2003-04-26 18:01:01 +00:00
/*
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 14:32:21 +00:00
* * * * * * BEGIN GPL LICENSE BLOCK * * * * *
2002-10-12 11:37:38 +00:00
*
* This program is free software ; you can redistribute it and / or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation ; either version 2
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 14:32:21 +00:00
* of the License , or ( at your option ) any later version .
2002-10-12 11:37:38 +00:00
*
* This program is distributed in the hope that it will be useful ,
* but WITHOUT ANY WARRANTY ; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the
* GNU General Public License for more details .
*
* You should have received a copy of the GNU General Public License
* along with this program ; if not , write to the Free Software Foundation ,
2010-02-12 13:34:04 +00:00
* Inc . , 51 Franklin Street , Fifth Floor , Boston , MA 02110 - 1301 , USA .
2002-10-12 11:37:38 +00:00
*
* The Original Code is Copyright ( C ) 2001 - 2002 by NaN Holding BV .
* All rights reserved .
*
*
2007-12-24 18:53:37 +00:00
* Contributor ( s ) : Blender Foundation
2002-10-12 11:37:38 +00:00
*
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 14:32:21 +00:00
* * * * * * END GPL LICENSE BLOCK * * * * *
2004-06-23 18:22:51 +00:00
*
2002-10-12 11:37:38 +00:00
*/
2011-02-27 20:35:41 +00:00
/** \file blender/blenloader/intern/readfile.c
* \ ingroup blenloader
*/
2005-07-27 21:31:44 +00:00
# include "zlib.h"
2008-09-22 15:59:50 +00:00
# include <limits.h>
2002-10-12 11:37:38 +00:00
# include <stdio.h> // for printf fopen fwrite fclose sprintf FILE
# include <stdlib.h> // for getenv atoi
2010-02-22 09:22:36 +00:00
# include <stddef.h> // for offsetof
2002-10-12 11:37:38 +00:00
# include <fcntl.h> // for open
2005-04-02 15:36:57 +00:00
# include <string.h> // for strrchr strncmp strstr
2004-04-24 20:04:37 +00:00
# include <math.h> // for fabs
2012-01-05 09:50:07 +00:00
# include <stdarg.h> /* for va_start/end */
2002-10-12 11:37:38 +00:00
2004-06-23 18:22:51 +00:00
# ifndef WIN32
2012-04-15 07:54:07 +00:00
# include <unistd.h> // for read close
2002-10-12 11:37:38 +00:00
# else
2012-04-15 07:54:07 +00:00
# include <io.h> // for open close read
# include "winsock2.h"
# include "BLI_winstuff.h"
2002-10-12 11:37:38 +00:00
# endif
2011-12-04 06:05:48 +00:00
/* allow readfile to use deprecated functionality */
# define DNA_DEPRECATED_ALLOW
2009-01-18 10