_link(ob, expand_object_expandModifiers, expander);
}
/* expand_object_expandShaderFx() */
if (ob->shader_fx.first) {
BKE_shaderfx_foreach_ID_link(ob, expand_object_expandModifiers, expander);
}
BKE_pose_blend_read_expand(expander, ob->pose);
BLO_expand(expander, ob->poselib);
BKE_constraint_blend_read_expand(expander, &ob->constraints);
BLO_expand(expander, ob->gpd);
/* XXX deprecated - old animation system (for version patching only) */
BLO_expand(expander, ob->ipo);
BLO_expand(expander, ob->action);
expand_constraint_channels(expander, &ob->constraintChannels);
LISTBASE_FOREACH (bActionStrip *, strip, &ob->nlastrips) {
BLO_expand(expander, strip->object);
BLO_expand(expander, strip->act);
BLO_expand(expander, strip->ipo);
}
/* XXX deprecated - old animation system (for version patching only) */
for (int a = 0; a < ob->totcol; a++) {
BLO_expand(expander, ob->mat[a]);
}
PartEff *paf = BKE_object_do_version_give_parteff_245(ob);
if (paf && paf->group) {
BLO_expand(expander, paf->group);
}
if (ob->instance_collection) {
BLO_expand(expander, ob->instance_collection);
}
if (ob->proxy) {
BLO_expand(expander, ob->proxy);
}
if (ob->proxy_group) {
BLO_expand(expander, ob->proxy_group);
}
LISTBASE_FOREACH (ParticleSystem *, psys, &ob->particlesystem) {
BLO_expand(expander, psys->part);
}
if (ob->pd) {
BLO_expand(expander, ob->pd->tex);
BLO_expand(expander, ob->pd->f_source);
}
if (ob->soft) {
BLO_expand(expander, ob->soft->collision_group);
if (ob->soft->effector_weights) {
BLO_expand(expander, ob->soft->effector_weights->group);
}
}
if (ob->rigidbody_constraint) {
BLO_expand(expander, ob->rigidbody_constraint->ob1);
BLO_expand(expander, ob->rigidbody_constraint->ob2);
}
}
static void object_lib_override_apply_post(ID *id_dst, ID *id_src)
{
/* id_dst is the new local override copy of the linked reference data. id_src is the old override
* data stored on disk, used as source data for override operations. */
Object *object_dst = (Object *)id_dst;
Object *object_src = (Object *)id_src;
ListBase pidlist_dst, pidlist_src;
BKE_ptcache_ids_from_object(&pidlist_dst, object_dst, nullptr, 0);
BKE_ptcache_ids_from_object(&pidlist_src, object_src, nullptr, 0);
/* Problem with point caches is that several status flags (like OUTDATED or BAKED) are read-only
* at RNA level, and therefore not overridable per-se.
*
* This code is a workaround this to check all point-caches from both source and destination
* objects in parallel, and transfer those flags when it makes sense.
*
2022-09-21 11:57:20 +10:00
* This allows to keep baked caches across lib-overrides applies.
*
* NOTE: This is fairly hackish and weak, but so is the point-cache system as its whole. A more
* robust solution would be e.g. to have a specific RNA entry point to deal with such cases
* (maybe a new flag to allow override code to set values of some read-only properties?).
*/
PTCacheID *pid_src, *pid_dst;
for (pid_dst = (PTCacheID *)pidlist_dst.first, pid_src = (PTCacheID *)pidlist_src.first;
pid_dst != nullptr;
pid_dst = pid_dst->next, pid_src = (pid_src != nullptr) ? pid_src->next : nullptr) {
/* If pid's do not match, just tag info of caches in dst as dirty and continue. */
if (pid_src == nullptr) {
continue;
}
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if (pid_dst->type != pid_src->type || pid_dst->file_type != pid_src->file_type ||
pid_dst->default_step != pid_src->default_step || pid_dst->max_step != pid_src->max_step ||
pid_dst->data_types != pid_src->data_types || pid_dst->info_types != pid_src->info_types) {
LISTBASE_FOREACH (PointCache *, point_cache_src, pid_src->ptcaches) {
point_cache_src->flag |= PTCACHE_FLAG_INFO_DIRTY;
}
continue;
}
PointCache *point_cache_dst, *point_cache_src;
for (point_cache_dst = (PointCache *)pid_dst->ptcaches->first,
point_cache_src = (PointCache *)pid_src->ptcaches->first;
point_cache_dst != nullptr;
point_cache_dst = point_cache_dst->next,
point_cache_src = (point_cache_src != nullptr) ? point_cache_src->next : nullptr) {
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/* Always force updating info about caches of applied lib-overrides. */
point_cache_dst->flag |= PTCACHE_FLAG_INFO_DIRTY;
if (point_cache_src == nullptr || !STREQ(point_cache_dst->name, point_cache_src->name)) {
continue;
}
if ((point_cache_src->flag & PTCACHE_BAKED) != 0) {
point_cache_dst->flag |= PTCACHE_BAKED;
}
if ((point_cache_src->flag & PTCACHE_OUTDATED) == 0) {
point_cache_dst->flag &= ~PTCACHE_OUTDATED;
}
}
}
BLI_freelistN(&pidlist_dst);
BLI_freelistN(&pidlist_src);
}
static IDProperty *object_asset_dimensions_property(Object *ob)
{
float3 dimensions;
BKE_object_dimensions_get(ob, dimensions);
if (is_zero_v3(dimensions)) {
return nullptr;
}
IDPropertyTemplate idprop{};
idprop.array.len = ARRAY_SIZE(dimensions);
idprop.array.type = IDP_FLOAT;
IDProperty *property = IDP_New(IDP_ARRAY, &idprop, "dimensions");
memcpy(IDP_Array(property), dimensions, sizeof(dimensions));
return property;
}
static void object_asset_pre_save(void *asset_ptr, struct AssetMetaData *asset_data)
{
Object *ob = (Object *)asset_ptr;
BLI_assert(GS(ob->id.name) == ID_OB);
/* Update dimensions hint for the asset. */
IDProperty *dimensions_prop = object_asset_dimensions_property(ob);
if (dimensions_prop) {
BKE_asset_metadata_idprop_ensure(asset_data, dimensions_prop);
}
}
static AssetTypeInfo AssetType_OB = {
/* pre_save_fn */ object_asset_pre_save,
};
IDTypeInfo IDType_ID_OB = {
/* id_code */ ID_OB,
/* id_filter */ FILTER_ID_OB,
/* main_listbase_index */ INDEX_ID_OB,
/* struct_size */ sizeof(Object),
/* name */ "Object",
/* name_plural */ "objects",
/* translation_context */ BLT_I18NCONTEXT_ID_OBJECT,
/* flags */ 0,
/* asset_type_info */ &AssetType_OB,
/* init_data */ object_init_data,
/* copy_data */ object_copy_data,
/* free_data */ object_free_data,
/* make_local */ nullptr,
/* foreach_id */ object_foreach_id,
/* foreach_cache */ nullptr,
/* foreach_path */ object_foreach_path,
/* owner_pointer_get */ nullptr,
/* blend_write */ object_blend_write,
/* blend_read_data */ object_blend_read_data,
/* blend_read_lib */ object_blend_read_lib,
/* blend_read_expand */ object_blend_read_expand,
/* blend_read_undo_preserve */ nullptr,
/* lib_override_apply_post */ object_lib_override_apply_post,
};
void BKE_object_workob_clear(Object *workob)
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{
*workob = blender::dna::shallow_zero_initialize();
2018-06-17 17:05:51 +02:00
workob->scale[0] = workob->scale[1] = workob->scale[2] = 1.0f;
workob->dscale[0] = workob->dscale[1] = workob->dscale[2] = 1.0f;
workob->rotmode = ROT_MODE_EUL;
2002-10-12 11:37:38 +00:00
}
void BKE_object_free_particlesystems(Object *ob)
{
ParticleSystem *psys;
while ((psys = (ParticleSystem *)BLI_pophead(&ob->particlesystem))) {
2012-04-29 15:47:02 +00:00
psys_free(ob, psys);
}
}
void BKE_object_free_softbody(Object *ob)
{
sbFree(ob);
}
void BKE_object_free_curve_cache(Object *ob)
{
if (ob->runtime.curve_cache) {
BKE_displist_free(&ob->runtime.curve_cache->disp);
BKE_curve_bevelList_free(&ob->runtime.curve_cache->bev);
if (ob->runtime.curve_cache->anim_path_accum_length) {
MEM_freeN((void *)ob->runtime.curve_cache->anim_path_accum_length);
}
BKE_nurbList_free(&ob->runtime.curve_cache->deformed_nurbs);
MEM_freeN(ob->runtime.curve_cache);
ob->runtime.curve_cache = nullptr;
}
}
void BKE_object_free_modifiers(Object *ob, const int flag)
{
ModifierData *md;
GpencilModifierData *gp_md;
while ((md = (ModifierData *)BLI_pophead(&ob->modifiers))) {
BKE_modifier_free_ex(md, flag);
}
while ((gp_md = (GpencilModifierData *)BLI_pophead(&ob->greasepencil_modifiers))) {
BKE_gpencil_modifier_free_ex(gp_md, flag);
}
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/* Particle modifiers were freed, so free the particle-systems as well. */
BKE_object_free_particlesystems(ob);
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/* Same for soft-body */
BKE_object_free_softbody(ob);
/* modifiers may have stored data in the DM cache */
BKE_object_free_derived_caches(ob);
}
void BKE_object_free_shaderfx(Object *ob, const int flag)
{
ShaderFxData *fx;
while ((fx = (ShaderFxData *)BLI_pophead(&ob->shader_fx))) {
BKE_shaderfx_free_ex(fx, flag);
}
}
void BKE_object_modifier_hook_reset(Object *ob, HookModifierData *hmd)
{
/* reset functionality */
if (hmd->object) {
bPoseChannel *pchan = BKE_pose_channel_find_name(hmd->object->pose, hmd->subtarget);
if (hmd->subtarget[0] && pchan) {
float imat[4][4], mat[4][4];
/* Calculate the world-space matrix for the pose-channel target first,
* then carry on as usual. */
mul_m4_m4m4(mat, hmd->object->obmat, pchan->pose_mat);
invert_m4_m4(imat, mat);
mul_m4_m4m4(hmd->parentinv, imat, ob->obmat);
}
else {
invert_m4_m4(hmd->object->imat, hmd->object->obmat);
mul_m4_m4m4(hmd->parentinv, hmd->object->imat, ob->obmat);
}
}
}
void BKE_object_modifier_gpencil_hook_reset(Object *ob, HookGpencilModifierData *hmd)
{
if (hmd->object == nullptr) {
return;
}
/* reset functionality */
bPoseChannel *pchan = BKE_pose_channel_find_name(hmd->object->pose, hmd->subtarget);
if (hmd->subtarget[0] && pchan) {
float imat[4][4], mat[4][4];
/* Calculate the world-space matrix for the pose-channel target first,
* then carry on as usual. */
mul_m4_m4m4(mat, hmd->object->obmat, pchan->pose_mat);
invert_m4_m4(imat, mat);
mul_m4_m4m4(hmd->parentinv, imat, ob->obmat);
}
else {
invert_m4_m4(hmd->object->imat, hmd->object->obmat);
mul_m4_m4m4(hmd->parentinv, hmd->object->imat, ob->obmat);
}
}
void BKE_object_modifier_set_active(Object *ob, ModifierData *md)
{
LISTBASE_FOREACH (ModifierData *, md_iter, &ob->modifiers) {
md_iter->flag &= ~eModifierFlag_Active;
}
if (md != nullptr) {
BLI_assert(BLI_findindex(&ob->modifiers, md) != -1);
md->flag |= eModifierFlag_Active;
}
}
ModifierData *BKE_object_active_modifier(const Object *ob)
{
/* In debug mode, check for only one active modifier. */
#ifndef NDEBUG
int active_count = 0;
LISTBASE_FOREACH (ModifierData *, md, &ob->modifiers) {
if (md->flag & eModifierFlag_Active) {
active_count++;
}
}
BLI_assert(ELEM(active_count, 0, 1));
#endif
LISTBASE_FOREACH (ModifierData *, md, &ob->modifiers) {
if (md->flag & eModifierFlag_Active) {
return md;
}
}
return nullptr;
}
bool BKE_object_supports_modifiers(const Object *ob)
{
return (ELEM(ob->type,
OB_MESH,
OB_CURVES,
OB_CURVES_LEGACY,
OB_SURF,
OB_FONT,
OB_LATTICE,
OB_POINTCLOUD,
OB_VOLUME));
}
2018-04-14 14:27:38 +02:00
bool BKE_object_support_modifier_type_check(const Object *ob, int modifier_type)
{
const ModifierTypeInfo *mti = BKE_modifier_get_info((ModifierType)modifier_type);
Geometry Nodes: Support modifier on curve objects With this commit, curve objects support the geometry nodes modifier. Curves objects now evaluate to `CurveEval` unless there was a previous implicit conversion (tessellating modifiers, mesh modifiers, or the settings in the curve "Geometry" panel). In the new code, curves are only considered to be the wire edges-- any generated surface is a mesh instead, stored in the evaluated geometry set. The consolidation of concepts mentioned above allows remove a lot of code that had to do with maintaining the `DispList` type temporarily for modifiers and rendering. Instead, render engines see a separate object for the mesh from the mesh geometry component, and when the curve object evaluates to a curve, the `CurveEval` is always used for drawing wire edges. However, currently the `DispList` type is still maintained and used as an intermediate step in implicit mesh conversion. In the future, more uses of it could be changed to use `CurveEval` and `Mesh` instead. This is mostly not changed behavior, it is just a formalization of existing logic after recent fixes for 2.8 versions last year and two years ago. Also, in the future more functionality can be converted to nodes, removing cases of implicit conversions. For more discussion on that topic, see T89676. The `use_fill_deform` option is removed. It has not worked properly since 2.62, and the choice for filling a curve before or after deformation will work much better and be clearer with a node system. Applying the geometry nodes modifier to generate a curve is not implemented with this commit, so applying the modifier won't work at all. This is a separate technical challenge, and should be solved in a separate step. Differential Revision: https://developer.blender.org/D11597
2021-09-11 13:54:40 -05:00
/* Surface and lattice objects don't output geometry sets. */
if (mti->modifyGeometrySet != nullptr && ELEM(ob->type, OB_SURF, OB_LATTICE)) {
Geometry Nodes: Support modifier on curve objects With this commit, curve objects support the geometry nodes modifier. Curves objects now evaluate to `CurveEval` unless there was a previous implicit conversion (tessellating modifiers, mesh modifiers, or the settings in the curve "Geometry" panel). In the new code, curves are only considered to be the wire edges-- any generated surface is a mesh instead, stored in the evaluated geometry set. The consolidation of concepts mentioned above allows remove a lot of code that had to do with maintaining the `DispList` type temporarily for modifiers and rendering. Instead, render engines see a separate object for the mesh from the mesh geometry component, and when the curve object evaluates to a curve, the `CurveEval` is always used for drawing wire edges. However, currently the `DispList` type is still maintained and used as an intermediate step in implicit mesh conversion. In the future, more uses of it could be changed to use `CurveEval` and `Mesh` instead. This is mostly not changed behavior, it is just a formalization of existing logic after recent fixes for 2.8 versions last year and two years ago. Also, in the future more functionality can be converted to nodes, removing cases of implicit conversions. For more discussion on that topic, see T89676. The `use_fill_deform` option is removed. It has not worked properly since 2.62, and the choice for filling a curve before or after deformation will work much better and be clearer with a node system. Applying the geometry nodes modifier to generate a curve is not implemented with this commit, so applying the modifier won't work at all. This is a separate technical challenge, and should be solved in a separate step. Differential Revision: https://developer.blender.org/D11597
2021-09-11 13:54:40 -05:00
return false;
}
/* Only geometry objects should be able to get modifiers T25291. */
if (ELEM(ob->type, OB_POINTCLOUD, OB_VOLUME, OB_CURVES)) {
return (mti->modifyGeometrySet != nullptr);
}
if (ELEM(ob->type, OB_MESH, OB_CURVES_LEGACY, OB_SURF, OB_FONT, OB_LATTICE)) {
if (ob->type == OB_LATTICE && (mti->flags & eModifierTypeFlag_AcceptsVertexCosOnly) == 0) {
return false;
}
if (!((mti->flags & eModifierTypeFlag_AcceptsCVs) ||
(ob->type == OB_MESH && (mti->flags & eModifierTypeFlag_AcceptsMesh)))) {
return false;
}
return true;
}
return false;
}
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
static bool object_modifier_type_copy_check(ModifierType md_type)
{
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
return !ELEM(md_type, eModifierType_Hook, eModifierType_Collision);
}
/**
2022-09-21 11:57:20 +10:00
* Find a `psys` matching given `psys_src` in `ob_dst`
* (i.e. sharing the same #ParticleSettings ID), or add one, and return valid `psys` from `ob_dst`.
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
*
* \note Order handling is fairly weak here. This code assumes that it is called **before** the
2022-09-21 11:57:20 +10:00
* modifier using the `psys` is actually copied, and that this copied modifier will be added at the
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
* end of the stack. That way we can be sure that the particle modifier will be before the one
* using its particle system in the stack.
*/
static ParticleSystem *object_copy_modifier_particle_system_ensure(Main *bmain,
Scene *scene,
Object *ob_dst,
ParticleSystem *psys_src)
{
ParticleSystem *psys_dst = nullptr;
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
/* Check if a particle system with the same particle settings
* already exists on the destination object. */
LISTBASE_FOREACH (ParticleSystem *, psys, &ob_dst->particlesystem) {
if (psys->part == psys_src->part) {
psys_dst = psys;
break;
}
}
/* If it does not exist, copy the particle system to the destination object. */
if (psys_dst == nullptr) {
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
ModifierData *md = object_copy_particle_system(bmain, scene, ob_dst, psys_src);
psys_dst = ((ParticleSystemModifierData *)md)->psys;
}
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
return psys_dst;
}
bool BKE_object_copy_modifier(
Main *bmain, Scene *scene, Object *ob_dst, const Object *ob_src, ModifierData *md_src)
{
BLI_assert(ob_dst->type != OB_GPENCIL);
const ModifierTypeInfo *mti = BKE_modifier_get_info((ModifierType)md_src->type);
if (!object_modifier_type_copy_check((ModifierType)md_src->type)) {
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
/* We never allow copying those modifiers here. */
return false;
}
if (!BKE_object_support_modifier_type_check(ob_dst, md_src->type)) {
return false;
}
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
if (mti->flags & eModifierTypeFlag_Single) {
if (BKE_modifiers_findby_type(ob_dst, (ModifierType)md_src->type) != nullptr) {
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
return false;
}
}
ParticleSystem *psys_src = nullptr;
ParticleSystem *psys_dst = nullptr;
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
switch (md_src->type) {
case eModifierType_Softbody:
BKE_object_copy_softbody(ob_dst, ob_src, 0);
break;
case eModifierType_Skin:
/* ensure skin-node customdata exists */
BKE_mesh_ensure_skin_customdata((Mesh *)ob_dst->data);
break;
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
case eModifierType_Fluid: {
FluidModifierData *fmd = (FluidModifierData *)md_src;
if (fmd->type == MOD_FLUID_TYPE_FLOW) {
if (fmd->flow != nullptr && fmd->flow->psys != nullptr) {
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
psys_src = fmd->flow->psys;
psys_dst = object_copy_modifier_particle_system_ensure(bmain, scene, ob_dst, psys_src);
}
}
break;
}
case eModifierType_DynamicPaint: {
DynamicPaintModifierData *dpmd = (DynamicPaintModifierData *)md_src;
if (dpmd->brush != nullptr && dpmd->brush->psys != nullptr) {
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
psys_src = dpmd->brush->psys;
psys_dst = object_copy_modifier_particle_system_ensure(bmain, scene, ob_dst, psys_src);
}
break;
}
default:
break;
}
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
ModifierData *md_dst;
if (md_src->type == eModifierType_ParticleSystem) {
md_dst = object_copy_particle_system(
bmain, scene, ob_dst, ((ParticleSystemModifierData *)md_src)->psys);
}
else {
md_dst = BKE_modifier_new(md_src->type);
BLI_strncpy(md_dst->name, md_src->name, sizeof(md_dst->name));
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
if (md_src->type == eModifierType_Multires) {
/* Has to be done after mod creation, but *before* we actually copy its settings! */
multiresModifier_sync_levels_ex(
ob_dst, (MultiresModifierData *)md_src, (MultiresModifierData *)md_dst);
}
BKE_modifier_copydata(md_src, md_dst);
switch (md_dst->type) {
case eModifierType_Fluid:
if (psys_dst != nullptr) {
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
FluidModifierData *fmd_dst = (FluidModifierData *)md_dst;
BLI_assert(fmd_dst->type == MOD_FLUID_TYPE_FLOW && fmd_dst->flow != nullptr &&
fmd_dst->flow->psys != nullptr);
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
fmd_dst->flow->psys = psys_dst;
}
break;
case eModifierType_DynamicPaint:
if (psys_dst != nullptr) {
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
DynamicPaintModifierData *dpmd_dst = (DynamicPaintModifierData *)md_dst;
BLI_assert(dpmd_dst->brush != nullptr && dpmd_dst->brush->psys != nullptr);
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
dpmd_dst->brush->psys = psys_dst;
}
break;
default:
break;
}
BLI_addtail(&ob_dst->modifiers, md_dst);
BKE_modifier_unique_name(&ob_dst->modifiers, md_dst);
}
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
BKE_object_modifier_set_active(ob_dst, md_dst);
return true;
}
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
bool BKE_object_copy_gpencil_modifier(struct Object *ob_dst, GpencilModifierData *gmd_src)
{
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
BLI_assert(ob_dst->type == OB_GPENCIL);
GpencilModifierData *gmd_dst = BKE_gpencil_modifier_new(gmd_src->type);
BLI_strncpy(gmd_dst->name, gmd_src->name, sizeof(gmd_dst->name));
const GpencilModifierTypeInfo *mti = BKE_gpencil_modifier_get_info(
(GpencilModifierType)gmd_src->type);
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
mti->copyData(gmd_src, gmd_dst);
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
BLI_addtail(&ob_dst->greasepencil_modifiers, gmd_dst);
BKE_gpencil_modifier_unique_name(&ob_dst->greasepencil_modifiers, gmd_dst);
return true;
}
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
bool BKE_object_modifier_stack_copy(Object *ob_dst,
const Object *ob_src,
const bool do_copy_all,
const int flag_subdata)
{
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
if ((ob_dst->type == OB_GPENCIL) != (ob_src->type == OB_GPENCIL)) {
BLI_assert_msg(0,
"Trying to copy a modifier stack between a GPencil object and another type.");
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
return false;
}
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
if (!BLI_listbase_is_empty(&ob_dst->modifiers) ||
!BLI_listbase_is_empty(&ob_dst->greasepencil_modifiers)) {
BLI_assert(
!"Trying to copy a modifier stack into an object having a non-empty modifier stack.");
return false;
}
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
LISTBASE_FOREACH (ModifierData *, md_src, &ob_src->modifiers) {
if (!do_copy_all && !object_modifier_type_copy_check((ModifierType)md_src->type)) {
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
continue;
}
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
if (!BKE_object_support_modifier_type_check(ob_dst, md_src->type)) {
continue;
}
ModifierData *md_dst = BKE_modifier_copy_ex(md_src, flag_subdata);
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
BLI_addtail(&ob_dst->modifiers, md_dst);
}
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
LISTBASE_FOREACH (GpencilModifierData *, gmd_src, &ob_src->greasepencil_modifiers) {
GpencilModifierData *gmd_dst = BKE_gpencil_modifier_new(gmd_src->type);
BLI_strncpy(gmd_dst->name, gmd_src->name, sizeof(gmd_dst->name));
BKE_gpencil_modifier_copydata_ex(gmd_src, gmd_dst, flag_subdata);
BLI_addtail(&ob_dst->greasepencil_modifiers, gmd_dst);
}
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
/* This could be copied from anywhere, since no other modifier actually use this data. But for
* consistency do it together with particle systems. */
BKE_object_copy_softbody(ob_dst, ob_src, flag_subdata);
/* It is mandatory that this happens after copying modifiers, as it will update their `psys`
* pointers accordingly. */
BKE_object_copy_particlesystems(ob_dst, ob_src, flag_subdata);
return true;
}
void BKE_object_link_modifiers(Object *ob_dst, const Object *ob_src)
{
BKE_object_free_modifiers(ob_dst, 0);
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
BKE_object_modifier_stack_copy(ob_dst, ob_src, false, 0);
}
2020-09-07 14:33:24 +10:00
/**
* Copy CCG related data. Used to sync copy of mesh with reshaped original mesh.
*/
static void copy_ccg_data(Mesh *mesh_destination, Mesh *mesh_source, int layer_type)
{
BLI_assert(mesh_destination->totloop == mesh_source->totloop);
CustomData *data_destination = &mesh_destination->ldata;
CustomData *data_source = &mesh_source->ldata;
const int num_elements = mesh_source->totloop;
if (!CustomData_has_layer(data_source, layer_type)) {
return;
}
const int layer_index = CustomData_get_layer_index(data_destination, layer_type);
CustomData_free_layer(data_destination, layer_type, num_elements, layer_index);
BLI_assert(!CustomData_has_layer(data_destination, layer_type));
2022-08-30 14:54:53 -05:00
CustomData_add_layer(data_destination, layer_type, CD_SET_DEFAULT, nullptr, num_elements);
BLI_assert(CustomData_has_layer(data_destination, layer_type));
CustomData_copy_layer_type_data(data_source, data_destination, layer_type, 0, 0, num_elements);
}
static void object_update_from_subsurf_ccg(Object *object)
{
/* Currently CCG is only created for Mesh objects. */
if (object->type != OB_MESH) {
return;
}
/* If object does not own evaluated mesh we can not access it since it might be freed already
* (happens on dependency graph free where order of CoW-ed IDs free is undefined).
*
* Good news is: such mesh does not have modifiers applied, so no need to worry about CCG. */
if (!object->runtime.is_data_eval_owned) {
return;
}
OpenSubDiv: add support for an OpenGL evaluator This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-27 16:34:47 +01:00
/* Object was never evaluated, so can not have CCG subdivision surface. If it were evaluated, do
* not try to compute OpenSubDiv on the CPU as it is not needed here. */
Mesh *mesh_eval = BKE_object_get_evaluated_mesh_no_subsurf(object);
if (mesh_eval == nullptr) {
return;
}
SubdivCCG *subdiv_ccg = mesh_eval->runtime.subdiv_ccg;
if (subdiv_ccg == nullptr) {
return;
}
/* Check whether there is anything to be reshaped. */
if (!subdiv_ccg->dirty.coords && !subdiv_ccg->dirty.hidden) {
return;
}
const int tot_level = mesh_eval->runtime.subdiv_ccg_tot_level;
Object *object_orig = DEG_get_original_object(object);
Mesh *mesh_orig = (Mesh *)object_orig->data;
multiresModifier_reshapeFromCCG(tot_level, mesh_orig, subdiv_ccg);
/* NOTE: we need to reshape into an original mesh from main database,
* allowing:
*
2021-11-05 10:19:44 +11:00
* - Update copies of that mesh at any moment.
* - Save the file without doing extra reshape.
* - All the users of the mesh have updated displacement.
*
* However, the tricky part here is that we only know about sculpted
* state of a mesh on an object level, and object is being updated after
2021-11-05 10:19:44 +11:00
* mesh data-block is updated. This forces us to:
*
2021-11-05 10:19:44 +11:00
* - Update mesh data-block from object evaluation, which is technically
* forbidden, but there is no other place for this yet.
* - Reshape to the original mesh from main database, and then copy updated
* layer to copy of that mesh (since copy of the mesh has decoupled
* custom data layers).
*
* All this is defeating all the designs we need to follow to allow safe
* threaded evaluation, but this is as good as we can make it within the
* current sculpt/evaluated mesh design. This is also how we've survived
2021-11-05 10:19:44 +11:00
* with old #DerivedMesh based solutions. So, while this is all wrong and
* needs reconsideration, doesn't seem to be a big stopper for real
* production artists.
*/
/* TODO(sergey): Solve this somehow, to be fully stable for threaded
* evaluation environment.
*/
/* NOTE: runtime.data_orig is what was before assigning mesh_eval,
* it is orig as in what was in object_eval->data before evaluating
* modifier stack.
*
2021-11-05 10:19:44 +11:00
* mesh_cow is a copy-on-written version of `object_orig->data`.
*/
Mesh *mesh_cow = (Mesh *)object->runtime.data_orig;
copy_ccg_data(mesh_cow, mesh_orig, CD_MDISPS);
copy_ccg_data(mesh_cow, mesh_orig, CD_GRID_PAINT_MASK);
/* Everything is now up-to-date. */
subdiv_ccg->dirty.coords = false;
subdiv_ccg->dirty.hidden = false;
}
void BKE_object_eval_assign_data(Object *object_eval, ID *data_eval, bool is_owned)
{
BLI_assert(object_eval->id.tag & LIB_TAG_COPIED_ON_WRITE);
BLI_assert(object_eval->runtime.data_eval == nullptr);
BLI_assert(data_eval->tag & LIB_TAG_NO_MAIN);
if (is_owned) {
/* Set flag for debugging. */
data_eval->tag |= LIB_TAG_COPIED_ON_WRITE_EVAL_RESULT;
}
/* Assigned evaluated data. */
object_eval->runtime.data_eval = data_eval;
object_eval->runtime.is_data_eval_owned = is_owned;
2021-11-05 10:19:44 +11:00
/* Overwrite data of evaluated object, if the data-block types match. */
ID *data = (ID *)object_eval->data;
if (GS(data->name) == GS(data_eval->name)) {
/* NOTE: we are not supposed to invoke evaluation for original objects,
* but some areas are still being ported, so we play safe here. */
if (object_eval->id.tag & LIB_TAG_COPIED_ON_WRITE) {
object_eval->data = data_eval;
}
}
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
/* Is set separately currently. */
object_eval->runtime.geometry_set_eval = nullptr;
}
void BKE_object_free_derived_caches(Object *ob)
{
MEM_SAFE_FREE(ob->runtime.bb);
object_update_from_subsurf_ccg(ob);
Fix depsgraphs sharing IDs via evaluated edit mesh The evaluated mesh is a result of evaluated modifiers, and referencing other evaluated IDs such as materials. It can not be stored in the EditMesh structure which is intended to be re-used by many areas. Such sharing was causing ownership errors causing bugs like T93855: Cycles crash with edit mode and simultaneous viewport and final render The proposed solution is to store the evaluated edit mesh and its cage in the object's runtime field. The motivation goes as following: - It allows to avoid ownership problems like the ones in the linked report. - Object level is chosen over mesh level is because the evaluated mesh is affected by modifiers, which are on the object level. This patch allows to have modifier stack of an object which shares mesh with an object which is in edit mode to be properly taken into account (before the change the modifier stack from the active object will be used for all objects which share the mesh). There is a change in the way how copy-on-write is handled in the edit mode to allow proper state update when changing active scene (or having two windows with different scenes). Previously, the copt-on-write would have been ignored by skipping tagging CoW component. Now it is ignored from within the CoW operation callback. This allows to update edit pointers for objects which are not from the current depsgraph and where the edit_mesh was never assigned in the case when the depsgraph was evaluated prior the active depsgraph. There is no user level changes changes expected with the CoW handling changes: should not affect on neither performance, nor memory consumption. Tested scenarios: - Various modifiers configurations of objects sharing mesh and be part of the same scene. - Steps from the reports: T93855, T82952, T77359 This also fixes T76609, T72733 and perhaps other reports. Differential Revision: https://developer.blender.org/D13824
2022-01-11 15:42:07 +01:00
if (ob->runtime.editmesh_eval_cage &&
ob->runtime.editmesh_eval_cage != reinterpret_cast<Mesh *>(ob->runtime.data_eval)) {
BKE_mesh_eval_delete(ob->runtime.editmesh_eval_cage);
}
ob->runtime.editmesh_eval_cage = nullptr;
if (ob->runtime.data_eval != nullptr) {
if (ob->runtime.is_data_eval_owned) {
ID *data_eval = ob->runtime.data_eval;
if (GS(data_eval->name) == ID_ME) {
BKE_mesh_eval_delete((Mesh *)data_eval);
}
else {
BKE_libblock_free_data(data_eval, false);
BKE_libblock_free_datablock(data_eval, 0);
MEM_freeN(data_eval);
}
}
ob->runtime.data_eval = nullptr;
Depsgraph: Initial groundwork for copy-on-write support < Dependency graph Copy-on-Write > -------------------------------- \ ^__^ \ (oo)\_______ (__)\ )\/\ ||----w | || || This is an initial commit of Copy-on-write support added to dependency graph. Main priority for now: get playback (Alt-A) and all operators (selection, transform etc) to work with the new concept of clear separation between evaluated data coming from dependency graph and original data coming from .blend file (and stored in bmain). = How does this work? = The idea is to support Copy-on-Write on the ID level. This means, we duplicate the whole ID before we cann it's evaluaiton function. This is currently done in the following way: - At the depsgraph construction time we create "shallow" copy of the ID datablock, just so we know it's pointer in memory and can use for function bindings. - At the evaluaiton time, the copy of ID get's "expanded" (needs a better name internally, so it does not conflict with expanding datablocks during library linking), which means the content of the datablock is being copied over and all IDs are getting remapped to the copied ones. Currently we do the whole copy, in the future we will support some tricks here to prevent duplicating geometry arrays (verts, edges, loops, faces and polys) when we don't need that. - Evaluation functions are operating on copied datablocks and never touching original datablock. - There are some cases when we need to know non-ID pointers for function bindings. This mainly applies to scene collections and armatures. The idea of dealing with this is to "expand" copy-on-write datablock at the dependency graph build time. This might introduce some slowdown to the dependency graph construction time, but allows us to have minimal changes in the code and avoid any hash look-up from evaluation function (one of the ideas to avoid using pointers as function bindings is to pass name of layer or a bone to the evaluation function and look up actual data based on that name). Currently there is a special function in depsgraph which does such a synchronization, in the future we might want to make it more generic. At some point we need to synchronize copy-on-write version of datablock with the original version. This happens, i.e., when we change active object or change selection. We don't want any actual evaluation of update flush happening for such thins, so now we have a special update tag: DEG_id_tag_update((id, DEG_TAG_COPY_ON_WRITE) - For the render engines we now have special call for the dependency graph to give evaluated datablock for the given original one. This isn't fully ideal but allows to have Cycles viewport render. This is definitely a subject for further investigation / improvement. This call will tag copy-on-write component tagged for update without causing updates to be flushed to any other objects, causing chain reaction of updates. This tag is handy when selection in the scene changes. This basically summarizes ideas underneath this commit. The code should be reasonably documented. Here is a demo of dependency graph with all copy-on-write stuff in it: https://developer.blender.org/F635468 = What to expect to (not) work? = - Only meshes are properly-ish aware of copy-on-write currently, Non-mesh geometry will probably crash or will not work at all. - Armatures will need similar depsgraph built-time expansion of the copied datablock. - There are some extra tags / relations added, to keep things demo-able but which are slowing things down for evaluation. - Edit mode works for until click selection is used (due to the selection code using EditDerivedMesh created ad-hoc). - Lots of tools will lack tagging synchronization of copied datablock for sync with original ID. = How to move forward? = There is some tedious work related on going over all the tools, checking whether they need to work with original or final evaluated object and make the required changes. Additionally, there need synchronization tag done in fair amount of tools and operators as well. For example, currently it's not possible to change render engine without re-opening the file or forcing dependency graph for re-build via python console. There is also now some thoughts required about copying evaluated properties between objects or from collection to a new object. Perhaps easiest way would be to move base flag flush to Object ID node and tag new objects for update instead of doing manual copy. here is some WIP patch which moves such evaluaiton / flush: https://developer.blender.org/F635479 Lots of TODOs in the code, with possible optimization. = How to test? = This is a feature under heavy development, so obviously it is disabled by default. The only reason it goes to 2.8 branch is to avoid possible merge hell. In order to enable this feature use WITH_DEPSGRAPH_COPY_ON_WRITE CMake configuration option.
2017-06-14 10:26:24 +02:00
}
if (ob->runtime.mesh_deform_eval != nullptr) {
Mesh *mesh_deform_eval = ob->runtime.mesh_deform_eval;
BKE_mesh_eval_delete(mesh_deform_eval);
ob->runtime.mesh_deform_eval = nullptr;
}
2021-11-05 10:19:44 +11:00
/* Restore initial pointer for copy-on-write data-blocks, object->data
* might be pointing to an evaluated data-block data was just freed above. */
if (ob->runtime.data_orig != nullptr) {
ob->data = ob->runtime.data_orig;
}
BKE_object_to_mesh_clear(ob);
BKE_object_to_curve_clear(ob);
BKE_object_free_curve_cache(ob);
BKE_crazyspace_api_eval_clear(ob);
/* Clear grease pencil data. */
if (ob->runtime.gpd_eval != nullptr) {
BKE_gpencil_eval_delete(ob->runtime.gpd_eval);
ob->runtime.gpd_eval = nullptr;
}
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
if (ob->runtime.geometry_set_eval != nullptr) {
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
BKE_geometry_set_free(ob->runtime.geometry_set_eval);
ob->runtime.geometry_set_eval = nullptr;
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
}
Fix depsgraphs sharing IDs via evaluated edit mesh The evaluated mesh is a result of evaluated modifiers, and referencing other evaluated IDs such as materials. It can not be stored in the EditMesh structure which is intended to be re-used by many areas. Such sharing was causing ownership errors causing bugs like T93855: Cycles crash with edit mode and simultaneous viewport and final render The proposed solution is to store the evaluated edit mesh and its cage in the object's runtime field. The motivation goes as following: - It allows to avoid ownership problems like the ones in the linked report. - Object level is chosen over mesh level is because the evaluated mesh is affected by modifiers, which are on the object level. This patch allows to have modifier stack of an object which shares mesh with an object which is in edit mode to be properly taken into account (before the change the modifier stack from the active object will be used for all objects which share the mesh). There is a change in the way how copy-on-write is handled in the edit mode to allow proper state update when changing active scene (or having two windows with different scenes). Previously, the copt-on-write would have been ignored by skipping tagging CoW component. Now it is ignored from within the CoW operation callback. This allows to update edit pointers for objects which are not from the current depsgraph and where the edit_mesh was never assigned in the case when the depsgraph was evaluated prior the active depsgraph. There is no user level changes changes expected with the CoW handling changes: should not affect on neither performance, nor memory consumption. Tested scenarios: - Various modifiers configurations of objects sharing mesh and be part of the same scene. - Steps from the reports: T93855, T82952, T77359 This also fixes T76609, T72733 and perhaps other reports. Differential Revision: https://developer.blender.org/D13824
2022-01-11 15:42:07 +01:00
MEM_SAFE_FREE(ob->runtime.editmesh_bb_cage);
}
void BKE_object_free_caches(Object *object)
{
short update_flag = 0;
/* Free particle system caches holding paths. */
if (object->particlesystem.first) {
LISTBASE_FOREACH (ParticleSystem *, psys, &object->particlesystem) {
psys_free_path_cache(psys, psys->edit);
update_flag |= ID_RECALC_PSYS_REDO;
}
}
/* Free memory used by cached derived meshes in the particle system modifiers. */
LISTBASE_FOREACH (ModifierData *, md, &object->modifiers) {
if (md->type == eModifierType_ParticleSystem) {
ParticleSystemModifierData *psmd = (ParticleSystemModifierData *)md;
if (psmd->mesh_final) {
BKE_id_free(nullptr, psmd->mesh_final);
psmd->mesh_final = nullptr;
if (psmd->mesh_original) {
BKE_id_free(nullptr, psmd->mesh_original);
psmd->mesh_original = nullptr;
Fix T47038: Particles in Particle Edit Mode get added in completely wrong location. It also fixes another issue (crash) related to symmetric editing. Quite involved, we (try to!) fix complete broken logic of parts of particle code, which would use poly index as tessface one (or vice-versa). Issue most probably goes back to BMesh integration time... This patch mostly fixes particle editing mode: - Adding/removing particles when using generative modifiers (like subsurf) should now work. - Adding/removing particles with a non-tessellated mesh (i.e. one having ngons) should also mostly work. - X-axis-mirror-editing particles over ngons does not really work, not sure why currently. - All this in both 'modes' (with or without using modifier stack for particles). Tech side: - Store a deformed-only DM in particle modifier data. - Rename existing DM to make it clear it's a final one. - Use deformed-only DM's tessface2poly mapping to 'solve' poly/tessface mismatches. - Make (part of) mirror-editing code able to use a DM instead of raw mesh, so that we can mirror based on final DM when editing particles using modifier stack (mandatory, since there is no way currently to find orig tessface from an final DM tessface index). Note that this patch is not really nice and clean (current particles are beyond hope on this side anyway), it's more like some urgency bandage. Whole crap needs complete rewrite anyway, BMesh's polygons make it really hard to work with current system (and looptri would not help much here). Also, did not test everything possibly affected by those changes, so it needs some users' testing & validation too. Reviewers: psy-fi Subscribers: dfelinto, eyecandy Maniphest Tasks: T47038 Differential Revision: https://developer.blender.org/D1685
2016-01-04 12:19:45 +01:00
}
psmd->flag |= eParticleSystemFlag_file_loaded;
update_flag |= ID_RECALC_GEOMETRY;
}
}
}
2018-06-26 11:05:59 +02:00
/* NOTE: If object is coming from a duplicator, it might be a temporary
* object created by dependency graph, which shares pointers with original
2018-06-26 11:05:59 +02:00
* object. In this case we can not free anything.
*/
if ((object->base_flag & BASE_FROM_DUPLI) == 0) {
BKE_object_free_derived_caches(object);
update_flag |= ID_RECALC_GEOMETRY;
}
/* Tag object for update, so once memory critical operation is over and
* scene update routines are back to its business the object will be
* guaranteed to be in a known state.
*/
if (update_flag != 0) {
DEG_id_tag_update(&object->id, update_flag);
}
}
2018-04-14 14:27:38 +02:00
bool BKE_object_is_in_editmode(const Object *ob)
{
if (ob->data == nullptr) {
2013-03-09 05:35:49 +00:00
return false;
}
switch (ob->type) {
case OB_MESH:
return ((Mesh *)ob->data)->edit_mesh != nullptr;
case OB_ARMATURE:
return ((bArmature *)ob->data)->edbo != nullptr;
case OB_FONT:
return ((Curve *)ob->data)->editfont != nullptr;
case OB_MBALL:
return ((MetaBall *)ob->data)->editelems != nullptr;
case OB_LATTICE:
return ((Lattice *)ob->data)->editlatt != nullptr;
case OB_SURF:
case OB_CURVES_LEGACY:
return ((Curve *)ob->data)->editnurb != nullptr;
case OB_GPENCIL:
/* Grease Pencil object has no edit mode data. */
return GPENCIL_EDIT_MODE((bGPdata *)ob->data);
case OB_CURVES:
return ob->mode == OB_MODE_EDIT;
default:
return false;
}
}
2018-04-14 14:27:38 +02:00
bool BKE_object_is_in_editmode_vgroup(const Object *ob)
{
return (OB_TYPE_SUPPORT_VGROUP(ob->type) && BKE_object_is_in_editmode(ob));
}
bool BKE_object_data_is_in_editmode(const Object *ob, const ID *id)
{
const short type = GS(id->name);
BLI_assert(OB_DATA_SUPPORT_EDITMODE(type));
switch (type) {
case ID_ME:
return ((const Mesh *)id)->edit_mesh != nullptr;
case ID_CU_LEGACY:
return ((((const Curve *)id)->editnurb != nullptr) ||
(((const Curve *)id)->editfont != nullptr));
case ID_MB:
return ((const MetaBall *)id)->editelems != nullptr;
case ID_LT:
return ((const Lattice *)id)->editlatt != nullptr;
case ID_AR:
return ((const bArmature *)id)->edbo != nullptr;
case ID_CV:
if (ob) {
return BKE_object_is_in_editmode(ob);
}
return false;
default:
BLI_assert_unreachable();
return false;
}
}
char *BKE_object_data_editmode_flush_ptr_get(struct ID *id)
{
const short type = GS(id->name);
switch (type) {
case ID_ME: {
BMEditMesh *em = ((Mesh *)id)->edit_mesh;
if (em != nullptr) {
return &em->needs_flush_to_id;
}
break;
}
case ID_CU_LEGACY: {
if (((Curve *)id)->vfont != nullptr) {
EditFont *ef = ((Curve *)id)->editfont;
if (ef != nullptr) {
return &ef->needs_flush_to_id;
}
}
else {
EditNurb *editnurb = ((Curve *)id)->editnurb;
if (editnurb) {
return &editnurb->needs_flush_to_id;
}
}
break;
}
case ID_MB: {
MetaBall *mb = (MetaBall *)id;
return &mb->needs_flush_to_id;
}
case ID_LT: {
EditLatt *editlatt = ((Lattice *)id)->editlatt;
if (editlatt) {
return &editlatt->needs_flush_to_id;
}
break;
}
case ID_AR: {
bArmature *arm = (bArmature *)id;
return &arm->needs_flush_to_id;
}
case ID_CV: {
/* Curves have no edit mode data. */
return nullptr;
}
default:
BLI_assert_unreachable();
return nullptr;
}
return nullptr;
}
bool BKE_object_is_in_wpaint_select_vert(const Object *ob)
{
if (ob->type == OB_MESH) {
Mesh *me = (Mesh *)ob->data;
return ((ob->mode & OB_MODE_WEIGHT_PAINT) && (me->edit_mesh == nullptr) &&
2014-08-27 09:49:31 +10:00
(ME_EDIT_PAINT_SEL_MODE(me) == SCE_SELECT_VERTEX));
}
return false;
}
bool BKE_object_has_mode_data(const struct Object *ob, eObjectMode object_mode)
{
if (object_mode & OB_MODE_EDIT) {
if (BKE_object_is_in_editmode(ob)) {
return true;
}
}
else if (object_mode & OB_MODE_VERTEX_PAINT) {
if (ob->sculpt && (ob->sculpt->mode_type == OB_MODE_VERTEX_PAINT)) {
return true;
}
}
else if (object_mode & OB_MODE_WEIGHT_PAINT) {
if (ob->sculpt && (ob->sculpt->mode_type == OB_MODE_WEIGHT_PAINT)) {
return true;
}
}
else if (object_mode & OB_MODE_SCULPT) {
if (ob->sculpt && (ob->sculpt->mode_type == OB_MODE_SCULPT)) {
return true;
}
}
else if (object_mode & OB_MODE_POSE) {
if (ob->pose != nullptr) {
return true;
}
}
return false;
}
bool BKE_object_is_mode_compat(const struct Object *ob, eObjectMode object_mode)
{
return ((ob->mode == object_mode) || (ob->mode & object_mode) != 0);
}
int BKE_object_visibility(const Object *ob, const int dag_eval_mode)
{
if ((ob->base_flag & BASE_ENABLED_AND_MAYBE_VISIBLE_IN_VIEWPORT) == 0) {
return 0;
}
/* Test which components the object has. */
int visibility = OB_VISIBLE_SELF;
if (ob->particlesystem.first) {
visibility |= OB_VISIBLE_INSTANCES | OB_VISIBLE_PARTICLES;
}
else if (ob->transflag & OB_DUPLI) {
visibility |= OB_VISIBLE_INSTANCES;
}
Geometry Nodes: support for geometry instancing Previously, the Point Instance node in geometry nodes could only instance existing objects or collections. The reason was that large parts of Blender worked under the assumption that objects are the main unit of instancing. Now we also want to instance geometry within an object, so a slightly larger refactor was necessary. This should not affect files that do not use the new kind of instances. The main change is a redefinition of what "instanced data" is. Now, an instances is a cow-object + object-data (the geometry). This can be nicely seen in `struct DupliObject`. This allows the same object to generate multiple geometries of different types which can be instanced individually. A nice side effect of this refactor is that having multiple geometry components is not a special case in the depsgraph object iterator anymore, because those components are integrated with the `DupliObject` system. Unfortunately, different systems that work with instances in Blender (e.g. render engines and exporters) often work under the assumption that objects are the main unit of instancing. So those have to be updated as well to be able to handle the new instances. This patch updates Cycles, EEVEE and other viewport engines. Exporters have not been updated yet. Some minimal (not master-ready) changes to update the obj and alembic exporters can be found in P2336 and P2335. Different file formats may want to handle these new instances in different ways. For users, the only thing that changed is that the Point Instance node now has a geometry mode. This also fixes T88454. Differential Revision: https://developer.blender.org/D11841
2021-09-06 18:22:24 +02:00
if (BKE_object_has_geometry_set_instances(ob)) {
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
visibility |= OB_VISIBLE_INSTANCES;
}
/* Optional hiding of self if there are particles or instancers. */
if (visibility & (OB_VISIBLE_PARTICLES | OB_VISIBLE_INSTANCES)) {
switch ((eEvaluationMode)dag_eval_mode) {
case DAG_EVAL_VIEWPORT:
if (!(ob->duplicator_visibility_flag & OB_DUPLI_FLAG_VIEWPORT)) {
visibility &= ~OB_VISIBLE_SELF;
}
break;
case DAG_EVAL_RENDER:
if (!(ob->duplicator_visibility_flag & OB_DUPLI_FLAG_RENDER)) {
visibility &= ~OB_VISIBLE_SELF;
}
break;
}
}
return visibility;
}
bool BKE_object_exists_check(Main *bmain, const Object *obtest)
2002-10-12 11:37:38 +00:00
{
if (obtest == nullptr) {
2013-03-09 05:35:49 +00:00
return false;
}
2018-06-17 17:05:51 +02:00
LISTBASE_FOREACH (Object *, ob, &bmain->objects) {
if (ob == obtest) {
2013-03-09 05:35:49 +00:00
return true;
}
2002-10-12 11:37:38 +00:00
}
2013-03-09 05:35:49 +00:00
return false;
2002-10-12 11:37:38 +00:00
}
/* *************************************************** */
static const char *get_obdata_defname(int type)
2002-10-12 11:37:38 +00:00
{
switch (type) {
case OB_MESH:
return DATA_("Mesh");
case OB_CURVES_LEGACY:
return DATA_("Curve");
case OB_SURF:
return DATA_("Surf");
case OB_FONT:
return DATA_("Text");
case OB_MBALL:
return DATA_("Mball");
case OB_CAMERA:
return DATA_("Camera");
case OB_LAMP:
return CTX_DATA_(BLT_I18NCONTEXT_ID_LIGHT, "Light");
case OB_LATTICE:
return DATA_("Lattice");
case OB_ARMATURE:
return DATA_("Armature");
case OB_SPEAKER:
return DATA_("Speaker");
case OB_CURVES:
return DATA_("Curves");
case OB_POINTCLOUD:
return DATA_("PointCloud");
case OB_VOLUME:
return DATA_("Volume");
case OB_EMPTY:
return DATA_("Empty");
case OB_GPENCIL:
return DATA_("GPencil");
case OB_LIGHTPROBE:
return DATA_("LightProbe");
default:
CLOG_ERROR(&LOG, "Internal error, bad type: %d", type);
return DATA_("Empty");
2002-10-12 11:37:38 +00:00
}
}
static void object_init(Object *ob, const short ob_type)
{
object_init_data(&ob->id);
ob->type = ob_type;
if (ob->type != OB_EMPTY) {
zero_v2(ob->ima_ofs);
}
if (ELEM(ob->type, OB_LAMP, OB_CAMERA, OB_SPEAKER)) {
ob->trackflag = OB_NEGZ;
ob->upflag = OB_POSY;
}
if (ob->type == OB_GPENCIL) {
ob->dtx |= OB_USE_GPENCIL_LIGHTS;
}
if (ob->type == OB_LAMP) {
/* Lights are invisible to camera rays and are assumed to be a
* shadow catcher by default. */
ob->visibility_flag |= OB_HIDE_CAMERA | OB_SHADOW_CATCHER;
}
}
void *BKE_object_obdata_add_from_type(Main *bmain, int type, const char *name)
{
if (name == nullptr) {
name = get_obdata_defname(type);
}
switch (type) {
case OB_MESH:
return BKE_mesh_add(bmain, name);
case OB_CURVES_LEGACY:
return BKE_curve_add(bmain, name, OB_CURVES_LEGACY);
case OB_SURF:
return BKE_curve_add(bmain, name, OB_SURF);
case OB_FONT:
return BKE_curve_add(bmain, name, OB_FONT);
case OB_MBALL:
return BKE_mball_add(bmain, name);
case OB_CAMERA:
return BKE_camera_add(bmain, name);
case OB_LAMP:
return BKE_light_add(bmain, name);
case OB_LATTICE:
return BKE_lattice_add(bmain, name);
case OB_ARMATURE:
return BKE_armature_add(bmain, name);
case OB_SPEAKER:
return BKE_speaker_add(bmain, name);
case OB_LIGHTPROBE:
return BKE_lightprobe_add(bmain, name);
case OB_GPENCIL:
return BKE_gpencil_data_addnew(bmain, name);
case OB_CURVES:
return BKE_curves_add(bmain, name);
case OB_POINTCLOUD:
return BKE_pointcloud_add_default(bmain, name);
case OB_VOLUME:
return BKE_volume_add(bmain, name);
case OB_EMPTY:
return nullptr;
default:
CLOG_ERROR(&LOG, "Internal error, bad type: %d", type);
return nullptr;
}
}
int BKE_object_obdata_to_type(const ID *id)
{
/* Keep in sync with #OB_DATA_SUPPORT_ID macro. */
switch (GS(id->name)) {
case ID_ME:
return OB_MESH;
case ID_CU_LEGACY:
return BKE_curve_type_get((const Curve *)id);
case ID_MB:
return OB_MBALL;
case ID_LA:
return OB_LAMP;
case ID_SPK:
return OB_SPEAKER;
case ID_CA:
return OB_CAMERA;
case ID_LT:
return OB_LATTICE;
case ID_GD:
return OB_GPENCIL;
case ID_AR:
return OB_ARMATURE;
case ID_LP:
return OB_LIGHTPROBE;
case ID_CV:
return OB_CURVES;
case ID_PT:
return OB_POINTCLOUD;
case ID_VO:
return OB_VOLUME;
default:
return -1;
}
}
Object *BKE_object_add_only_object(Main *bmain, int type, const char *name)
{
if (!name) {
name = get_obdata_defname(type);
}
/* We cannot use #BKE_id_new here as we need some custom initialization code. */
Object *ob = (Object *)BKE_libblock_alloc(bmain, ID_OB, name, bmain ? 0 : LIB_ID_CREATE_NO_MAIN);
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
/* We increase object user count when linking to Collections. */
id_us_min(&ob->id);
/* default object vars */
object_init(ob, type);
return ob;
}
static Object *object_add_common(
Main *bmain, const Scene *scene, ViewLayer *view_layer, int type, const char *name)
{
Object *ob = BKE_object_add_only_object(bmain, type, name);
ob->data = BKE_object_obdata_add_from_type(bmain, type, name);
BKE_view_layer_base_deselect_all(scene, view_layer);
DEG_id_tag_update_ex(
bmain, &ob->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY | ID_RECALC_ANIMATION);
return ob;
}
Object *BKE_object_add(
ViewLayer: Lazy sync of scene data. When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
2022-09-14 21:33:51 +02:00
Main *bmain, Scene *scene, ViewLayer *view_layer, int type, const char *name)
{
Object *ob = object_add_common(bmain, scene, view_layer, type, name);
LayerCollection *layer_collection = BKE_layer_collection_get_active(view_layer);
BKE_collection_viewlayer_object_add(bmain, view_layer, layer_collection->collection, ob);
2022-06-27 17:29:57 +10:00
/* NOTE: There is no way to be sure that #BKE_collection_viewlayer_object_add will actually
* manage to find a valid collection in given `view_layer` to add the new object to. */
ViewLayer: Lazy sync of scene data. When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
2022-09-14 21:33:51 +02:00
BKE_view_layer_synced_ensure(scene, view_layer);
Base *base = BKE_view_layer_base_find(view_layer, ob);
if (base != nullptr) {
BKE_view_layer_base_select_and_set_active(view_layer, base);
}
return ob;
}
Object *BKE_object_add_from(
Main *bmain, Scene *scene, ViewLayer *view_layer, int type, const char *name, Object *ob_src)
{
Object *ob = object_add_common(bmain, scene, view_layer, type, name);
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
BKE_collection_object_add_from(bmain, scene, ob_src, ob);
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
ViewLayer: Lazy sync of scene data. When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
2022-09-14 21:33:51 +02:00
BKE_view_layer_synced_ensure(scene, view_layer);
Base *base = BKE_view_layer_base_find(view_layer, ob);
BKE_view_layer_base_select_and_set_active(view_layer, base);
2002-10-12 11:37:38 +00:00
return ob;
}
Object *BKE_object_add_for_data(Main *bmain,
const Scene *scene,
ViewLayer *view_layer,
int type,
const char *name,
ID *data,
bool do_id_user)
{
/* same as object_add_common, except we don't create new ob->data */
Object *ob = BKE_object_add_only_object(bmain, type, name);
ob->data = (void *)data;
if (do_id_user) {
id_us_plus(data);
}
BKE_view_layer_base_deselect_all(scene, view_layer);
DEG_id_tag_update_ex(
bmain, &ob->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY | ID_RECALC_ANIMATION);
LayerCollection *layer_collection = BKE_layer_collection_get_active(view_layer);
BKE_collection_object_add(bmain, layer_collection->collection, ob);
ViewLayer: Lazy sync of scene data. When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
2022-09-14 21:33:51 +02:00
BKE_view_layer_synced_ensure(scene, view_layer);
Base *base = BKE_view_layer_base_find(view_layer, ob);
BKE_view_layer_base_select_and_set_active(view_layer, base);
return ob;
}
Refactor modifier copying code. Things like pointers to particle systems, or softbody data being stored outside of its modifier, make it impossible for internal modifier copy data code to be self-contained currently. It requires extra processing. In existing code this was handled in several different places, in several ways, and alltogether fairly inconsistently. Some cases were even not properly handled, causing e.g. crashes as in T82945. This commit addresses those issues by: * Adding comments about the hackish/unsafe parts `psys` implies when copying some modifier data (since we need to ensure particle system copying and remapping of those pointers separately). * Adding as-best-as-possible handling of those cases to `BKE_object_copy_modifier` (note that it remains fragile, but is expected to behave 'good enough' in any practical usecase). * Remove special handling for specific editor code (`copy_or_reuse_particle_system`). This should never have been accepted in ED code area, and is now handled by `BKE_object_copy_modifier`. * Factorize copying of the whole modifier stack into new `BKE_object_modifier_stack_copy`, now used by both `object_copy_data` and `BKE_object_link_modifiers`. Note that this implies that `BKE_object_copy_modifier` and `BKE_object_copy_gpencil_modifier` are now to be used exclusively to copy single modifiers. Full modifier stack copy should always use `BKE_object_modifier_stack_copy` instead. Fix T82945: Crash when dragging modifiers in Outliner. Maniphest Tasks: T82945 Differential Revision: https://developer.blender.org/D10148
2021-01-19 16:02:25 +01:00
void BKE_object_copy_softbody(Object *ob_dst, const Object *ob_src, const int flag)
{
SoftBody *sb = ob_src->soft;
const bool is_orig = (flag & LIB_ID_COPY_SET_COPIED_ON_WRITE) == 0;
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ob_dst->softflag = ob_src->softflag;
if (sb == nullptr) {
ob_dst->soft = nullptr;
return;
}
2018-06-17 17:05:51 +02:00
SoftBody *sbn = (SoftBody *)MEM_dupallocN(sb);
if ((flag & LIB_ID_COPY_CACHES) == 0) {
sbn->totspring = sbn->totpoint = 0;
sbn->bpoint = nullptr;
sbn->bspring = nullptr;
}
else {
sbn->totspring = sb->totspring;
sbn->totpoint = sb->totpoint;
if (sbn->bpoint) {
int i;
sbn->bpoint = (BodyPoint *)MEM_dupallocN(sbn->bpoint);
for (i = 0; i < sbn->totpoint; i++) {
if (sbn->bpoint[i].springs) {
sbn->bpoint[i].springs = (int *)MEM_dupallocN(sbn->bpoint[i].springs);
}
}
}
if (sb->bspring) {
sbn->bspring = (struct BodySpring *)MEM_dupallocN(sb->bspring);
}
}
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sbn->keys = nullptr;
sbn->totkey = sbn->totpointkey = 0;
2018-06-17 17:05:51 +02:00
sbn->scratch = nullptr;
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
if (is_orig) {
sbn->shared = (SoftBody_Shared *)MEM_dupallocN(sb->shared);
sbn->shared->pointcache = BKE_ptcache_copy_list(
&sbn->shared->ptcaches, &sb->shared->ptcaches, flag);
}
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
if (sb->effector_weights) {
sbn->effector_weights = (EffectorWeights *)MEM_dupallocN(sb->effector_weights);
}
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
ob_dst->soft = sbn;
}
ParticleSystem *BKE_object_copy_particlesystem(ParticleSystem *psys, const int flag)
{
ParticleSystem *psysn = (ParticleSystem *)MEM_dupallocN(psys);
psys_copy_particles(psysn, psys);
if (psys->clmd) {
psysn->clmd = (ClothModifierData *)BKE_modifier_new(eModifierType_Cloth);
BKE_modifier_copydata_ex((ModifierData *)psys->clmd, (ModifierData *)psysn->clmd, flag);
psys->hair_in_mesh = psys->hair_out_mesh = nullptr;
}
BLI_duplicatelist(&psysn->targets, &psys->targets);
psysn->pathcache = nullptr;
psysn->childcache = nullptr;
psysn->edit = nullptr;
psysn->pdd = nullptr;
psysn->effectors = nullptr;
psysn->tree = nullptr;
psysn->bvhtree = nullptr;
psysn->batch_cache = nullptr;
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BLI_listbase_clear(&psysn->pathcachebufs);
BLI_listbase_clear(&psysn->childcachebufs);
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if (flag & LIB_ID_COPY_SET_COPIED_ON_WRITE) {
/* XXX Disabled, fails when evaluating depsgraph after copying ID with no main for preview
* creation. */
// BLI_assert((psys->flag & PSYS_SHARED_CACHES) == 0);
psysn->flag |= PSYS_SHARED_CACHES;
BLI_assert(psysn->pointcache != nullptr);
}
else {
psysn->pointcache = BKE_ptcache_copy_list(&psysn->ptcaches, &psys->ptcaches, flag);
}
/* XXX(@campbellbarton): from reading existing code this seems correct but intended usage of
* point-cache should with cloth should be added in 'ParticleSystem'. */
if (psysn->clmd) {
psysn->clmd->point_cache = psysn->pointcache;
}
if ((flag & LIB_ID_CREATE_NO_USER_REFCOUNT) == 0) {
id_us_plus((ID *)psysn->part);
}
return psysn;
}
void BKE_object_copy_particlesystems(Object *ob_dst, const Object *ob_src, const int flag)
{
if (ob_dst->type != OB_MESH) {
/* currently only mesh objects can have soft body */
return;
}
BLI_listbase_clear(&ob_dst->particlesystem);
LISTBASE_FOREACH (ParticleSystem *, psys, &ob_src->particlesystem) {
ParticleSystem *npsys = BKE_object_copy_particlesystem(psys, flag);
BLI_addtail(&ob_dst->particlesystem, npsys);
/* need to update particle modifiers too */
LISTBASE_FOREACH (ModifierData *, md, &ob_dst->modifiers) {
if (md->type == eModifierType_ParticleSystem) {
ParticleSystemModifierData *psmd = (ParticleSystemModifierData *)md;
if (psmd->psys == psys) {
psmd->psys = npsys;
}
}
else if (md->type == eModifierType_DynamicPaint) {
DynamicPaintModifierData *pmd = (DynamicPaintModifierData *)md;
if (pmd->brush) {
if (pmd->brush->psys == psys) {
pmd->brush->psys = npsys;
}
}
}
else if (md->type == eModifierType_Fluid) {
FluidModifierData *fmd = (FluidModifierData *)md;
if (fmd->type == MOD_FLUID_TYPE_FLOW) {
if (fmd->flow) {
if (fmd->flow->psys == psys) {
fmd->flow->psys = npsys;
}
}
}
}
}
}
}
static void copy_object_pose(Object *obn, const Object *ob, const int flag)
{
2022-09-21 11:57:20 +10:00
/* NOTE: need to clear `obn->pose` pointer first,
* so that #BKE_pose_copy_data works (otherwise there's a crash) */
obn->pose = nullptr;
BKE_pose_copy_data_ex(&obn->pose, ob->pose, flag, true); /* true = copy constraints */
LISTBASE_FOREACH (bPoseChannel *, chan, &obn->pose->chanbase) {
chan->flag &= ~(POSE_LOC | POSE_ROT | POSE_SIZE);
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/* XXX Remapping object pointing onto itself should be handled by generic
* BKE_library_remap stuff, but...
* the flush_constraint_targets callback am not sure about, so will delay that for now. */
LISTBASE_FOREACH (bConstraint *, con, &chan->constraints) {
ListBase targets = {nullptr, nullptr};
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if (BKE_constraint_targets_get(con, &targets)) {
LISTBASE_FOREACH (bConstraintTarget *, ct, &targets) {
if (ct->tar == ob) {
ct->tar = obn;
}
}
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BKE_constraint_targets_flush(con, &targets, false);
}
}
}
}
2018-04-14 14:27:38 +02:00
bool BKE_object_pose_context_check(const Object *ob)
{
if ((ob) && (ob->type == OB_ARMATURE) && (ob->pose) && (ob->mode & OB_MODE_POSE)) {
2014-12-01 17:11:18 +01:00
return true;
}
return false;
}
Object *BKE_object_pose_armature_get(Object *ob)
{
if (ob == nullptr) {
return nullptr;
}
if (BKE_object_pose_context_check(ob)) {
return ob;
}
ob = BKE_modifiers_is_deformed_by_armature(ob);
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/* Only use selected check when non-active. */
if (BKE_object_pose_context_check(ob)) {
return ob;
}
return nullptr;
}
Object *BKE_object_pose_armature_get_visible(Object *ob,
ViewLayer: Lazy sync of scene data. When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
2022-09-14 21:33:51 +02:00
const Scene *scene,
ViewLayer *view_layer,
View3D *v3d)
2018-02-09 02:31:09 +11:00
{
Object *ob_armature = BKE_object_pose_armature_get(ob);
if (ob_armature) {
ViewLayer: Lazy sync of scene data. When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
2022-09-14 21:33:51 +02:00
BKE_view_layer_synced_ensure(scene, view_layer);
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Base *base = BKE_view_layer_base_find(view_layer, ob_armature);
if (base) {
if (BASE_VISIBLE(v3d, base)) {
2018-02-09 02:31:09 +11:00
return ob_armature;
}
}
}
return nullptr;
2018-02-09 02:31:09 +11:00
}
Object **BKE_object_pose_array_get_ex(
const Scene *scene, ViewLayer *view_layer, View3D *v3d, uint *r_objects_len, bool unique)
{
ViewLayer: Lazy sync of scene data. When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
2022-09-14 21:33:51 +02:00
BKE_view_layer_synced_ensure(scene, view_layer);
Object *ob_active = BKE_view_layer_active_object_get(view_layer);
Object *ob_pose = BKE_object_pose_armature_get(ob_active);
Object **objects = nullptr;
if (ob_pose == ob_active) {
ObjectsInModeParams ob_params{};
ob_params.object_mode = OB_MODE_POSE;
ob_params.no_dup_data = unique;
objects = BKE_view_layer_array_from_objects_in_mode_params(
scene, view_layer, v3d, r_objects_len, &ob_params);
}
else if (ob_pose != nullptr) {
*r_objects_len = 1;
objects = (Object **)MEM_mallocN(sizeof(*objects), __func__);
objects[0] = ob_pose;
}
else {
*r_objects_len = 0;
objects = (Object **)MEM_mallocN(0, __func__);
}
return objects;
}
Object **BKE_object_pose_array_get_unique(const Scene *scene,
ViewLayer *view_layer,
View3D *v3d,
uint *r_objects_len)
{
return BKE_object_pose_array_get_ex(scene, view_layer, v3d, r_objects_len, true);
}
Object **BKE_object_pose_array_get(const Scene *scene,
ViewLayer *view_layer,
View3D *v3d,
uint *r_objects_len)
{
return BKE_object_pose_array_get_ex(scene, view_layer, v3d, r_objects_len, false);
}
Base **BKE_object_pose_base_array_get_ex(
const Scene *scene, ViewLayer *view_layer, View3D *v3d, uint *r_bases_len, bool unique)
{
ViewLayer: Lazy sync of scene data. When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
2022-09-14 21:33:51 +02:00
BKE_view_layer_synced_ensure(scene, view_layer);
Base *base_active = BKE_view_layer_active_base_get(view_layer);
Object *ob_pose = base_active ? BKE_object_pose_armature_get(base_active->object) : nullptr;
Base *base_pose = nullptr;
Base **bases = nullptr;
if (base_active) {
if (ob_pose == base_active->object) {
base_pose = base_active;
}
else {
base_pose = BKE_view_layer_base_find(view_layer, ob_pose);
}
}
if (base_active && (base_pose == base_active)) {
ObjectsInModeParams ob_params{};
ob_params.object_mode = OB_MODE_POSE;
ob_params.no_dup_data = unique;
bases = BKE_view_layer_array_from_bases_in_mode_params(
scene, view_layer, v3d, r_bases_len, &ob_params);
}
else if (base_pose != nullptr) {
*r_bases_len = 1;
bases = (Base **)MEM_mallocN(sizeof(*bases), __func__);
bases[0] = base_pose;
}
else {
*r_bases_len = 0;
bases = (Base **)MEM_mallocN(0, __func__);
}
return bases;
}
Base **BKE_object_pose_base_array_get_unique(const Scene *scene,
ViewLayer *view_layer,
View3D *v3d,
uint *r_bases_len)
{
return BKE_object_pose_base_array_get_ex(scene, view_layer, v3d, r_bases_len, true);
}
Base **BKE_object_pose_base_array_get(const Scene *scene,
ViewLayer *view_layer,
View3D *v3d,
uint *r_bases_len)
{
return BKE_object_pose_base_array_get_ex(scene, view_layer, v3d, r_bases_len, false);
}
void BKE_object_transform_copy(Object *ob_tar, const Object *ob_src)
{
copy_v3_v3(ob_tar->loc, ob_src->loc);
copy_v3_v3(ob_tar->rot, ob_src->rot);
copy_v4_v4(ob_tar->quat, ob_src->quat);
copy_v3_v3(ob_tar->rotAxis, ob_src->rotAxis);
ob_tar->rotAngle = ob_src->rotAngle;
ob_tar->rotmode = ob_src->rotmode;
copy_v3_v3(ob_tar->scale, ob_src->scale);
}
Object *BKE_object_duplicate(Main *bmain, Object *ob, uint dupflag, uint duplicate_options)
{
const bool is_subprocess = (duplicate_options & LIB_ID_DUPLICATE_IS_SUBPROCESS) != 0;
const bool is_root_id = (duplicate_options & LIB_ID_DUPLICATE_IS_ROOT_ID) != 0;
int copy_flags = LIB_ID_COPY_DEFAULT;
if (!is_subprocess) {
BKE_main_id_newptr_and_tag_clear(bmain);
}
else {
/* In case copying object is a sub-process of collection (or scene) copying, do not try to
* re-assign RB objects to existing RBW collections. */
copy_flags |= LIB_ID_COPY_RIGID_BODY_NO_COLLECTION_HANDLING;
}
if (is_root_id) {
/* In case root duplicated ID is linked, assume we want to get a local copy of it and duplicate
* all expected linked data. */
if (ID_IS_LINKED(ob)) {
dupflag |= USER_DUP_LINKED_ID;
}
duplicate_options &= ~LIB_ID_DUPLICATE_IS_ROOT_ID;
}
Material ***matarar;
Object *obn = (Object *)BKE_id_copy_for_duplicate(bmain, &ob->id, dupflag, copy_flags);
/* 0 == full linked. */
if (dupflag == 0) {
return obn;
}
if (dupflag & USER_DUP_MAT) {
for (int i = 0; i < obn->totcol; i++) {
BKE_id_copy_for_duplicate(bmain, (ID *)obn->mat[i], dupflag, copy_flags);
}
}
if (dupflag & USER_DUP_PSYS) {
LISTBASE_FOREACH (ParticleSystem *, psys, &obn->particlesystem) {
BKE_id_copy_for_duplicate(bmain, (ID *)psys->part, dupflag, copy_flags);
}
}
ID *id_old = (ID *)obn->data;
ID *id_new = nullptr;
const bool need_to_duplicate_obdata = (id_old != nullptr) && (id_old->newid == nullptr);
switch (obn->type) {
case OB_MESH:
if (dupflag & USER_DUP_MESH) {
id_new = BKE_id_copy_for_duplicate(bmain, id_old, dupflag, copy_flags);
}
break;
case OB_CURVES_LEGACY:
if (dupflag & USER_DUP_CURVE) {
id_new = BKE_id_copy_for_duplicate(bmain, id_old, dupflag, copy_flags);
}
break;
case OB_SURF:
if (dupflag & USER_DUP_SURF) {
id_new = BKE_id_copy_for_duplicate(bmain, id_old, dupflag, copy_flags);
}
break;
case OB_FONT:
if (dupflag & USER_DUP_FONT) {
id_new = BKE_id_copy_for_duplicate(bmain, id_old, dupflag, copy_flags);
}
break;
case OB_MBALL:
if (dupflag & USER_DUP_MBALL) {
id_new = BKE_id_copy_for_duplicate(bmain, id_old, dupflag, copy_flags);
}
break;
case OB_LAMP:
if (dupflag & USER_DUP_LAMP) {
id_new = BKE_id_copy_for_duplicate(bmain, id_old, dupflag, copy_flags);
}
break;
case OB_ARMATURE:
if (dupflag & USER_DUP_ARM) {
id_new = BKE_id_copy_for_duplicate(bmain, id_old, dupflag, copy_flags);
}
break;
case OB_LATTICE:
if (dupflag & USER_DUP_LATTICE) {
id_new = BKE_id_copy_for_duplicate(bmain, id_old, dupflag, copy_flags);
}
break;
case OB_CAMERA:
if (dupflag & USER_DUP_CAMERA) {
id_new = BKE_id_copy_for_duplicate(bmain, id_old, dupflag, copy_flags);
}
break;
case OB_LIGHTPROBE:
if (dupflag & USER_DUP_LIGHTPROBE) {
id_new = BKE_id_copy_for_duplicate(bmain, id_old, dupflag, copy_flags);
}
break;
case OB_SPEAKER:
if (dupflag & USER_DUP_SPEAKER) {
id_new = BKE_id_copy_for_duplicate(bmain, id_old, dupflag, copy_flags);
}
break;
case OB_GPENCIL:
if (dupflag & USER_DUP_GPENCIL) {
id_new = BKE_id_copy_for_duplicate(bmain, id_old, dupflag, copy_flags);
}
break;
case OB_CURVES:
if (dupflag & USER_DUP_CURVES) {
id_new = BKE_id_copy_for_duplicate(bmain, id_old, dupflag, copy_flags);
}
break;
case OB_POINTCLOUD:
if (dupflag & USER_DUP_POINTCLOUD) {
id_new = BKE_id_copy_for_duplicate(bmain, id_old, dupflag, copy_flags);
}
break;
case OB_VOLUME:
if (dupflag & USER_DUP_VOLUME) {
id_new = BKE_id_copy_for_duplicate(bmain, id_old, dupflag, copy_flags);
}
break;
}
/* If obdata has been copied, we may also have to duplicate the materials assigned to it. */
if (need_to_duplicate_obdata && !ELEM(id_new, nullptr, id_old)) {
if (dupflag & USER_DUP_MAT) {
matarar = BKE_object_material_array_p(obn);
if (matarar) {
for (int i = 0; i < obn->totcol; i++) {
BKE_id_copy_for_duplicate(bmain, (ID *)(*matarar)[i], dupflag, copy_flags);
}
}
}
}
if (!is_subprocess) {
/* This code will follow into all ID links using an ID tagged with LIB_TAG_NEW. */
BKE_libblock_relink_to_newid(bmain, &obn->id, 0);
#ifndef NDEBUG
/* Call to `BKE_libblock_relink_to_newid` above is supposed to have cleared all those flags. */
ID *id_iter;
FOREACH_MAIN_ID_BEGIN (bmain, id_iter) {
BLI_assert((id_iter->tag & LIB_TAG_NEW) == 0);
}
FOREACH_MAIN_ID_END;
#endif
/* Cleanup. */
BKE_main_id_newptr_and_tag_clear(bmain);
}
if (obn->type == OB_ARMATURE) {
DEG_id_tag_update(&obn->id, ID_RECALC_GEOMETRY);
if (obn->pose) {
BKE_pose_tag_recalc(bmain, obn->pose);
}
// BKE_pose_rebuild(bmain, obn, obn->data, true);
}
if (obn->data != nullptr) {
DEG_id_tag_update_ex(bmain, (ID *)obn->data, ID_RECALC_EDITORS);
}
return obn;
}
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bool BKE_object_is_libdata(const Object *ob)
{
return (ob && ID_IS_LINKED(ob));
}
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bool BKE_object_obdata_is_libdata(const Object *ob)
{
/* Linked objects with local obdata are forbidden! */
BLI_assert(!ob || !ob->data || (ID_IS_LINKED(ob) ? ID_IS_LINKED(ob->data) : true));
return (ob && ob->data && ID_IS_LINKED(ob->data));
}
void BKE_object_obdata_size_init(struct Object *ob, const float size)
{
/* apply radius as a scale to types that support it */
switch (ob->type) {
case OB_EMPTY: {
ob->empty_drawsize *= size;
break;
}
case OB_FONT: {
Curve *cu = (Curve *)ob->data;
cu->fsize *= size;
break;
}
case OB_CAMERA: {
Camera *cam = (Camera *)ob->data;
cam->drawsize *= size;
break;
}
case OB_LAMP: {
Light *lamp = (Light *)ob->data;
lamp->dist *= size;
lamp->area_size *= size;
lamp->area_sizey *= size;
lamp->area_sizez *= size;
break;
}
/* Only lattice (not mesh, curve, mball...),
* because its got data when newly added */
case OB_LATTICE: {
Lattice *lt = (Lattice *)ob->data;
float mat[4][4];
unit_m4(mat);
scale_m4_fl(mat, size);
BKE_lattice_transform(lt, (float(*)[4])mat, false);
break;
}
}
}
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/* -------------------------------------------------------------------- */
/** \name Object Matrix Get/Set API
* \{ */
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void BKE_object_scale_to_mat3(Object *ob, float mat[3][3])
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{
float3 vec;
mul_v3_v3v3(vec, ob->scale, ob->dscale);
2012-04-29 15:47:02 +00:00
size_to_mat3(mat, vec);
}
void BKE_object_rot_to_mat3(const Object *ob, float mat[3][3], bool use_drot)
{
float rmat[3][3], dmat[3][3];
/* 'dmat' is the delta-rotation matrix, which will get (pre)multiplied
* with the rotation matrix to yield the appropriate rotation
*/
/* rotations may either be quats, eulers (with various rotation orders), or axis-angle */
if (ob->rotmode > 0) {
/* Euler rotations
* (will cause gimbal lock, but this can be alleviated a bit with rotation orders). */
eulO_to_mat3(rmat, ob->rot, ob->rotmode);
eulO_to_mat3(dmat, ob->drot, ob->rotmode);
}
else if (ob->rotmode == ROT_MODE_AXISANGLE) {
2012-06-23 23:22:19 +00:00
/* axis-angle - not really that great for 3D-changing orientations */
axis_angle_to_mat3(rmat, ob->rotAxis, ob->rotAngle);
axis_angle_to_mat3(dmat, ob->drotAxis, ob->drotAngle);
}
else {
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/* Quaternions are normalized before use to eliminate scaling issues. */
float tquat[4];
normalize_qt_qt(tquat, ob->quat);
quat_to_mat3(rmat, tquat);
normalize_qt_qt(tquat, ob->dquat);
quat_to_mat3(dmat, tquat);
}
/* combine these rotations */
if (use_drot) {
mul_m3_m3m3(mat, dmat, rmat);
}
else {
copy_m3_m3(mat, rmat);
}
}
void BKE_object_mat3_to_rot(Object *ob, float mat[3][3], bool use_compat)
{
BLI_ASSERT_UNIT_M3(mat);
switch (ob->rotmode) {
case ROT_MODE_QUAT: {
float dquat[4];
mat3_normalized_to_quat(ob->quat, mat);
normalize_qt_qt(dquat, ob->dquat);
invert_qt_normalized(dquat);
mul_qt_qtqt(ob->quat, dquat, ob->quat);
break;
}
case ROT_MODE_AXISANGLE: {
float quat[4];
float dquat[4];
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/* Without `drot` we could apply 'mat' directly. */
mat3_normalized_to_quat(quat, mat);
axis_angle_to_quat(dquat, ob->drotAxis, ob->drotAngle);
invert_qt_normalized(dquat);
mul_qt_qtqt(quat, dquat, quat);
quat_to_axis_angle(ob->rotAxis, &ob->rotAngle, quat);
break;
}
default: /* euler */
{
float quat[4];
float dquat[4];
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/* Without `drot` we could apply 'mat' directly. */
mat3_normalized_to_quat(quat, mat);
eulO_to_quat(dquat, ob->drot, ob->rotmode);
invert_qt_normalized(dquat);
mul_qt_qtqt(quat, dquat, quat);
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/* End `drot` correction. */
if (use_compat) {
quat_to_compatible_eulO(ob->rot, ob->rot, ob->rotmode, quat);
}
else {
quat_to_eulO(ob->rot, ob->rotmode, quat);
}
break;
}
}
}
void BKE_object_tfm_protected_backup(const Object *ob, ObjectTfmProtectedChannels *obtfm)
{
#define TFMCPY(_v) (obtfm->_v = ob->_v)
#define TFMCPY3D(_v) copy_v3_v3(obtfm->_v, ob->_v)
#define TFMCPY4D(_v) copy_v4_v4(obtfm->_v, ob->_v)
TFMCPY3D(loc);
TFMCPY3D(dloc);
TFMCPY3D(scale);
TFMCPY3D(dscale);
TFMCPY3D(rot);
TFMCPY3D(drot);
TFMCPY4D(quat);
TFMCPY4D(dquat);
TFMCPY3D(rotAxis);
TFMCPY3D(drotAxis);
TFMCPY(rotAngle);
TFMCPY(drotAngle);
#undef TFMCPY
#undef TFMCPY3D
#undef TFMCPY4D
}
void BKE_object_tfm_protected_restore(Object *ob,
const ObjectTfmProtectedChannels *obtfm,
const short protectflag)
{
unsigned int i;
for (i = 0; i < 3; i++) {
if (protectflag & (OB_LOCK_LOCX << i)) {
ob->loc[i] = obtfm->loc[i];
ob->dloc[i] = obtfm->dloc[i];
}
if (protectflag & (OB_LOCK_SCALEX << i)) {
ob->scale[i] = obtfm->scale[i];
ob->dscale[i] = obtfm->dscale[i];
}
if (protectflag & (OB_LOCK_ROTX << i)) {
ob->rot[i] = obtfm->rot[i];
ob->drot[i] = obtfm->drot[i];
ob->quat[i + 1] = obtfm->quat[i + 1];
ob->dquat[i + 1] = obtfm->dquat[i + 1];
ob->rotAxis[i] = obtfm->rotAxis[i];
ob->drotAxis[i] = obtfm->drotAxis[i];
}
}
if ((protectflag & OB_LOCK_ROT4D) && (protectflag & OB_LOCK_ROTW)) {
ob->quat[0] = obtfm->quat[0];
ob->dquat[0] = obtfm->dquat[0];
ob->rotAngle = obtfm->rotAngle;
ob->drotAngle = obtfm->drotAngle;
}
}
void BKE_object_tfm_copy(Object *object_dst, const Object *object_src)
{
#define TFMCPY(_v) (object_dst->_v = object_src->_v)
#define TFMCPY3D(_v) copy_v3_v3(object_dst->_v, object_src->_v)
#define TFMCPY4D(_v) copy_v4_v4(object_dst->_v, object_src->_v)
TFMCPY3D(loc);
TFMCPY3D(dloc);
TFMCPY3D(scale);
TFMCPY3D(dscale);
TFMCPY3D(rot);
TFMCPY3D(drot);
TFMCPY4D(quat);
TFMCPY4D(dquat);
TFMCPY3D(rotAxis);
TFMCPY3D(drotAxis);
TFMCPY(rotAngle);
TFMCPY(drotAngle);
#undef TFMCPY
#undef TFMCPY3D
#undef TFMCPY4D
}
void BKE_object_to_mat3(Object *ob, float r_mat[3][3]) /* no parent */
{
float smat[3][3];
float rmat[3][3];
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/* Scale. */
BKE_object_scale_to_mat3(ob, smat);
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/* Rotation. */
BKE_object_rot_to_mat3(ob, rmat, true);
mul_m3_m3m3(r_mat, rmat, smat);
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}
void BKE_object_to_mat4(Object *ob, float r_mat[4][4])
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{
float tmat[3][3];
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BKE_object_to_mat3(ob, tmat);
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copy_m4_m3(r_mat, tmat);
add_v3_v3v3(r_mat[3], ob->loc, ob->dloc);
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}
void BKE_object_matrix_local_get(struct Object *ob, float r_mat[4][4])
{
if (ob->parent) {
float par_imat[4][4];
BKE_object_get_parent_matrix(ob, ob->parent, par_imat);
invert_m4(par_imat);
mul_m4_m4m4(r_mat, par_imat, ob->obmat);
}
else {
copy_m4_m4(r_mat, ob->obmat);
}
}
/**
* \return success if \a mat is set.
*/
static bool ob_parcurve(Object *ob, Object *par, float r_mat[4][4])
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{
Curve *cu = (Curve *)par->data;
float vec[4], quat[4], radius, ctime;
/* NOTE: Curve cache is supposed to be evaluated here already, however there
* are cases where we can not guarantee that. This includes, for example,
* dependency cycles. We can't correct anything from here, since that would
* cause threading conflicts.
*
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* TODO(sergey): Some of the legit looking cases like T56619 need to be
* looked into, and maybe curve cache (and other dependencies) are to be
* evaluated prior to conversion. */
if (par->runtime.curve_cache == nullptr) {
return false;
}
if (par->runtime.curve_cache->anim_path_accum_length == nullptr) {
return false;
}
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/* `ctime` is now a proper var setting of Curve which gets set by Animato like any other var
* that's animated, but this will only work if it actually is animated.
*
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* We divide the curve-time calculated in the previous step by the length of the path,
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* to get a time factor, which then gets clamped to lie within 0.0 - 1.0 range. */
if (cu->pathlen) {
ctime = cu->ctime / cu->pathlen;
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}
else {
ctime = cu->ctime;
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}
if (cu->flag & CU_PATH_CLAMP) {
CLAMP(ctime, 0.0f, 1.0f);
}
unit_m4(r_mat);
/* vec: 4 items! */
if (BKE_where_on_path(
par, ctime, vec, nullptr, (cu->flag & CU_FOLLOW) ? quat : nullptr, &radius, nullptr)) {
if (cu->flag & CU_FOLLOW) {
quat_apply_track(quat, ob->trackflag, ob->upflag);
normalize_qt(quat);
quat_to_mat4(r_mat, quat);
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}
if (cu->flag & CU_PATH_RADIUS) {
float tmat[4][4], rmat[4][4];
scale_m4_fl(tmat, radius);
mul_m4_m4m4(rmat, tmat, r_mat);
copy_m4_m4(r_mat, rmat);
}
copy_v3_v3(r_mat[3], vec);
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}
return true;
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}
static void ob_parbone(Object *ob, Object *par, float r_mat[4][4])
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{
float3 vec;
if (par->type != OB_ARMATURE) {
unit_m4(r_mat);
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return;
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
}
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/* Make sure the bone is still valid */
bPoseChannel *pchan = BKE_pose_channel_find_name(par->pose, ob->parsubstr);
if (!pchan || !pchan->bone) {
CLOG_WARN(
&LOG, "Parent Bone: '%s' for Object: '%s' doesn't exist", ob->parsubstr, ob->id.name + 2);
unit_m4(r_mat);
2002-10-12 11:37:38 +00:00
return;
}
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
/* get bone transform */
if (pchan->bone->flag & BONE_RELATIVE_PARENTING) {
/* the new option uses the root - expected behavior, but differs from old... */
/* XXX check on version patching? */
copy_m4_m4(r_mat, pchan->chan_mat);
}
else {
copy_m4_m4(r_mat, pchan->pose_mat);
/* but for backwards compatibility, the child has to move to the tail */
copy_v3_v3(vec, r_mat[1]);
mul_v3_fl(vec, pchan->bone->length);
add_v3_v3(r_mat[3], vec);
}
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}
static void give_parvert(Object *par, int nr, float vec[3])
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{
zero_v3(vec);
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if (par->type == OB_MESH) {
Mesh *me = (Mesh *)par->data;
BMEditMesh *em = me->edit_mesh;
Fix depsgraphs sharing IDs via evaluated edit mesh The evaluated mesh is a result of evaluated modifiers, and referencing other evaluated IDs such as materials. It can not be stored in the EditMesh structure which is intended to be re-used by many areas. Such sharing was causing ownership errors causing bugs like T93855: Cycles crash with edit mode and simultaneous viewport and final render The proposed solution is to store the evaluated edit mesh and its cage in the object's runtime field. The motivation goes as following: - It allows to avoid ownership problems like the ones in the linked report. - Object level is chosen over mesh level is because the evaluated mesh is affected by modifiers, which are on the object level. This patch allows to have modifier stack of an object which shares mesh with an object which is in edit mode to be properly taken into account (before the change the modifier stack from the active object will be used for all objects which share the mesh). There is a change in the way how copy-on-write is handled in the edit mode to allow proper state update when changing active scene (or having two windows with different scenes). Previously, the copt-on-write would have been ignored by skipping tagging CoW component. Now it is ignored from within the CoW operation callback. This allows to update edit pointers for objects which are not from the current depsgraph and where the edit_mesh was never assigned in the case when the depsgraph was evaluated prior the active depsgraph. There is no user level changes changes expected with the CoW handling changes: should not affect on neither performance, nor memory consumption. Tested scenarios: - Various modifiers configurations of objects sharing mesh and be part of the same scene. - Steps from the reports: T93855, T82952, T77359 This also fixes T76609, T72733 and perhaps other reports. Differential Revision: https://developer.blender.org/D13824
2022-01-11 15:42:07 +01:00
Mesh *me_eval = (em) ? BKE_object_get_editmesh_eval_final(par) :
BKE_object_get_evaluated_mesh(par);
if (me_eval) {
const MVert *verts = BKE_mesh_verts(me_eval);
int count = 0;
int numVerts = me_eval->totvert;
if (em && me_eval->runtime.wrapper_type == ME_WRAPPER_TYPE_BMESH) {
numVerts = em->bm->totvert;
if (em->bm->elem_table_dirty & BM_VERT) {
#ifdef VPARENT_THREADING_HACK
BLI_mutex_lock(&vparent_lock);
if (em->bm->elem_table_dirty & BM_VERT) {
BM_mesh_elem_table_ensure(em->bm, BM_VERT);
}
BLI_mutex_unlock(&vparent_lock);
#else
BLI_assert_msg(0, "Not safe for threading");
BM_mesh_elem_table_ensure(em->bm, BM_VERT);
#endif
}
if (nr < numVerts) {
if (me_eval && me_eval->runtime.edit_data && me_eval->runtime.edit_data->vertexCos) {
add_v3_v3(vec, me_eval->runtime.edit_data->vertexCos[nr]);
}
else {
const BMVert *v = BM_vert_at_index(em->bm, nr);
add_v3_v3(vec, v->co);
}
count++;
}
}
else if (CustomData_has_layer(&me_eval->vdata, CD_ORIGINDEX)) {
const int *index = (const int *)CustomData_get_layer(&me_eval->vdata, CD_ORIGINDEX);
/* Get the average of all verts with (original index == nr). */
for (int i = 0; i < numVerts; i++) {
if (index[i] == nr) {
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
add_v3_v3(vec, verts[i].co);
count++;
}
}
}
else {
if (nr < numVerts) {
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
add_v3_v3(vec, verts[nr].co);
count++;
}
}
if (count == 0) {
2012-04-29 15:47:02 +00:00
/* keep as 0, 0, 0 */
}
else if (count > 0) {
mul_v3_fl(vec, 1.0f / count);
}
else {
/* use first index if its out of range */
if (me_eval->totvert) {
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
copy_v3_v3(vec, verts[0].co);
}
}
}
else {
CLOG_ERROR(&LOG,
"Evaluated mesh is needed to solve parenting, "
"object position can be wrong now");
}
}
else if (ELEM(par->type, OB_CURVES_LEGACY, OB_SURF)) {
ListBase *nurb;
/* It is possible that a cycle in the dependency graph was resolved in a way that caused this
* object to be evaluated before its dependencies. In this case the curve cache may be null. */
if (par->runtime.curve_cache && par->runtime.curve_cache->deformed_nurbs.first != nullptr) {
nurb = &par->runtime.curve_cache->deformed_nurbs;
}
else {
Curve *cu = (Curve *)par->data;
nurb = BKE_curve_nurbs_get(cu);
}
BKE_nurbList_index_get_co(nurb, nr, vec);
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}
else if (par->type == OB_LATTICE) {
Lattice *latt = (Lattice *)par->data;
DispList *dl = par->runtime.curve_cache ?
BKE_displist_find(&par->runtime.curve_cache->disp, DL_VERTS) :
nullptr;
float(*co)[3] = dl ? (float(*)[3])dl->verts : nullptr;
int tot;
if (latt->editlatt) {
latt = latt->editlatt->latt;
}
tot = latt->pntsu * latt->pntsv * latt->pntsw;
/* ensure dl is correct size */
BLI_assert(dl == nullptr || dl->nr == tot);
if (nr < tot) {
if (co) {
copy_v3_v3(vec, co[nr]);
}
else {
copy_v3_v3(vec, latt->def[nr].vec);
}
}
}
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}
static void ob_parvert3(Object *ob, Object *par, float r_mat[4][4])
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{
/* in local ob space */
if (OB_TYPE_SUPPORT_PARVERT(par->type)) {
float cmat[3][3], v1[3], v2[3], v3[3], q[4];
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give_parvert(par, ob->par1, v1);
give_parvert(par, ob->par2, v2);
give_parvert(par, ob->par3, v3);
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tri_to_quat(q, v1, v2, v3);
quat_to_mat3(cmat, q);
copy_m4_m3(r_mat, cmat);
mid_v3_v3v3v3(r_mat[3], v1, v2, v3);
}
else {
unit_m4(r_mat);
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}
}
void BKE_object_get_parent_matrix(Object *ob, Object *par, float r_parentmat[4][4])
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{
float tmat[4][4];
float vec[3];
switch (ob->partype & PARTYPE) {
case PAROBJECT: {
bool ok = false;
if (par->type == OB_CURVES_LEGACY) {
if ((((Curve *)par->data)->flag & CU_PATH) && (ob_parcurve(ob, par, tmat))) {
ok = true;
}
}
if (ok) {
mul_m4_m4m4(r_parentmat, par->obmat, tmat);
}
else {
copy_m4_m4(r_parentmat, par->obmat);
}
break;
}
case PARBONE:
ob_parbone(ob, par, tmat);
mul_m4_m4m4(r_parentmat, par->obmat, tmat);
break;
case PARVERT1:
unit_m4(r_parentmat);
give_parvert(par, ob->par1, vec);
mul_v3_m4v3(r_parentmat[3], par->obmat, vec);
break;
case PARVERT3:
ob_parvert3(ob, par, tmat);
mul_m4_m4m4(r_parentmat, par->obmat, tmat);
break;
case PARSKEL:
copy_m4_m4(r_parentmat, par->obmat);
break;
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}
}
2020-04-07 22:20:41 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Object Matrix Evaluation API
* \{ */
/**
* \param r_originmat: Optional matrix that stores the space the object is in
* (without its own matrix applied)
*/
static void solve_parenting(
Object *ob, Object *par, const bool set_origin, float r_obmat[4][4], float r_originmat[3][3])
{
float totmat[4][4];
float tmat[4][4];
float locmat[4][4];
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BKE_object_to_mat4(ob, locmat);
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BKE_object_get_parent_matrix(ob, par, totmat);
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2012-07-07 22:51:57 +00:00
/* total */
mul_m4_m4m4(tmat, totmat, ob->parentinv);
mul_m4_m4m4(r_obmat, tmat, locmat);
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if (r_originmat) {
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/* Usable `r_originmat`. */
copy_m3_m4(r_originmat, tmat);
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}
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/* origin, for help line */
if (set_origin) {
if ((ob->partype & PARTYPE) == PARSKEL) {
copy_v3_v3(ob->runtime.parent_display_origin, par->obmat[3]);
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}
else {
copy_v3_v3(ob->runtime.parent_display_origin, totmat[3]);
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}
}
}
static void object_where_is_calc_ex(Depsgraph *depsgraph,
Scene *scene,
Object *ob,
float ctime,
RigidBodyWorld *rbw,
float r_originmat[3][3])
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
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{
if (ob->parent) {
Object *par = ob->parent;
/* calculate parent matrix */
solve_parenting(ob, par, true, ob->obmat, r_originmat);
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}
else {
BKE_object_to_mat4(ob, ob->obmat);
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}
/* try to fall back to the scene rigid body world if none given */
rbw = rbw ? rbw : scene->rigidbody_world;
Bugfix [#33970] Background Scene does not show animation of rigid body objects This was caused by multiple instantiations of the same basic problem. The rigidbody handling code often assumed that "scene" pointers referred to the scene where an object participating in the sim resided (and where the rigidbody world for that sim lived). However, when dealing with background sets, "scene" often only refers to the active scene, and not the set that the object actually came from. Hence, the rigidbody code would often (wrongly) conclude that there was nothing to do. For example, we may have the following backgound set/scene chaining scenario: "active" <-- ... <-- set i (rigidbody objects live here) <-- ... <-- set n The fix here is a multi-part fix: 1) Moved sim-world calculation from BKE_scene_update_newframe() to scene_update_tagged_recursive() + This is currently the only way that rigidbody sims in background sets will get calculated, as part of the recursion - These checks will get run on each update. <--- FIXME!!! 2) Tweaked depsgraph code so that when checking if there are any time-dependent features on objects to tag for updating, the checking is done relative to the scene that the object actually resides in (and not the active scene). Otherwise, even if we recalculate the sim, the affected objects won't get tagged for updating. This tagging is needed to actually flush the transforms out of the RigidBodyObject structs (written by the sim/cache) and into the Object transforms (obmat's) 3) Removed the requirement for rigidbody world to actually exist before we can flush rigidbody transforms. In many cases, it should be sufficient to assume that because the object with rigidbody data attached has been tagged for updates, it should have updates to perform. Of course, we still check on this data if we've got it, but that's only if the sim is in the active scene. - TODO: if we have further problems, we should investigate passing the "actual" scene down alongside the "active" scene for BKE_object_handle_update().
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/* read values pushed into RBO from sim/cache... */
BKE_rigidbody_sync_transforms(rbw, ob, ctime);
== Constraints System == After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented. === What's New === * The long-awaited ``ChildOf Constraint'': This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent. * Constraint/Target Evaluation Spaces: In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were. * Action Constraint - Loc/Rot/Size Inputs The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff. * Transform - No longer in Crazy Space (TM) Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking. === General Code Changes === * solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be. * evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here. * A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better. * Made the formatting of constraint code consistent * There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly. * LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions. * Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme. * Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so. === Future Work === * Geometry to act as targets for constraints. A space has been reserved for this already. * Tidy up UI buttons of constraints
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/* solve constraints */
if (ob->constraints.first && !(ob->transflag & OB_NO_CONSTRAINTS)) {
== Constraints System == After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented. === What's New === * The long-awaited ``ChildOf Constraint'': This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent. * Constraint/Target Evaluation Spaces: In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were. * Action Constraint - Loc/Rot/Size Inputs The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff. * Transform - No longer in Crazy Space (TM) Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking. === General Code Changes === * solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be. * evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here. * A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better. * Made the formatting of constraint code consistent * There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly. * LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions. * Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme. * Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so. === Future Work === * Geometry to act as targets for constraints. A space has been reserved for this already. * Tidy up UI buttons of constraints
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bConstraintOb *cob;
cob = BKE_constraints_make_evalob(depsgraph, scene, ob, nullptr, CONSTRAINT_OBTYPE_OBJECT);
BKE_constraints_solve(depsgraph, &ob->constraints, cob, ctime);
BKE_constraints_clear_evalob(cob);
== Constraints System == After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented. === What's New === * The long-awaited ``ChildOf Constraint'': This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent. * Constraint/Target Evaluation Spaces: In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were. * Action Constraint - Loc/Rot/Size Inputs The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff. * Transform - No longer in Crazy Space (TM) Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking. === General Code Changes === * solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be. * evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here. * A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better. * Made the formatting of constraint code consistent * There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly. * LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions. * Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme. * Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so. === Future Work === * Geometry to act as targets for constraints. A space has been reserved for this already. * Tidy up UI buttons of constraints
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}
/* set negative scale flag in object */
if (is_negative_m4(ob->obmat)) {
ob->transflag |= OB_NEG_SCALE;
}
else {
ob->transflag &= ~OB_NEG_SCALE;
}
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}
void BKE_object_where_is_calc_time(Depsgraph *depsgraph, Scene *scene, Object *ob, float ctime)
{
/* Execute drivers and animation. */
const bool flush_to_original = DEG_is_active(depsgraph);
T77086 Animation: Passing Dependency Graph to Drivers Custom driver functions need access to the dependency graph that is triggering the evaluation of the driver. This patch passes the dependency graph pointer through all the animation-related calls. Instead of passing the evaluation time to functions, the code now passes an `AnimationEvalContext` pointer: ``` typedef struct AnimationEvalContext { struct Depsgraph *const depsgraph; const float eval_time; } AnimationEvalContext; ``` These structs are read-only, meaning that the code cannot change the evaluation time. Note that the `depsgraph` pointer itself is const, but it points to a non-const depsgraph. FCurves and Drivers can be evaluated at a different time than the current scene time, for example when evaluating NLA strips. This means that, even though the current time is stored in the dependency graph, we need an explicit evaluation time. There are two functions that allow creation of `AnimationEvalContext` objects: - `BKE_animsys_eval_context_construct(Depsgraph *depsgraph, float eval_time)`, which creates a new context object from scratch, and - `BKE_animsys_eval_context_construct_at(AnimationEvalContext *anim_eval_context, float eval_time)`, which can be used to create a `AnimationEvalContext` with the same depsgraph, but at a different time. This makes it possible to later add fields without changing any of the code that just want to change the eval time. This also provides a fix for T75553, although it does require a change to the custom driver function. The driver should call `custom_function(depsgraph)`, and the function should use that depsgraph instead of information from `bpy.context`. Reviewed By: brecht, sergey Differential Revision: https://developer.blender.org/D8047
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const AnimationEvalContext anim_eval_context = BKE_animsys_eval_context_construct(depsgraph,
ctime);
BKE_animsys_evaluate_animdata(
&ob->id, ob->adt, &anim_eval_context, ADT_RECALC_ALL, flush_to_original);
object_where_is_calc_ex(depsgraph, scene, ob, ctime, nullptr, nullptr);
}
void BKE_object_where_is_calc_mat4(Object *ob, float r_obmat[4][4])
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
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{
if (ob->parent) {
Object *par = ob->parent;
solve_parenting(ob, par, false, r_obmat, nullptr);
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
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}
else {
BKE_object_to_mat4(ob, r_obmat);
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
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}
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}
void BKE_object_where_is_calc_ex(
Depsgraph *depsgraph, Scene *scene, RigidBodyWorld *rbw, Object *ob, float r_originmat[3][3])
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{
float ctime = DEG_get_ctime(depsgraph);
object_where_is_calc_ex(depsgraph, scene, ob, ctime, rbw, r_originmat);
}
void BKE_object_where_is_calc(Depsgraph *depsgraph, Scene *scene, Object *ob)
{
float ctime = DEG_get_ctime(depsgraph);
object_where_is_calc_ex(depsgraph, scene, ob, ctime, nullptr, nullptr);
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}
void BKE_object_workob_calc_parent(Depsgraph *depsgraph, Scene *scene, Object *ob, Object *workob)
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{
BKE_object_workob_clear(workob);
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unit_m4(workob->obmat);
unit_m4(workob->parentinv);
unit_m4(workob->constinv);
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/* Since this is used while calculating parenting,
* at this moment ob_eval->parent is still nullptr. */
workob->parent = DEG_get_evaluated_object(depsgraph, ob->parent);
workob->trackflag = ob->trackflag;
workob->upflag = ob->upflag;
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workob->partype = ob->partype;
workob->par1 = ob->par1;
workob->par2 = ob->par2;
workob->par3 = ob->par3;
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/* The effects of constraints should NOT be included in the parent-inverse matrix. Constraints
* are supposed to be applied after the object's local loc/rot/scale. If the (inverted) effect of
* constraints would be included in the parent inverse matrix, these would be applied before the
* object's local loc/rot/scale instead of after. For example, a "Copy Rotation" constraint would
* rotate the object's local translation as well. See T82156. */
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BLI_strncpy(workob->parsubstr, ob->parsubstr, sizeof(workob->parsubstr));
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BKE_object_where_is_calc(depsgraph, scene, workob);
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}
void BKE_object_apply_mat4_ex(Object *ob,
const float mat[4][4],
Object *parent,
const float parentinv[4][4],
const bool use_compat)
{
/* see BKE_pchan_apply_mat4() for the equivalent 'pchan' function */
float rot[3][3];
if (parent != nullptr) {
float rmat[4][4], diff_mat[4][4], imat[4][4], parent_mat[4][4];
BKE_object_get_parent_matrix(ob, parent, parent_mat);
mul_m4_m4m4(diff_mat, parent_mat, parentinv);
invert_m4_m4(imat, diff_mat);
mul_m4_m4m4(rmat, imat, mat); /* get the parent relative matrix */
/* same as below, use rmat rather than mat */
mat4_to_loc_rot_size(ob->loc, rot, ob->scale, rmat);
}
else {
mat4_to_loc_rot_size(ob->loc, rot, ob->scale, mat);
}
BKE_object_mat3_to_rot(ob, rot, use_compat);
sub_v3_v3(ob->loc, ob->dloc);
if (ob->dscale[0] != 0.0f) {
ob->scale[0] /= ob->dscale[0];
}
if (ob->dscale[1] != 0.0f) {
ob->scale[1] /= ob->dscale[1];
}
if (ob->dscale[2] != 0.0f) {
ob->scale[2] /= ob->dscale[2];
}
/* BKE_object_mat3_to_rot handles delta rotations */
}
void BKE_object_apply_mat4(Object *ob,
const float mat[4][4],
const bool use_compat,
const bool use_parent)
{
BKE_object_apply_mat4_ex(ob, mat, use_parent ? ob->parent : nullptr, ob->parentinv, use_compat);
}
void BKE_object_apply_parent_inverse(struct Object *ob)
{
/*
* Use parent's world transform as the child's origin.
*
* Let:
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* `local = identity`
* `world = orthonormalized(parent)`
*
* Then:
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* `world = parent @ parentinv @ local`
* `inv(parent) @ world = parentinv`
* `parentinv = inv(parent) @ world`
*
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* NOTE: If `ob->obmat` has shear, then this `parentinv` is insufficient because
* `parent @ parentinv => shearless result`
*
* Thus, local will have shear which cannot be decomposed into TRS:
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* `local = inv(parent @ parentinv) @ world`
*
* This is currently not supported for consistency in the handling of shear during the other
* parenting ops: Parent (Keep Transform), Clear [Parent] and Keep Transform.
*/
float par_locrot[4][4], par_imat[4][4];
BKE_object_get_parent_matrix(ob, ob->parent, par_locrot);
invert_m4_m4(par_imat, par_locrot);
orthogonalize_m4_stable(par_locrot, 0, true);
mul_m4_m4m4(ob->parentinv, par_imat, par_locrot);
/* Now, preserve `world` given the new `parentinv`.
*
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* `world = parent @ parentinv @ local`
* `inv(parent) @ world = parentinv @ local`
* `inv(parentinv) @ inv(parent) @ world = local`
*
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* `local = inv(parentinv) @ inv(parent) @ world`
*/
float ob_local[4][4];
copy_m4_m4(ob_local, ob->parentinv);
invert_m4(ob_local);
mul_m4_m4_post(ob_local, par_imat);
mul_m4_m4_post(ob_local, ob->obmat);
/* Send use_compat=False so the rotation is predictable. */
BKE_object_apply_mat4(ob, ob_local, false, false);
}
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/** \} */
/* -------------------------------------------------------------------- */
/** \name Object Bounding Box API
* \{ */
BoundBox *BKE_boundbox_alloc_unit()
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{
BoundBox *bb = MEM_cnew<BoundBox>(__func__);
BKE_boundbox_init_from_minmax(bb, float3(-1), float3(1));
return bb;
}
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void BKE_boundbox_init_from_minmax(BoundBox *bb, const float min[3], const float max[3])
{
bb->vec[0][0] = bb->vec[1][0] = bb->vec[2][0] = bb->vec[3][0] = min[0];
bb->vec[4][0] = bb->vec[5][0] = bb->vec[6][0] = bb->vec[7][0] = max[0];
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bb->vec[0][1] = bb->vec[1][1] = bb->vec[4][1] = bb->vec[5][1] = min[1];
bb->vec[2][1] = bb->vec[3][1] = bb->vec[6][1] = bb->vec[7][1] = max[1];
bb->vec[0][2] = bb->vec[3][2] = bb->vec[4][2] = bb->vec[7][2] = min[2];
bb->vec[1][2] = bb->vec[2][2] = bb->vec[5][2] = bb->vec[6][2] = max[2];
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}
void BKE_boundbox_calc_center_aabb(const BoundBox *bb, float r_cent[3])
{
r_cent[0] = 0.5f * (bb->vec[0][0] + bb->vec[4][0]);
r_cent[1] = 0.5f * (bb->vec[0][1] + bb->vec[2][1]);
r_cent[2] = 0.5f * (bb->vec[0][2] + bb->vec[1][2]);
}
void BKE_boundbox_calc_size_aabb(const BoundBox *bb, float r_size[3])
{
r_size[0] = 0.5f * fabsf(bb->vec[0][0] - bb->vec[4][0]);
r_size[1] = 0.5f * fabsf(bb->vec[0][1] - bb->vec[2][1]);
r_size[2] = 0.5f * fabsf(bb->vec[0][2] - bb->vec[1][2]);
}
void BKE_boundbox_minmax(const BoundBox *bb,
const float obmat[4][4],
float r_min[3],
float r_max[3])
{
int i;
for (i = 0; i < 8; i++) {
float vec[3];
mul_v3_m4v3(vec, obmat, bb->vec[i]);
minmax_v3v3_v3(r_min, r_max, vec);
}
}
const BoundBox *BKE_object_boundbox_get(Object *ob)
{
BoundBox *bb = nullptr;
switch (ob->type) {
case OB_MESH:
bb = BKE_mesh_boundbox_get(ob);
break;
case OB_CURVES_LEGACY:
case OB_SURF:
case OB_FONT:
bb = BKE_curve_boundbox_get(ob);
break;
case OB_MBALL:
bb = BKE_mball_boundbox_get(ob);
break;
case OB_LATTICE:
bb = BKE_lattice_boundbox_get(ob);
break;
case OB_ARMATURE:
bb = BKE_armature_boundbox_get(ob);
break;
case OB_GPENCIL:
bb = BKE_gpencil_boundbox_get(ob);
break;
case OB_CURVES:
bb = BKE_curves_boundbox_get(ob);
break;
case OB_POINTCLOUD:
bb = BKE_pointcloud_boundbox_get(ob);
break;
case OB_VOLUME:
bb = BKE_volume_boundbox_get(ob);
break;
default:
break;
}
return bb;
}
void BKE_object_boundbox_calc_from_mesh(Object *ob, const Mesh *me_eval)
{
float3 min(FLT_MAX);
float3 max(-FLT_MAX);
if (!BKE_mesh_wrapper_minmax(me_eval, min, max)) {
min = float3(0);
max = float3(0);
}
if (ob->runtime.bb == nullptr) {
ob->runtime.bb = MEM_cnew<BoundBox>("DM-BoundBox");
}
BKE_boundbox_init_from_minmax(ob->runtime.bb, min, max);
ob->runtime.bb->flag &= ~BOUNDBOX_DIRTY;
}
bool BKE_object_boundbox_calc_from_evaluated_geometry(Object *ob)
{
float3 min(FLT_MAX);
float3 max(-FLT_MAX);
if (ob->runtime.geometry_set_eval) {
if (!ob->runtime.geometry_set_eval->compute_boundbox_without_instances(&min, &max)) {
min = float3(0);
max = float3(0);
}
}
else if (const Mesh *mesh_eval = BKE_object_get_evaluated_mesh(ob)) {
if (!BKE_mesh_wrapper_minmax(mesh_eval, min, max)) {
min = float3(0);
max = float3(0);
}
}
else if (ob->runtime.curve_cache) {
BKE_displist_minmax(&ob->runtime.curve_cache->disp, min, max);
}
else {
return false;
}
if (ob->runtime.bb == nullptr) {
ob->runtime.bb = MEM_cnew<BoundBox>(__func__);
}
BKE_boundbox_init_from_minmax(ob->runtime.bb, min, max);
ob->runtime.bb->flag &= ~BOUNDBOX_DIRTY;
return true;
}
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/** \} */
/* -------------------------------------------------------------------- */
/** \name Object Dimension Get/Set
*
* \warning Setting dimensions is prone to feedback loops in evaluation.
* \{ */
void BKE_object_dimensions_get(Object *ob, float r_vec[3])
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
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{
const BoundBox *bb = BKE_object_boundbox_get(ob);
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
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if (bb) {
float3 scale;
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mat4_to_size(scale, ob->obmat);
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r_vec[0] = fabsf(scale[0]) * (bb->vec[4][0] - bb->vec[0][0]);
r_vec[1] = fabsf(scale[1]) * (bb->vec[2][1] - bb->vec[0][1]);
r_vec[2] = fabsf(scale[2]) * (bb->vec[1][2] - bb->vec[0][2]);
}
else {
zero_v3(r_vec);
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
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}
}
void BKE_object_dimensions_set_ex(Object *ob,
const float value[3],
int axis_mask,
const float ob_scale_orig[3],
const float ob_obmat_orig[4][4])
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
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{
const BoundBox *bb = BKE_object_boundbox_get(ob);
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
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if (bb) {
float3 len;
len.x = bb->vec[4][0] - bb->vec[0][0];
len.y = bb->vec[2][1] - bb->vec[0][1];
len.z = bb->vec[1][2] - bb->vec[0][2];
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for (int i = 0; i < 3; i++) {
if (((1 << i) & axis_mask) == 0) {
if (ob_scale_orig != nullptr) {
const float scale_delta = len_v3(ob_obmat_orig[i]) / ob_scale_orig[i];
if (isfinite(scale_delta)) {
len[i] *= scale_delta;
}
}
const float scale = copysignf(value[i] / len[i], ob->scale[i]);
if (isfinite(scale)) {
ob->scale[i] = scale;
}
}
}
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
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}
}
void BKE_object_dimensions_set(Object *ob, const float value[3], int axis_mask)
{
BKE_object_dimensions_set_ex(ob, value, axis_mask, nullptr, nullptr);
}
void BKE_object_minmax(Object *ob, float r_min[3], float r_max[3], const bool use_hidden)
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{
bool changed = false;
switch (ob->type) {
case OB_CURVES_LEGACY:
case OB_FONT:
case OB_SURF: {
const BoundBox bb = *BKE_curve_boundbox_get(ob);
BKE_boundbox_minmax(&bb, ob->obmat, r_min, r_max);
changed = true;
break;
}
case OB_MESH: {
const BoundBox bb = *BKE_mesh_boundbox_get(ob);
BKE_boundbox_minmax(&bb, ob->obmat, r_min, r_max);
changed = true;
break;
}
case OB_GPENCIL: {
const BoundBox bb = *BKE_gpencil_boundbox_get(ob);
BKE_boundbox_minmax(&bb, ob->obmat, r_min, r_max);
changed = true;
break;
}
case OB_LATTICE: {
Lattice *lt = (Lattice *)ob->data;
BPoint *bp = lt->def;
int u, v, w;
for (w = 0; w < lt->pntsw; w++) {
for (v = 0; v < lt->pntsv; v++) {
for (u = 0; u < lt->pntsu; u++, bp++) {
float3 vec;
mul_v3_m4v3(vec, ob->obmat, bp->vec);
minmax_v3v3_v3(r_min, r_max, vec);
}
}
}
changed = true;
break;
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}
case OB_ARMATURE: {
changed = BKE_pose_minmax(ob, r_min, r_max, use_hidden, false);
break;
}
case OB_MBALL: {
float ob_min[3], ob_max[3];
changed = BKE_mball_minmax_ex((const MetaBall *)ob->data, ob_min, ob_max, ob->obmat, 0);
if (changed) {
minmax_v3v3_v3(r_min, r_max, ob_min);
minmax_v3v3_v3(r_min, r_max, ob_max);
}
break;
}
case OB_CURVES: {
const BoundBox bb = *BKE_curves_boundbox_get(ob);
BKE_boundbox_minmax(&bb, ob->obmat, r_min, r_max);
changed = true;
break;
}
case OB_POINTCLOUD: {
const BoundBox bb = *BKE_pointcloud_boundbox_get(ob);
BKE_boundbox_minmax(&bb, ob->obmat, r_min, r_max);
changed = true;
break;
}
case OB_VOLUME: {
const BoundBox bb = *BKE_volume_boundbox_get(ob);
BKE_boundbox_minmax(&bb, ob->obmat, r_min, r_max);
changed = true;
break;
}
}
if (changed == false) {
float3 size = ob->scale;
copy_v3_v3(size, ob->scale);
if (ob->type == OB_EMPTY) {
size *= ob->empty_drawsize;
}
minmax_v3v3_v3(r_min, r_max, ob->obmat[3]);
float3 vec;
copy_v3_v3(vec, ob->obmat[3]);
add_v3_v3(vec, size);
minmax_v3v3_v3(r_min, r_max, vec);
copy_v3_v3(vec, ob->obmat[3]);
sub_v3_v3(vec, size);
minmax_v3v3_v3(r_min, r_max, vec);
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}
}
void BKE_object_empty_draw_type_set(Object *ob, const int value)
{
ob->empty_drawtype = value;
if (ob->type == OB_EMPTY && ob->empty_drawtype == OB_EMPTY_IMAGE) {
if (!ob->iuser) {
ob->iuser = MEM_cnew<ImageUser>("image user");
ob->iuser->flag |= IMA_ANIM_ALWAYS;
ob->iuser->frames = 100;
ob->iuser->sfra = 1;
}
}
else {
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MEM_SAFE_FREE(ob->iuser);
}
}
bool BKE_object_empty_image_frame_is_visible_in_view3d(const Object *ob, const RegionView3D *rv3d)
{
const char visibility_flag = ob->empty_image_visibility_flag;
if (rv3d->is_persp) {
return (visibility_flag & OB_EMPTY_IMAGE_HIDE_PERSPECTIVE) == 0;
}
return (visibility_flag & OB_EMPTY_IMAGE_HIDE_ORTHOGRAPHIC) == 0;
}
bool BKE_object_empty_image_data_is_visible_in_view3d(const Object *ob, const RegionView3D *rv3d)
{
/* Caller is expected to check this. */
BLI_assert(BKE_object_empty_image_frame_is_visible_in_view3d(ob, rv3d));
const char visibility_flag = ob->empty_image_visibility_flag;
if ((visibility_flag & (OB_EMPTY_IMAGE_HIDE_BACK | OB_EMPTY_IMAGE_HIDE_FRONT)) != 0) {
float eps, dot;
if (rv3d->is_persp) {
/* NOTE: we could normalize the 'view_dir' then use 'eps'
* however the issue with empty objects being visible when viewed from the side
* is only noticeable in orthographic views. */
float3 view_dir;
sub_v3_v3v3(view_dir, rv3d->viewinv[3], ob->obmat[3]);
dot = dot_v3v3(ob->obmat[2], view_dir);
eps = 0.0f;
}
else {
dot = dot_v3v3(ob->obmat[2], rv3d->viewinv[2]);
eps = 1e-5f;
}
if (visibility_flag & OB_EMPTY_IMAGE_HIDE_BACK) {
if (dot < eps) {
return false;
}
}
if (visibility_flag & OB_EMPTY_IMAGE_HIDE_FRONT) {
if (dot > -eps) {
return false;
}
}
}
if (visibility_flag & OB_EMPTY_IMAGE_HIDE_NON_AXIS_ALIGNED) {
float3 proj, ob_z_axis;
normalize_v3_v3(ob_z_axis, ob->obmat[2]);
project_plane_v3_v3v3(proj, ob_z_axis, rv3d->viewinv[2]);
const float proj_length_sq = len_squared_v3(proj);
if (proj_length_sq > 1e-5f) {
return false;
}
}
return true;
}
bool BKE_object_minmax_empty_drawtype(const struct Object *ob, float r_min[3], float r_max[3])
{
BLI_assert(ob->type == OB_EMPTY);
float3 min(0), max(0);
bool ok = false;
const float radius = ob->empty_drawsize;
switch (ob->empty_drawtype) {
case OB_ARROWS: {
max = float3(radius);
ok = true;
break;
}
case OB_PLAINAXES:
case OB_CUBE:
case OB_EMPTY_SPHERE: {
min = float3(-radius);
max = float3(radius);
ok = true;
break;
}
case OB_CIRCLE: {
max[0] = max[2] = radius;
min[0] = min[2] = -radius;
ok = true;
break;
}
case OB_SINGLE_ARROW: {
max[2] = radius;
ok = true;
break;
}
case OB_EMPTY_CONE: {
min = float3(-radius, 0.0f, -radius);
max = float3(radius, radius * 2.0f, radius);
ok = true;
break;
}
case OB_EMPTY_IMAGE: {
const float *ofs = ob->ima_ofs;
/* NOTE: this is the best approximation that can be calculated without loading the image. */
min[0] = ofs[0] * radius;
min[1] = ofs[1] * radius;
max[0] = radius + (ofs[0] * radius);
max[1] = radius + (ofs[1] * radius);
/* Since the image aspect can shrink the bounds towards the object origin,
* adjust the min/max to account for that. */
for (int i = 0; i < 2; i++) {
CLAMP_MAX(min[i], 0.0f);
CLAMP_MIN(max[i], 0.0f);
}
ok = true;
break;
}
}
if (ok) {
copy_v3_v3(r_min, min);
copy_v3_v3(r_max, max);
}
return ok;
}
bool BKE_object_minmax_dupli(Depsgraph *depsgraph,
Scene *scene,
Object *ob,
float r_min[3],
float r_max[3],
const bool use_hidden)
{
bool ok = false;
if ((ob->transflag & OB_DUPLI) == 0 && ob->runtime.geometry_set_eval == nullptr) {
return ok;
}
ListBase *lb = object_duplilist(depsgraph, scene, ob);
LISTBASE_FOREACH (DupliObject *, dob, lb) {
if (((use_hidden == false) && (dob->no_draw != 0)) || dob->ob_data == nullptr) {
/* pass */
}
else {
Implement C++ methods for DNA structures This change makes it possible to add implementation of common C++ methods for DNA structures which helps ensuring unsafe operations like shallow copy are done explicitly. For example, creating a shallow copy used to be: Object temp_object = *input_object; In the C++ context it was seen like the temp_object is properly decoupled from the input object, while in the reality is it not. Now this code becomes: Object temp_object = blender::dna::shallow_copy(*input_object); The copy and move constructor and assignment operators are now explicitly disabled. Other than a more explicit resource management this change also solves a lot of warnings generated by the implicitly defined copy constructors w.r.t dealing with deprecated fields. These warnings were generated by Apple Clang when a shallow object copy was created via implicitly defined copy constructor. In order to enable C++ methods for DNA structures a newly added macro `DNA_DEFINE_CXX_METHODS()` is to be used: tpyedef struct Object { DNA_DEFINE_CXX_METHODS(Object) ... } Object; For the shallow copy use `blender::dna::shallow_copy()`. The implementation of the memcpy is hidden via an internal DNA function to avoid pulling `string.h` into every DNA header. This means that the solution does not affect on the headers dependencies. --- Ideally `DNA_shallow_copy` would be defined in a more explicit header, but don;t think we have a suitable one already. Maybe we can introduce `DNA_access.h` ? Differential Revision: https://developer.blender.org/D14427
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Object temp_ob = blender::dna::shallow_copy(*dob->ob);
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/* Do not modify the original bounding-box. */
temp_ob.runtime.bb = nullptr;
BKE_object_replace_data_on_shallow_copy(&temp_ob, dob->ob_data);
const BoundBox *bb = BKE_object_boundbox_get(&temp_ob);
if (bb) {
int i;
for (i = 0; i < 8; i++) {
float3 vec;
mul_v3_m4v3(vec, dob->mat, bb->vec[i]);
minmax_v3v3_v3(r_min, r_max, vec);
}
ok = true;
}
MEM_SAFE_FREE(temp_ob.runtime.bb);
}
}
free_object_duplilist(lb); /* does restore */
return ok;
}
struct GPencilStrokePointIterData {
const float (*obmat)[4];
void (*point_func_cb)(const float co[3], void *user_data);
void *user_data;
};
static void foreach_display_point_gpencil_stroke_fn(bGPDlayer *UNUSED(layer),
bGPDframe *UNUSED(frame),
bGPDstroke *stroke,
void *thunk)
{
GPencilStrokePointIterData *iter_data = (GPencilStrokePointIterData *)thunk;
{
bGPDspoint *pt;
int i;
for (i = 0, pt = stroke->points; i < stroke->totpoints; i++, pt++) {
float3 co;
mul_v3_m4v3(co, iter_data->obmat, &pt->x);
iter_data->point_func_cb(co, iter_data->user_data);
}
}
}
void BKE_object_foreach_display_point(Object *ob,
const float obmat[4][4],
void (*func_cb)(const float[3], void *),
void *user_data)
{
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/* TODO: point-cloud and curves object support. */
const Mesh *mesh_eval = BKE_object_get_evaluated_mesh(ob);
float3 co;
if (mesh_eval != nullptr) {
const MVert *verts = BKE_mesh_verts(mesh_eval);
const int totvert = mesh_eval->totvert;
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
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for (int i = 0; i < totvert; i++) {
mul_v3_m4v3(co, obmat, verts[i].co);
func_cb(co, user_data);
}
}
else if (ob->type == OB_GPENCIL) {
GPencilStrokePointIterData iter_data{};
iter_data.obmat = obmat;
iter_data.point_func_cb = func_cb;
iter_data.user_data = user_data;
BKE_gpencil_visible_stroke_iter(
(bGPdata *)ob->data, nullptr, foreach_display_point_gpencil_stroke_fn, &iter_data);
}
else if (ob->runtime.curve_cache && ob->runtime.curve_cache->disp.first) {
LISTBASE_FOREACH (DispList *, dl, &ob->runtime.curve_cache->disp) {
const float *v3 = dl->verts;
int totvert = dl->nr;
int i;
for (i = 0; i < totvert; i++, v3 += 3) {
mul_v3_m4v3(co, obmat, v3);
func_cb(co, user_data);
}
}
}
}
void BKE_scene_foreach_display_point(Depsgraph *depsgraph,
void (*func_cb)(const float[3], void *),
void *user_data)
{
DEG_OBJECT_ITER_BEGIN (depsgraph,
ob,
DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY | DEG_ITER_OBJECT_FLAG_VISIBLE |
DEG_ITER_OBJECT_FLAG_DUPLI) {
if ((ob->base_flag & BASE_SELECTED) != 0) {
BKE_object_foreach_display_point(ob, ob->obmat, func_cb, user_data);
}
}
DEG_OBJECT_ITER_END;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Object Transform Channels (Backup/Restore)
* \{ */
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/**
* See struct members from #Object in DNA_object_types.h
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*/
struct ObTfmBack {
float loc[3], dloc[3];
float scale[3], dscale[3];
float rot[3], drot[3];
float quat[4], dquat[4];
float rotAxis[3], drotAxis[3];
float rotAngle, drotAngle;
float obmat[4][4];
float parentinv[4][4];
float constinv[4][4];
float imat[4][4];
};
void *BKE_object_tfm_backup(Object *ob)
{
ObTfmBack *obtfm = (ObTfmBack *)MEM_mallocN(sizeof(ObTfmBack), "ObTfmBack");
copy_v3_v3(obtfm->loc, ob->loc);
copy_v3_v3(obtfm->dloc, ob->dloc);
copy_v3_v3(obtfm->scale, ob->scale);
copy_v3_v3(obtfm->dscale, ob->dscale);
copy_v3_v3(obtfm->rot, ob->rot);
copy_v3_v3(obtfm->drot, ob->drot);
copy_qt_qt(obtfm->quat, ob->quat);
copy_qt_qt(obtfm->dquat, ob->dquat);
copy_v3_v3(obtfm->rotAxis, ob->rotAxis);
copy_v3_v3(obtfm->drotAxis, ob->drotAxis);
obtfm->rotAngle = ob->rotAngle;
obtfm->drotAngle = ob->drotAngle;
copy_m4_m4(obtfm->obmat, ob->obmat);
copy_m4_m4(obtfm->parentinv, ob->parentinv);
copy_m4_m4(obtfm->constinv, ob->constinv);
copy_m4_m4(obtfm->imat, ob->imat);
return (void *)obtfm;
}
void BKE_object_tfm_restore(Object *ob, void *obtfm_pt)
{
ObTfmBack *obtfm = (ObTfmBack *)obtfm_pt;
copy_v3_v3(ob->loc, obtfm->loc);
copy_v3_v3(ob->dloc, obtfm->dloc);
copy_v3_v3(ob->scale, obtfm->scale);
copy_v3_v3(ob->dscale, obtfm->dscale);
copy_v3_v3(ob->rot, obtfm->rot);
copy_v3_v3(ob->drot, obtfm->drot);
copy_qt_qt(ob->quat, obtfm->quat);
copy_qt_qt(ob->dquat, obtfm->dquat);
copy_v3_v3(ob->rotAxis, obtfm->rotAxis);
copy_v3_v3(ob->drotAxis, obtfm->drotAxis);
ob->rotAngle = obtfm->rotAngle;
ob->drotAngle = obtfm->drotAngle;
copy_m4_m4(ob->obmat, obtfm->obmat);
copy_m4_m4(ob->parentinv, obtfm->parentinv);
copy_m4_m4(ob->constinv, obtfm->constinv);
copy_m4_m4(ob->imat, obtfm->imat);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Object Evaluation/Update API
* \{ */
void BKE_object_handle_update_ex(Depsgraph *depsgraph,
Threaded object update and EvaluationContext Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
2013-12-26 17:24:42 +06:00
Scene *scene,
Object *ob,
RigidBodyWorld *rbw)
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
{
const ID *object_data = (ID *)ob->data;
const bool recalc_object = (ob->id.recalc & ID_RECALC_ALL) != 0;
const bool recalc_data = (object_data != nullptr) ?
((object_data->recalc & ID_RECALC_ALL) != 0) :
false;
if (!recalc_object && !recalc_data) {
return;
}
/* Speed optimization for animation lookups. */
if (ob->pose != nullptr) {
BKE_pose_channels_hash_ensure(ob->pose);
if (ob->pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
BKE_pose_update_constraint_flags(ob->pose);
}
}
if (recalc_data) {
if (ob->type == OB_ARMATURE) {
/* this happens for reading old files and to match library armatures
* with poses we do it ahead of BKE_object_where_is_calc to ensure animation
* is evaluated on the rebuilt pose, otherwise we get incorrect poses
* on file load */
if (ob->pose == nullptr || (ob->pose->flag & POSE_RECALC)) {
2022-09-21 11:57:20 +10:00
/* No need to pass `bmain` here, we assume we do not need to rebuild DEG from here. */
BKE_pose_rebuild(nullptr, ob, (bArmature *)ob->data, true);
}
}
}
/* XXX new animsys warning: depsgraph tag ID_RECALC_GEOMETRY should not skip drivers,
* which is only in BKE_object_where_is_calc now */
/* XXX: should this case be ID_RECALC_TRANSFORM instead? */
if (recalc_object || recalc_data) {
if (G.debug & G_DEBUG_DEPSGRAPH_EVAL) {
printf("recalcob %s\n", ob->id.name + 2);
}
BKE_object_where_is_calc_ex(depsgraph, scene, rbw, ob, nullptr);
}
if (recalc_data) {
BKE_object_handle_data_update(depsgraph, scene, ob);
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
}
}
void BKE_object_handle_update(Depsgraph *depsgraph, Scene *scene, Object *ob)
{
BKE_object_handle_update_ex(depsgraph, scene, ob, nullptr);
}
void BKE_object_sculpt_data_create(Object *ob)
{
BLI_assert((ob->sculpt == nullptr) && (ob->mode & OB_MODE_ALL_SCULPT));
ob->sculpt = MEM_cnew<SculptSession>(__func__);
ob->sculpt->mode_type = (eObjectMode)ob->mode;
}
bool BKE_object_obdata_texspace_get(Object *ob, char **r_texflag, float **r_loc, float **r_size)
{
if (ob->data == nullptr) {
return false;
}
switch (GS(((ID *)ob->data)->name)) {
case ID_ME: {
BKE_mesh_texspace_get_reference((Mesh *)ob->data, r_texflag, r_loc, r_size);
break;
}
case ID_CU_LEGACY: {
Curve *cu = (Curve *)ob->data;
BKE_curve_texspace_ensure(cu);
if (r_texflag) {
*r_texflag = &cu->texflag;
}
if (r_loc) {
*r_loc = cu->loc;
}
if (r_size) {
*r_size = cu->size;
}
break;
}
case ID_MB: {
MetaBall *mb = (MetaBall *)ob->data;
if (r_texflag) {
*r_texflag = &mb->texflag;
}
if (r_loc) {
*r_loc = mb->loc;
}
if (r_size) {
*r_size = mb->size;
}
break;
}
default:
return false;
}
return true;
}
OpenSubDiv: add support for an OpenGL evaluator This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-27 16:34:47 +01:00
Mesh *BKE_object_get_evaluated_mesh_no_subsurf(const Object *object)
{
/* First attempt to retrieve the evaluated mesh from the evaluated geometry set. Most
* object types either store it there or add a reference to it if it's owned elsewhere. */
GeometrySet *geometry_set_eval = object->runtime.geometry_set_eval;
if (geometry_set_eval) {
/* Some areas expect to be able to modify the evaluated mesh in limited ways. Theoretically
* this should be avoided, or at least protected with a lock, so a const mesh could be returned
* from this function. We use a const_cast instead of #get_mesh_for_write, because that might
* result in a copy of the mesh when it is shared. */
Mesh *mesh = const_cast<Mesh *>(geometry_set_eval->get_mesh_for_read());
if (mesh) {
return mesh;
}
}
/* Some object types do not yet add the evaluated mesh to an evaluated geometry set, if they do
* not support evaluating to multiple data types. Eventually this should be removed, when all
* object types use #geometry_set_eval. */
ID *data_eval = object->runtime.data_eval;
if (data_eval && GS(data_eval->name) == ID_ME) {
return reinterpret_cast<Mesh *>(data_eval);
}
return nullptr;
}
OpenSubDiv: add support for an OpenGL evaluator This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-27 16:34:47 +01:00
Mesh *BKE_object_get_evaluated_mesh(const Object *object)
{
Mesh *mesh = BKE_object_get_evaluated_mesh_no_subsurf(object);
if (!mesh) {
return nullptr;
}
if (object->data && GS(((const ID *)object->data)->name) == ID_ME) {
2022-06-24 16:16:43 -05:00
mesh = BKE_mesh_wrapper_ensure_subdivision(mesh);
OpenSubDiv: add support for an OpenGL evaluator This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-27 16:34:47 +01:00
}
return mesh;
}
Mesh *BKE_object_get_pre_modified_mesh(const Object *object)
{
if (object->type == OB_MESH && object->runtime.data_orig != nullptr) {
BLI_assert(object->id.tag & LIB_TAG_COPIED_ON_WRITE);
BLI_assert(object->id.orig_id != nullptr);
BLI_assert(object->runtime.data_orig->orig_id == ((Object *)object->id.orig_id)->data);
Mesh *result = (Mesh *)object->runtime.data_orig;
BLI_assert((result->id.tag & LIB_TAG_COPIED_ON_WRITE) != 0);
BLI_assert((result->id.tag & LIB_TAG_COPIED_ON_WRITE_EVAL_RESULT) == 0);
return result;
}
BLI_assert((object->id.tag & LIB_TAG_COPIED_ON_WRITE) == 0);
return (Mesh *)object->data;
}
Mesh *BKE_object_get_original_mesh(const Object *object)
{
Mesh *result = nullptr;
if (object->id.orig_id == nullptr) {
BLI_assert((object->id.tag & LIB_TAG_COPIED_ON_WRITE) == 0);
result = (Mesh *)object->data;
}
else {
BLI_assert((object->id.tag & LIB_TAG_COPIED_ON_WRITE) != 0);
result = (Mesh *)((Object *)object->id.orig_id)->data;
}
BLI_assert(result != nullptr);
BLI_assert((result->id.tag & (LIB_TAG_COPIED_ON_WRITE | LIB_TAG_COPIED_ON_WRITE_EVAL_RESULT)) ==
0);
return result;
}
Fix depsgraphs sharing IDs via evaluated edit mesh The evaluated mesh is a result of evaluated modifiers, and referencing other evaluated IDs such as materials. It can not be stored in the EditMesh structure which is intended to be re-used by many areas. Such sharing was causing ownership errors causing bugs like T93855: Cycles crash with edit mode and simultaneous viewport and final render The proposed solution is to store the evaluated edit mesh and its cage in the object's runtime field. The motivation goes as following: - It allows to avoid ownership problems like the ones in the linked report. - Object level is chosen over mesh level is because the evaluated mesh is affected by modifiers, which are on the object level. This patch allows to have modifier stack of an object which shares mesh with an object which is in edit mode to be properly taken into account (before the change the modifier stack from the active object will be used for all objects which share the mesh). There is a change in the way how copy-on-write is handled in the edit mode to allow proper state update when changing active scene (or having two windows with different scenes). Previously, the copt-on-write would have been ignored by skipping tagging CoW component. Now it is ignored from within the CoW operation callback. This allows to update edit pointers for objects which are not from the current depsgraph and where the edit_mesh was never assigned in the case when the depsgraph was evaluated prior the active depsgraph. There is no user level changes changes expected with the CoW handling changes: should not affect on neither performance, nor memory consumption. Tested scenarios: - Various modifiers configurations of objects sharing mesh and be part of the same scene. - Steps from the reports: T93855, T82952, T77359 This also fixes T76609, T72733 and perhaps other reports. Differential Revision: https://developer.blender.org/D13824
2022-01-11 15:42:07 +01:00
Mesh *BKE_object_get_editmesh_eval_final(const Object *object)
{
BLI_assert(!DEG_is_original_id(&object->id));
BLI_assert(object->type == OB_MESH);
const Mesh *mesh = static_cast<const Mesh *>(object->data);
if (mesh->edit_mesh == nullptr) {
2022-01-26 16:06:22 +11:00
/* Happens when requesting material of evaluated 3d font object: the evaluated object get
Fix depsgraphs sharing IDs via evaluated edit mesh The evaluated mesh is a result of evaluated modifiers, and referencing other evaluated IDs such as materials. It can not be stored in the EditMesh structure which is intended to be re-used by many areas. Such sharing was causing ownership errors causing bugs like T93855: Cycles crash with edit mode and simultaneous viewport and final render The proposed solution is to store the evaluated edit mesh and its cage in the object's runtime field. The motivation goes as following: - It allows to avoid ownership problems like the ones in the linked report. - Object level is chosen over mesh level is because the evaluated mesh is affected by modifiers, which are on the object level. This patch allows to have modifier stack of an object which shares mesh with an object which is in edit mode to be properly taken into account (before the change the modifier stack from the active object will be used for all objects which share the mesh). There is a change in the way how copy-on-write is handled in the edit mode to allow proper state update when changing active scene (or having two windows with different scenes). Previously, the copt-on-write would have been ignored by skipping tagging CoW component. Now it is ignored from within the CoW operation callback. This allows to update edit pointers for objects which are not from the current depsgraph and where the edit_mesh was never assigned in the case when the depsgraph was evaluated prior the active depsgraph. There is no user level changes changes expected with the CoW handling changes: should not affect on neither performance, nor memory consumption. Tested scenarios: - Various modifiers configurations of objects sharing mesh and be part of the same scene. - Steps from the reports: T93855, T82952, T77359 This also fixes T76609, T72733 and perhaps other reports. Differential Revision: https://developer.blender.org/D13824
2022-01-11 15:42:07 +01:00
* converted to mesh, and it does not have edit mesh. */
return nullptr;
}
return reinterpret_cast<Mesh *>(object->runtime.data_eval);
}
Mesh *BKE_object_get_editmesh_eval_cage(const Object *object)
{
BLI_assert(!DEG_is_original_id(&object->id));
BLI_assert(object->type == OB_MESH);
const Mesh *mesh = static_cast<const Mesh *>(object->data);
BLI_assert(mesh->edit_mesh != nullptr);
UNUSED_VARS_NDEBUG(mesh);
return object->runtime.editmesh_eval_cage;
}
Lattice *BKE_object_get_lattice(const Object *object)
{
ID *data = (ID *)object->data;
if (data == nullptr || GS(data->name) != ID_LT) {
return nullptr;
}
Lattice *lt = (Lattice *)data;
if (lt->editlatt) {
return lt->editlatt->latt;
}
return lt;
}
Lattice *BKE_object_get_evaluated_lattice(const Object *object)
{
ID *data_eval = object->runtime.data_eval;
if (data_eval == nullptr || GS(data_eval->name) != ID_LT) {
return nullptr;
}
Lattice *lt_eval = (Lattice *)data_eval;
if (lt_eval->editlatt) {
return lt_eval->editlatt->latt;
}
return lt_eval;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Object Point Cache
* \{ */
static int pc_cmp(const void *a, const void *b)
{
const LinkData *ad = (const LinkData *)a, *bd = (const LinkData *)b;
if (POINTER_AS_INT(ad->data) > POINTER_AS_INT(bd->data)) {
return 1;
}
return 0;
}
/* TODO: Review the usages of this function, currently with COW it will be called for orig object
* and then again for COW copies of it, think this is bad since there is no guarantee that we get
* the same stack index in both cases? Order is important since this index is used for filenames on
* disk. */
2018-06-17 17:05:51 +02:00
int BKE_object_insert_ptcache(Object *ob)
{
LinkData *link = nullptr;
int i = 0;
BLI_listbase_sort(&ob->pc_ids, pc_cmp);
for (link = (LinkData *)ob->pc_ids.first, i = 0; link; link = link->next, i++) {
int index = POINTER_AS_INT(link->data);
if (i < index) {
break;
}
}
link = MEM_cnew<LinkData>("PCLink");
link->data = POINTER_FROM_INT(i);
BLI_addtail(&ob->pc_ids, link);
return i;
}
static int pc_findindex(ListBase *listbase, int index)
{
int number = 0;
2018-06-17 17:05:51 +02:00
if (listbase == nullptr) {
return -1;
}
2018-06-17 17:05:51 +02:00
LinkData *link = (LinkData *)listbase->first;
while (link) {
if (POINTER_AS_INT(link->data) == index) {
return number;
}
2018-06-17 17:05:51 +02:00
number++;
link = link->next;
}
2018-06-17 17:05:51 +02:00
return -1;
}
void BKE_object_delete_ptcache(Object *ob, int index)
{
int list_index = pc_findindex(&ob->pc_ids, index);
LinkData *link = (LinkData *)BLI_findlink(&ob->pc_ids, list_index);
BLI_freelinkN(&ob->pc_ids, link);
}
/** \} */
2020-04-07 22:20:41 +10:00
/* -------------------------------------------------------------------- */
/** \name Object Data Shape Key Insert
* \{ */
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/** Mesh */
static KeyBlock *insert_meshkey(Main *bmain, Object *ob, const char *name, const bool from_mix)
{
Mesh *me = (Mesh *)ob->data;
Key *key = me->key;
KeyBlock *kb;
int newkey = 0;
if (key == nullptr) {
key = me->key = BKE_key_add(bmain, (ID *)me);
key->type = KEY_RELATIVE;
newkey = 1;
}
if (newkey || from_mix == false) {
/* create from mesh */
kb = BKE_keyblock_add_ctime(key, name, false);
BKE_keyblock_convert_from_mesh(me, key, kb);
}
else {
/* copy from current values */
int totelem;
float *data = BKE_key_evaluate_object(ob, &totelem);
/* create new block with prepared data */
kb = BKE_keyblock_add_ctime(key, name, false);
kb->data = data;
kb->totelem = totelem;
}
return kb;
}
2020-09-07 14:33:24 +10:00
/** Lattice */
static KeyBlock *insert_lattkey(Main *bmain, Object *ob, const char *name, const bool from_mix)
{
Lattice *lt = (Lattice *)ob->data;
Key *key = lt->key;
KeyBlock *kb;
int newkey = 0;
if (key == nullptr) {
key = lt->key = BKE_key_add(bmain, (ID *)lt);
key->type = KEY_RELATIVE;
newkey = 1;
}
if (newkey || from_mix == false) {
kb = BKE_keyblock_add_ctime(key, name, false);
if (!newkey) {
KeyBlock *basekb = (KeyBlock *)key->block.first;
kb->data = MEM_dupallocN(basekb->data);
kb->totelem = basekb->totelem;
}
else {
BKE_keyblock_convert_from_lattice(lt, kb);
}
}
else {
/* copy from current values */
int totelem;
float *data = BKE_key_evaluate_object(ob, &totelem);
/* create new block with prepared data */
kb = BKE_keyblock_add_ctime(key, name, false);
kb->totelem = totelem;
kb->data = data;
}
return kb;
}
2020-09-07 14:33:24 +10:00
/** Curve */
static KeyBlock *insert_curvekey(Main *bmain, Object *ob, const char *name, const bool from_mix)
{
Curve *cu = (Curve *)ob->data;
Key *key = cu->key;
KeyBlock *kb;
ListBase *lb = BKE_curve_nurbs_get(cu);
int newkey = 0;
if (key == nullptr) {
key = cu->key = BKE_key_add(bmain, (ID *)cu);
key->type = KEY_RELATIVE;
newkey = 1;
}
if (newkey || from_mix == false) {
/* create from curve */
kb = BKE_keyblock_add_ctime(key, name, false);
if (!newkey) {
KeyBlock *basekb = (KeyBlock *)key->block.first;
kb->data = MEM_dupallocN(basekb->data);
kb->totelem = basekb->totelem;
}
else {
BKE_keyblock_convert_from_curve(cu, kb, lb);
}
}
else {
/* copy from current values */
int totelem;
float *data = BKE_key_evaluate_object(ob, &totelem);
/* create new block with prepared data */
kb = BKE_keyblock_add_ctime(key, name, false);
kb->totelem = totelem;
kb->data = data;
}
return kb;
}
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/** \} */
/* -------------------------------------------------------------------- */
/** \name Object Shape Key API
* \{ */
KeyBlock *BKE_object_shapekey_insert(Main *bmain,
Object *ob,
const char *name,
const bool from_mix)
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{
KeyBlock *key = nullptr;
switch (ob->type) {
case OB_MESH:
key = insert_meshkey(bmain, ob, name, from_mix);
break;
case OB_CURVES_LEGACY:
case OB_SURF:
key = insert_curvekey(bmain, ob, name, from_mix);
break;
case OB_LATTICE:
key = insert_lattkey(bmain, ob, name, from_mix);
break;
default:
break;
}
/* Set the first active when none is set when called from RNA. */
if (key != nullptr) {
if (ob->shapenr <= 0) {
ob->shapenr = 1;
}
}
return key;
}
bool BKE_object_shapekey_free(Main *bmain, Object *ob)
{
Key **key_p, *key;
key_p = BKE_key_from_object_p(ob);
if (ELEM(nullptr, key_p, *key_p)) {
return false;
}
key = *key_p;
*key_p = nullptr;
BKE_id_free_us(bmain, key);
return true;
}
bool BKE_object_shapekey_remove(Main *bmain, Object *ob, KeyBlock *kb)
{
Key *key = BKE_key_from_object(ob);
short kb_index;
if (key == nullptr) {
return false;
}
kb_index = BLI_findindex(&key->block, kb);
BLI_assert(kb_index != -1);
LISTBASE_FOREACH (KeyBlock *, rkb, &key->block) {
if (rkb->relative == kb_index) {
/* remap to the 'Basis' */
rkb->relative = 0;
}
else if (rkb->relative >= kb_index) {
/* Fix positional shift of the keys when kb is deleted from the list */
rkb->relative -= 1;
}
}
BLI_remlink(&key->block, kb);
key->totkey--;
if (key->refkey == kb) {
key->refkey = (KeyBlock *)key->block.first;
if (key->refkey) {
/* apply new basis key on original data */
switch (ob->type) {
case OB_MESH: {
Mesh *mesh = (Mesh *)ob->data;
MutableSpan<MVert> verts = mesh->verts_for_write();
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
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BKE_keyblock_convert_to_mesh(key->refkey, verts.data(), mesh->totvert);
break;
}
case OB_CURVES_LEGACY:
case OB_SURF:
BKE_keyblock_convert_to_curve(
key->refkey, (Curve *)ob->data, BKE_curve_nurbs_get((Curve *)ob->data));
break;
case OB_LATTICE:
BKE_keyblock_convert_to_lattice(key->refkey, (Lattice *)ob->data);
break;
}
}
}
if (kb->data) {
MEM_freeN(kb->data);
}
MEM_freeN(kb);
/* Unset active when all are freed. */
if (BLI_listbase_is_empty(&key->block)) {
ob->shapenr = 0;
}
else if (ob->shapenr > 1) {
ob->shapenr--;
}
if (key->totkey == 0) {
BKE_object_shapekey_free(bmain, ob);
}
return true;
}
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/** \} */
/* -------------------------------------------------------------------- */
/** \name Object Query API
* \{ */
bool BKE_object_parent_loop_check(const Object *par, const Object *ob)
{
/* test if 'ob' is a parent somewhere in par's parents */
if (par == nullptr) {
return false;
}
if (ob == par) {
return true;
}
return BKE_object_parent_loop_check(par->parent, ob);
}
bool BKE_object_flag_test_recursive(const Object *ob, short flag)
{
if (ob->flag & flag) {
return true;
}
if (ob->parent) {
return BKE_object_flag_test_recursive(ob->parent, flag);
}
return false;
}
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bool BKE_object_is_child_recursive(const Object *ob_parent, const Object *ob_child)
{
for (ob_child = ob_child->parent; ob_child; ob_child = ob_child->parent) {
if (ob_child == ob_parent) {
return true;
}
}
return false;
}
int BKE_object_is_modified(Scene *scene, Object *ob)
{
/* Always test on original object since evaluated object may no longer
* have shape keys or modifiers that were used to evaluate it. */
ob = DEG_get_original_object(ob);
int flag = 0;
if (BKE_key_from_object(ob)) {
flag |= eModifierMode_Render | eModifierMode_Realtime;
}
else {
ModifierData *md;
VirtualModifierData virtualModifierData;
/* cloth */
for (md = BKE_modifiers_get_virtual_modifierlist(ob, &virtualModifierData);
md && (flag != (eModifierMode_Render | eModifierMode_Realtime));
md = md->next) {
if ((flag & eModifierMode_Render) == 0 &&
BKE_modifier_is_enabled(scene, md, eModifierMode_Render)) {
flag |= eModifierMode_Render;
}
if ((flag & eModifierMode_Realtime) == 0 &&
BKE_modifier_is_enabled(scene, md, eModifierMode_Realtime)) {
flag |= eModifierMode_Realtime;
}
}
}
return flag;
}
bool BKE_object_moves_in_time(const Object *object, bool recurse_parent)
{
/* If object has any sort of animation data assume it is moving. */
if (BKE_animdata_id_is_animated(&object->id)) {
return true;
}
if (!BLI_listbase_is_empty(&object->constraints)) {
return true;
}
if (recurse_parent && object->parent != nullptr) {
return BKE_object_moves_in_time(object->parent, true);
}
return false;
}
static bool object_moves_in_time(const Object *object)
{
return BKE_object_moves_in_time(object, true);
}
static bool object_deforms_in_time(Object *object)
{
if (BKE_key_from_object(object) != nullptr) {
return true;
}
if (!BLI_listbase_is_empty(&object->modifiers)) {
return true;
}
return object_moves_in_time(object);
}
static bool constructive_modifier_is_deform_modified(Object *ob, ModifierData *md)
{
/* TODO(sergey): Consider generalizing this a bit so all modifier logic
* is concentrated in MOD_{modifier}.c file,
*/
if (md->type == eModifierType_Array) {
ArrayModifierData *amd = (ArrayModifierData *)md;
/* TODO(sergey): Check if curve is deformed. */
return (amd->start_cap != nullptr && object_moves_in_time(amd->start_cap)) ||
(amd->end_cap != nullptr && object_moves_in_time(amd->end_cap)) ||
(amd->curve_ob != nullptr && object_moves_in_time(amd->curve_ob)) ||
(amd->offset_ob != nullptr && object_moves_in_time(amd->offset_ob));
}
if (md->type == eModifierType_Mirror) {
MirrorModifierData *mmd = (MirrorModifierData *)md;
return mmd->mirror_ob != nullptr &&
(object_moves_in_time(mmd->mirror_ob) || object_moves_in_time(ob));
}
if (md->type == eModifierType_Screw) {
ScrewModifierData *smd = (ScrewModifierData *)md;
return smd->ob_axis != nullptr && object_moves_in_time(smd->ob_axis);
}
if (md->type == eModifierType_MeshSequenceCache) {
/* NOTE: Not ideal because it's unknown whether topology changes or not.
* This will be detected later, so by assuming it's only deformation
* going on here we allow baking deform-only mesh to Alembic and have
* proper motion blur after that.
*/
return true;
}
if (md->type == eModifierType_Nodes) {
/* Not ideal for performance to always assume this is animated,
* but hard to detect in general. The better long term solution is likely
* to replace BKE_object_is_deform_modified by a test if the object was
* modified by the depsgraph when changing frames. */
return true;
}
return false;
}
static bool modifiers_has_animation_check(const Object *ob)
{
/* TODO(sergey): This is a bit code duplication with depsgraph, but
* would be nicer to solve this as a part of new dependency graph
* work, so we avoid conflicts and so.
*/
if (ob->adt != nullptr) {
AnimData *adt = ob->adt;
if (adt->action != nullptr) {
LISTBASE_FOREACH (FCurve *, fcu, &adt->action->curves) {
if (fcu->rna_path && strstr(fcu->rna_path, "modifiers[")) {
return true;
}
}
}
LISTBASE_FOREACH (FCurve *, fcu, &adt->drivers) {
if (fcu->rna_path && strstr(fcu->rna_path, "modifiers[")) {
return true;
}
}
}
return false;
}
int BKE_object_is_deform_modified(Scene *scene, Object *ob)
{
/* Always test on original object since evaluated object may no longer
* have shape keys or modifiers that were used to evaluate it. */
ob = DEG_get_original_object(ob);
ModifierData *md;
VirtualModifierData virtualModifierData;
int flag = 0;
const bool is_modifier_animated = modifiers_has_animation_check(ob);
if (BKE_key_from_object(ob)) {
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flag |= eModifierMode_Realtime | eModifierMode_Render;
}
if (ob->type == OB_CURVES_LEGACY) {
Curve *cu = (Curve *)ob->data;
if (cu->taperobj != nullptr && object_deforms_in_time(cu->taperobj)) {
flag |= eModifierMode_Realtime | eModifierMode_Render;
}
}
/* cloth */
for (md = BKE_modifiers_get_virtual_modifierlist(ob, &virtualModifierData);
md && (flag != (eModifierMode_Render | eModifierMode_Realtime));
md = md->next) {
const ModifierTypeInfo *mti = BKE_modifier_get_info((const ModifierType)md->type);
bool can_deform = mti->type == eModifierTypeType_OnlyDeform || is_modifier_animated;
if (!can_deform) {
can_deform = constructive_modifier_is_deform_modified(ob, md);
}
if (can_deform) {
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if (!(flag & eModifierMode_Render) &&
BKE_modifier_is_enabled(scene, md, eModifierMode_Render)) {
flag |= eModifierMode_Render;
}
if (!(flag & eModifierMode_Realtime) &&
BKE_modifier_is_enabled(scene, md, eModifierMode_Realtime)) {
flag |= eModifierMode_Realtime;
}
}
}
return flag;
}
int BKE_object_scenes_users_get(Main *bmain, Object *ob)
{
int num_scenes = 0;
LISTBASE_FOREACH (Scene *, scene, &bmain->scenes) {
if (BKE_collection_has_object_recursive(scene->master_collection, ob)) {
num_scenes++;
}
}
return num_scenes;
}
MovieClip *BKE_object_movieclip_get(Scene *scene, Object *ob, bool use_default)
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
{
MovieClip *clip = use_default ? scene->clip : nullptr;
bConstraint *con = (bConstraint *)ob->constraints.first, *scon = nullptr;
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
while (con) {
if (con->type == CONSTRAINT_TYPE_CAMERASOLVER) {
if (scon == nullptr || (scon->flag & CONSTRAINT_OFF)) {
scon = con;
}
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
}
con = con->next;
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
}
if (scon) {
bCameraSolverConstraint *solver = (bCameraSolverConstraint *)scon->data;
if ((solver->flag & CAMERASOLVER_ACTIVECLIP) == 0) {
clip = solver->clip;
}
else {
clip = scene->clip;
}
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
}
return clip;
}
bool BKE_object_supports_material_slots(struct Object *ob)
{
return ELEM(ob->type,
OB_MESH,
OB_CURVES_LEGACY,
OB_SURF,
OB_FONT,
OB_MBALL,
OB_CURVES,
OB_POINTCLOUD,
OB_VOLUME,
OB_GPENCIL);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Object Runtime
* \{ */
void BKE_object_runtime_reset(Object *object)
{
memset(&object->runtime, 0, sizeof(object->runtime));
}
void BKE_object_runtime_reset_on_copy(Object *object, const int UNUSED(flag))
{
Object_Runtime *runtime = &object->runtime;
runtime->data_eval = nullptr;
runtime->gpd_eval = nullptr;
runtime->mesh_deform_eval = nullptr;
runtime->curve_cache = nullptr;
runtime->object_as_temp_mesh = nullptr;
runtime->object_as_temp_curve = nullptr;
runtime->geometry_set_eval = nullptr;
runtime->crazyspace_deform_imats = nullptr;
runtime->crazyspace_deform_cos = nullptr;
}
void BKE_object_runtime_free_data(Object *object)
{
/* Currently this is all that's needed. */
BKE_object_free_derived_caches(object);
BKE_object_runtime_reset(object);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Object Relationships
* \{ */
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/**
* Find an associated armature object.
*/
static Object *obrel_armature_find(Object *ob)
{
Object *ob_arm = nullptr;
if (ob->parent && ob->partype == PARSKEL && ob->parent->type == OB_ARMATURE) {
ob_arm = ob->parent;
}
else {
2012-06-12 22:05:33 +00:00
ModifierData *mod;
for (mod = (ModifierData *)ob->modifiers.first; mod; mod = mod->next) {
if (mod->type == eModifierType_Armature) {
2012-06-12 22:05:33 +00:00
ob_arm = ((ArmatureModifierData *)mod)->object;
}
}
}
return ob_arm;
}
static bool obrel_list_test(Object *ob)
{
return ob && !(ob->id.tag & LIB_TAG_DOIT);
}
static void obrel_list_add(LinkNode **links, Object *ob)
{
BLI_linklist_prepend(links, ob);
ob->id.tag |= LIB_TAG_DOIT;
}
ViewLayer: Lazy sync of scene data. When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
2022-09-14 21:33:51 +02:00
LinkNode *BKE_object_relational_superset(const Scene *scene,
struct ViewLayer *view_layer,
eObjectSet objectSet,
eObRelationTypes includeFilter)
{
LinkNode *links = nullptr;
/* Remove markers from all objects */
ViewLayer: Lazy sync of scene data. When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
2022-09-14 21:33:51 +02:00
BKE_view_layer_synced_ensure(scene, view_layer);
LISTBASE_FOREACH (Base *, base, BKE_view_layer_object_bases_get(view_layer)) {
base->object->id.tag &= ~LIB_TAG_DOIT;
}
/* iterate over all selected and visible objects */
ViewLayer: Lazy sync of scene data. When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
2022-09-14 21:33:51 +02:00
LISTBASE_FOREACH (Base *, base, BKE_view_layer_object_bases_get(view_layer)) {
if (objectSet == OB_SET_ALL) {
2012-07-07 22:51:57 +00:00
/* as we get all anyways just add it */
Object *ob = base->object;
obrel_list_add(&links, ob);
}
else {
if ((objectSet == OB_SET_SELECTED && BASE_SELECTED_EDITABLE(((View3D *)nullptr), base)) ||
(objectSet == OB_SET_VISIBLE && BASE_EDITABLE(((View3D *)nullptr), base))) {
Object *ob = base->object;
if (obrel_list_test(ob)) {
obrel_list_add(&links, ob);
}
/* parent relationship */
2012-06-12 22:05:33 +00:00
if (includeFilter & (OB_REL_PARENT | OB_REL_PARENT_RECURSIVE)) {
Object *parent = ob->parent;
if (obrel_list_test(parent)) {
obrel_list_add(&links, parent);
/* recursive parent relationship */
if (includeFilter & OB_REL_PARENT_RECURSIVE) {
parent = parent->parent;
2012-06-12 22:05:33 +00:00
while (obrel_list_test(parent)) {
obrel_list_add(&links, parent);
parent = parent->parent;
}
}
}
}
/* child relationship */
2012-06-12 22:05:33 +00:00
if (includeFilter & (OB_REL_CHILDREN | OB_REL_CHILDREN_RECURSIVE)) {
ViewLayer: Lazy sync of scene data. When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
2022-09-14 21:33:51 +02:00
LISTBASE_FOREACH (Base *, local_base, BKE_view_layer_object_bases_get(view_layer)) {
if (BASE_EDITABLE(((View3D *)nullptr), local_base)) {
Object *child = local_base->object;
if (obrel_list_test(child)) {
if ((includeFilter & OB_REL_CHILDREN_RECURSIVE &&
BKE_object_is_child_recursive(ob, child)) ||
2012-06-12 22:05:33 +00:00
(includeFilter & OB_REL_CHILDREN && child->parent && child->parent == ob)) {
obrel_list_add(&links, child);
}
}
}
}
}
/* include related armatures */
if (includeFilter & OB_REL_MOD_ARMATURE) {
Object *arm = obrel_armature_find(ob);
if (obrel_list_test(arm)) {
obrel_list_add(&links, arm);
}
}
}
}
2012-06-12 22:05:33 +00:00
}
return links;
}
struct LinkNode *BKE_object_groups(Main *bmain, Scene *scene, Object *ob)
{
LinkNode *collection_linknode = nullptr;
Collection *collection = nullptr;
while ((collection = BKE_collection_object_find(bmain, scene, collection, ob))) {
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
BLI_linklist_prepend(&collection_linknode, collection);
}
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
return collection_linknode;
}
void BKE_object_groups_clear(Main *bmain, Scene *scene, Object *ob)
{
Collection *collection = nullptr;
while ((collection = BKE_collection_object_find(bmain, scene, collection, ob))) {
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
BKE_collection_object_remove(bmain, collection, ob, false);
DEG_id_tag_update(&collection->id, ID_RECALC_COPY_ON_WRITE);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Object KD-Tree
* \{ */
KDTree_3d *BKE_object_as_kdtree(Object *ob, int *r_tot)
{
KDTree_3d *tree = nullptr;
unsigned int tot = 0;
switch (ob->type) {
case OB_MESH: {
Mesh *me = (Mesh *)ob->data;
unsigned int i;
Mesh *me_eval = ob->runtime.mesh_deform_eval ? ob->runtime.mesh_deform_eval :
BKE_object_get_evaluated_mesh(ob);
const int *index;
if (me_eval && (index = (const int *)CustomData_get_layer(&me_eval->vdata, CD_ORIGINDEX))) {
const Span<MVert> verts = me->verts();
2021-11-08 14:14:14 +11:00
/* Tree over-allocates in case where some verts have #ORIGINDEX_NONE. */
tot = 0;
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
tree = BLI_kdtree_3d_new(verts.size());
/* We don't how many verts from the DM we can use. */
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
for (i = 0; i < verts.size(); i++) {
if (index[i] != ORIGINDEX_NONE) {
float co[3];
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
mul_v3_m4v3(co, ob->obmat, verts[i].co);
BLI_kdtree_3d_insert(tree, index[i], co);
tot++;
}
}
}
else {
const Span<MVert> verts = me->verts();
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
tot = verts.size();
tree = BLI_kdtree_3d_new(tot);
for (i = 0; i < tot; i++) {
float co[3];
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
mul_v3_m4v3(co, ob->obmat, verts[i].co);
BLI_kdtree_3d_insert(tree, i, co);
}
}
BLI_kdtree_3d_balance(tree);
break;
}
case OB_CURVES_LEGACY:
case OB_SURF: {
/* TODO: take deformation into account */
Curve *cu = (Curve *)ob->data;
unsigned int i, a;
Nurb *nu;
tot = BKE_nurbList_verts_count_without_handles(&cu->nurb);
tree = BLI_kdtree_3d_new(tot);
i = 0;
nu = (Nurb *)cu->nurb.first;
while (nu) {
if (nu->bezt) {
BezTriple *bezt;
bezt = nu->bezt;
a = nu->pntsu;
while (a--) {
float co[3];
mul_v3_m4v3(co, ob->obmat, bezt->vec[1]);
BLI_kdtree_3d_insert(tree, i++, co);
bezt++;
}
}
else {
BPoint *bp;
bp = nu->bp;
a = nu->pntsu * nu->pntsv;
while (a--) {
float co[3];
mul_v3_m4v3(co, ob->obmat, bp->vec);
BLI_kdtree_3d_insert(tree, i++, co);
bp++;
}
}
nu = nu->next;
}
BLI_kdtree_3d_balance(tree);
break;
}
case OB_LATTICE: {
/* TODO: take deformation into account */
Lattice *lt = (Lattice *)ob->data;
BPoint *bp;
unsigned int i;
tot = lt->pntsu * lt->pntsv * lt->pntsw;
tree = BLI_kdtree_3d_new(tot);
i = 0;
for (bp = lt->def; i < tot; bp++) {
float co[3];
mul_v3_m4v3(co, ob->obmat, bp->vec);
BLI_kdtree_3d_insert(tree, i++, co);
}
BLI_kdtree_3d_balance(tree);
break;
}
}
*r_tot = tot;
return tree;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Object Modifier Utilities
* \{ */
2020-09-07 14:33:24 +10:00
/**
* Set "ignore cache" flag for all caches on this object.
*/
static void object_cacheIgnoreClear(Object *ob, int state)
{
ListBase pidlist;
BKE_ptcache_ids_from_object(&pidlist, ob, nullptr, 0);
LISTBASE_FOREACH (PTCacheID *, pid, &pidlist) {
if (pid->cache) {
if (state) {
pid->cache->flag |= PTCACHE_IGNORE_CLEAR;
}
else {
pid->cache->flag &= ~PTCACHE_IGNORE_CLEAR;
}
}
}
BLI_freelistN(&pidlist);
}
bool BKE_object_modifier_update_subframe(Depsgraph *depsgraph,
Scene *scene,
Object *ob,
bool update_mesh,
int parent_recursion,
float frame,
int type)
{
const bool flush_to_original = DEG_is_active(depsgraph);
ModifierData *md = BKE_modifiers_findby_type(ob, (ModifierType)type);
if (type == eModifierType_DynamicPaint) {
DynamicPaintModifierData *pmd = (DynamicPaintModifierData *)md;
/* if other is dynamic paint canvas, don't update */
if (pmd && pmd->canvas) {
return true;
}
}
else if (type == eModifierType_Fluid) {
FluidModifierData *fmd = (FluidModifierData *)md;
if (fmd && (fmd->type & MOD_FLUID_TYPE_DOMAIN) != 0) {
return true;
}
}
/* if object has parents, update them too */
if (parent_recursion) {
int recursion = parent_recursion - 1;
bool no_update = false;
if (ob->parent) {
no_update |= BKE_object_modifier_update_subframe(
depsgraph, scene, ob->parent, false, recursion, frame, type);
}
if (ob->track) {
no_update |= BKE_object_modifier_update_subframe(
depsgraph, scene, ob->track, false, recursion, frame, type);
}
2022-09-21 11:57:20 +10:00
/* Skip sub-frame if object is parented to vertex of a dynamic paint canvas. */
2021-10-20 10:45:59 +11:00
if (no_update && (ELEM(ob->partype, PARVERT1, PARVERT3))) {
return false;
}
/* also update constraint targets */
LISTBASE_FOREACH (bConstraint *, con, &ob->constraints) {
ListBase targets = {nullptr, nullptr};
if (BKE_constraint_targets_get(con, &targets)) {
LISTBASE_FOREACH (bConstraintTarget *, ct, &targets) {
if (ct->tar) {
BKE_object_modifier_update_subframe(
depsgraph, scene, ct->tar, false, recursion, frame, type);
}
}
/* free temp targets */
BKE_constraint_targets_flush(con, &targets, false);
}
}
}
/* was originally ID_RECALC_ALL - TODO: which flags are really needed??? */
/* TODO(sergey): What about animation? */
T77086 Animation: Passing Dependency Graph to Drivers Custom driver functions need access to the dependency graph that is triggering the evaluation of the driver. This patch passes the dependency graph pointer through all the animation-related calls. Instead of passing the evaluation time to functions, the code now passes an `AnimationEvalContext` pointer: ``` typedef struct AnimationEvalContext { struct Depsgraph *const depsgraph; const float eval_time; } AnimationEvalContext; ``` These structs are read-only, meaning that the code cannot change the evaluation time. Note that the `depsgraph` pointer itself is const, but it points to a non-const depsgraph. FCurves and Drivers can be evaluated at a different time than the current scene time, for example when evaluating NLA strips. This means that, even though the current time is stored in the dependency graph, we need an explicit evaluation time. There are two functions that allow creation of `AnimationEvalContext` objects: - `BKE_animsys_eval_context_construct(Depsgraph *depsgraph, float eval_time)`, which creates a new context object from scratch, and - `BKE_animsys_eval_context_construct_at(AnimationEvalContext *anim_eval_context, float eval_time)`, which can be used to create a `AnimationEvalContext` with the same depsgraph, but at a different time. This makes it possible to later add fields without changing any of the code that just want to change the eval time. This also provides a fix for T75553, although it does require a change to the custom driver function. The driver should call `custom_function(depsgraph)`, and the function should use that depsgraph instead of information from `bpy.context`. Reviewed By: brecht, sergey Differential Revision: https://developer.blender.org/D8047
2020-07-17 17:38:09 +02:00
const AnimationEvalContext anim_eval_context = BKE_animsys_eval_context_construct(depsgraph,
frame);
2017-12-15 10:45:20 +01:00
ob->id.recalc |= ID_RECALC_ALL;
if (update_mesh) {
T77086 Animation: Passing Dependency Graph to Drivers Custom driver functions need access to the dependency graph that is triggering the evaluation of the driver. This patch passes the dependency graph pointer through all the animation-related calls. Instead of passing the evaluation time to functions, the code now passes an `AnimationEvalContext` pointer: ``` typedef struct AnimationEvalContext { struct Depsgraph *const depsgraph; const float eval_time; } AnimationEvalContext; ``` These structs are read-only, meaning that the code cannot change the evaluation time. Note that the `depsgraph` pointer itself is const, but it points to a non-const depsgraph. FCurves and Drivers can be evaluated at a different time than the current scene time, for example when evaluating NLA strips. This means that, even though the current time is stored in the dependency graph, we need an explicit evaluation time. There are two functions that allow creation of `AnimationEvalContext` objects: - `BKE_animsys_eval_context_construct(Depsgraph *depsgraph, float eval_time)`, which creates a new context object from scratch, and - `BKE_animsys_eval_context_construct_at(AnimationEvalContext *anim_eval_context, float eval_time)`, which can be used to create a `AnimationEvalContext` with the same depsgraph, but at a different time. This makes it possible to later add fields without changing any of the code that just want to change the eval time. This also provides a fix for T75553, although it does require a change to the custom driver function. The driver should call `custom_function(depsgraph)`, and the function should use that depsgraph instead of information from `bpy.context`. Reviewed By: brecht, sergey Differential Revision: https://developer.blender.org/D8047
2020-07-17 17:38:09 +02:00
BKE_animsys_evaluate_animdata(
&ob->id, ob->adt, &anim_eval_context, ADT_RECALC_ANIM, flush_to_original);
2022-09-21 11:57:20 +10:00
/* Ignore cache clear during sub-frame updates to not mess up cache validity. */
object_cacheIgnoreClear(ob, 1);
BKE_object_handle_update(depsgraph, scene, ob);
object_cacheIgnoreClear(ob, 0);
}
else {
BKE_object_where_is_calc_time(depsgraph, scene, ob, frame);
}
/* for curve following objects, parented curve has to be updated too */
if (ob->type == OB_CURVES_LEGACY) {
Curve *cu = (Curve *)ob->data;
T77086 Animation: Passing Dependency Graph to Drivers Custom driver functions need access to the dependency graph that is triggering the evaluation of the driver. This patch passes the dependency graph pointer through all the animation-related calls. Instead of passing the evaluation time to functions, the code now passes an `AnimationEvalContext` pointer: ``` typedef struct AnimationEvalContext { struct Depsgraph *const depsgraph; const float eval_time; } AnimationEvalContext; ``` These structs are read-only, meaning that the code cannot change the evaluation time. Note that the `depsgraph` pointer itself is const, but it points to a non-const depsgraph. FCurves and Drivers can be evaluated at a different time than the current scene time, for example when evaluating NLA strips. This means that, even though the current time is stored in the dependency graph, we need an explicit evaluation time. There are two functions that allow creation of `AnimationEvalContext` objects: - `BKE_animsys_eval_context_construct(Depsgraph *depsgraph, float eval_time)`, which creates a new context object from scratch, and - `BKE_animsys_eval_context_construct_at(AnimationEvalContext *anim_eval_context, float eval_time)`, which can be used to create a `AnimationEvalContext` with the same depsgraph, but at a different time. This makes it possible to later add fields without changing any of the code that just want to change the eval time. This also provides a fix for T75553, although it does require a change to the custom driver function. The driver should call `custom_function(depsgraph)`, and the function should use that depsgraph instead of information from `bpy.context`. Reviewed By: brecht, sergey Differential Revision: https://developer.blender.org/D8047
2020-07-17 17:38:09 +02:00
BKE_animsys_evaluate_animdata(
&cu->id, cu->adt, &anim_eval_context, ADT_RECALC_ANIM, flush_to_original);
}
/* and armatures... */
if (ob->type == OB_ARMATURE) {
bArmature *arm = (bArmature *)ob->data;
T77086 Animation: Passing Dependency Graph to Drivers Custom driver functions need access to the dependency graph that is triggering the evaluation of the driver. This patch passes the dependency graph pointer through all the animation-related calls. Instead of passing the evaluation time to functions, the code now passes an `AnimationEvalContext` pointer: ``` typedef struct AnimationEvalContext { struct Depsgraph *const depsgraph; const float eval_time; } AnimationEvalContext; ``` These structs are read-only, meaning that the code cannot change the evaluation time. Note that the `depsgraph` pointer itself is const, but it points to a non-const depsgraph. FCurves and Drivers can be evaluated at a different time than the current scene time, for example when evaluating NLA strips. This means that, even though the current time is stored in the dependency graph, we need an explicit evaluation time. There are two functions that allow creation of `AnimationEvalContext` objects: - `BKE_animsys_eval_context_construct(Depsgraph *depsgraph, float eval_time)`, which creates a new context object from scratch, and - `BKE_animsys_eval_context_construct_at(AnimationEvalContext *anim_eval_context, float eval_time)`, which can be used to create a `AnimationEvalContext` with the same depsgraph, but at a different time. This makes it possible to later add fields without changing any of the code that just want to change the eval time. This also provides a fix for T75553, although it does require a change to the custom driver function. The driver should call `custom_function(depsgraph)`, and the function should use that depsgraph instead of information from `bpy.context`. Reviewed By: brecht, sergey Differential Revision: https://developer.blender.org/D8047
2020-07-17 17:38:09 +02:00
BKE_animsys_evaluate_animdata(
&arm->id, arm->adt, &anim_eval_context, ADT_RECALC_ANIM, flush_to_original);
BKE_pose_where_is(depsgraph, scene, ob);
}
return false;
}
void BKE_object_update_select_id(struct Main *bmain)
{
Object *ob = (Object *)bmain->objects.first;
int select_id = 1;
while (ob) {
ob->runtime.select_id = select_id++;
ob = (Object *)ob->id.next;
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Object Conversion
* \{ */
Mesh *BKE_object_to_mesh(Depsgraph *depsgraph, Object *object, bool preserve_all_data_layers)
{
BKE_object_to_mesh_clear(object);
Mesh *mesh = BKE_mesh_new_from_object(depsgraph, object, preserve_all_data_layers, false);
object->runtime.object_as_temp_mesh = mesh;
return mesh;
}
void BKE_object_to_mesh_clear(Object *object)
{
if (object->runtime.object_as_temp_mesh == nullptr) {
return;
}
BKE_id_free(nullptr, object->runtime.object_as_temp_mesh);
object->runtime.object_as_temp_mesh = nullptr;
}
Curve *BKE_object_to_curve(Object *object, Depsgraph *depsgraph, bool apply_modifiers)
{
BKE_object_to_curve_clear(object);
Curve *curve = BKE_curve_new_from_object(object, depsgraph, apply_modifiers);
object->runtime.object_as_temp_curve = curve;
return curve;
}
void BKE_object_to_curve_clear(Object *object)
{
if (object->runtime.object_as_temp_curve == nullptr) {
return;
}
BKE_id_free(nullptr, object->runtime.object_as_temp_curve);
object->runtime.object_as_temp_curve = nullptr;
}
void BKE_object_check_uuids_unique_and_report(const Object *object)
{
BKE_pose_check_uuids_unique_and_report(object->pose);
BKE_modifier_check_uuids_unique_and_report(object);
}
void BKE_object_modifiers_lib_link_common(void *userData,
struct Object *ob,
struct ID **idpoin,
int cb_flag)
{
BlendLibReader *reader = (BlendLibReader *)userData;
BLO_read_id_address(reader, ob->id.lib, idpoin);
if (*idpoin != nullptr && (cb_flag & IDWALK_CB_USER) != 0) {
id_us_plus_no_lib(*idpoin);
}
}
Geometry Nodes: support for geometry instancing Previously, the Point Instance node in geometry nodes could only instance existing objects or collections. The reason was that large parts of Blender worked under the assumption that objects are the main unit of instancing. Now we also want to instance geometry within an object, so a slightly larger refactor was necessary. This should not affect files that do not use the new kind of instances. The main change is a redefinition of what "instanced data" is. Now, an instances is a cow-object + object-data (the geometry). This can be nicely seen in `struct DupliObject`. This allows the same object to generate multiple geometries of different types which can be instanced individually. A nice side effect of this refactor is that having multiple geometry components is not a special case in the depsgraph object iterator anymore, because those components are integrated with the `DupliObject` system. Unfortunately, different systems that work with instances in Blender (e.g. render engines and exporters) often work under the assumption that objects are the main unit of instancing. So those have to be updated as well to be able to handle the new instances. This patch updates Cycles, EEVEE and other viewport engines. Exporters have not been updated yet. Some minimal (not master-ready) changes to update the obj and alembic exporters can be found in P2336 and P2335. Different file formats may want to handle these new instances in different ways. For users, the only thing that changed is that the Point Instance node now has a geometry mode. This also fixes T88454. Differential Revision: https://developer.blender.org/D11841
2021-09-06 18:22:24 +02:00
OpenSubDiv: add support for an OpenGL evaluator This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-27 16:34:47 +01:00
SubsurfModifierData *BKE_object_get_last_subsurf_modifier(const Object *ob)
{
ModifierData *md = (ModifierData *)(ob->modifiers.last);
while (md) {
if (md->type == eModifierType_Subsurf) {
break;
}
md = md->prev;
}
return (SubsurfModifierData *)(md);
}
Geometry Nodes: support for geometry instancing Previously, the Point Instance node in geometry nodes could only instance existing objects or collections. The reason was that large parts of Blender worked under the assumption that objects are the main unit of instancing. Now we also want to instance geometry within an object, so a slightly larger refactor was necessary. This should not affect files that do not use the new kind of instances. The main change is a redefinition of what "instanced data" is. Now, an instances is a cow-object + object-data (the geometry). This can be nicely seen in `struct DupliObject`. This allows the same object to generate multiple geometries of different types which can be instanced individually. A nice side effect of this refactor is that having multiple geometry components is not a special case in the depsgraph object iterator anymore, because those components are integrated with the `DupliObject` system. Unfortunately, different systems that work with instances in Blender (e.g. render engines and exporters) often work under the assumption that objects are the main unit of instancing. So those have to be updated as well to be able to handle the new instances. This patch updates Cycles, EEVEE and other viewport engines. Exporters have not been updated yet. Some minimal (not master-ready) changes to update the obj and alembic exporters can be found in P2336 and P2335. Different file formats may want to handle these new instances in different ways. For users, the only thing that changed is that the Point Instance node now has a geometry mode. This also fixes T88454. Differential Revision: https://developer.blender.org/D11841
2021-09-06 18:22:24 +02:00
void BKE_object_replace_data_on_shallow_copy(Object *ob, ID *new_data)
{
ob->type = BKE_object_obdata_to_type(new_data);
ob->data = (void *)new_data;
ob->runtime.geometry_set_eval = nullptr;
ob->runtime.data_eval = new_data;
if (ob->runtime.bb != nullptr) {
ob->runtime.bb->flag |= BOUNDBOX_DIRTY;
}
ob->id.py_instance = nullptr;
Geometry Nodes: support for geometry instancing Previously, the Point Instance node in geometry nodes could only instance existing objects or collections. The reason was that large parts of Blender worked under the assumption that objects are the main unit of instancing. Now we also want to instance geometry within an object, so a slightly larger refactor was necessary. This should not affect files that do not use the new kind of instances. The main change is a redefinition of what "instanced data" is. Now, an instances is a cow-object + object-data (the geometry). This can be nicely seen in `struct DupliObject`. This allows the same object to generate multiple geometries of different types which can be instanced individually. A nice side effect of this refactor is that having multiple geometry components is not a special case in the depsgraph object iterator anymore, because those components are integrated with the `DupliObject` system. Unfortunately, different systems that work with instances in Blender (e.g. render engines and exporters) often work under the assumption that objects are the main unit of instancing. So those have to be updated as well to be able to handle the new instances. This patch updates Cycles, EEVEE and other viewport engines. Exporters have not been updated yet. Some minimal (not master-ready) changes to update the obj and alembic exporters can be found in P2336 and P2335. Different file formats may want to handle these new instances in different ways. For users, the only thing that changed is that the Point Instance node now has a geometry mode. This also fixes T88454. Differential Revision: https://developer.blender.org/D11841
2021-09-06 18:22:24 +02:00
}
/** \} */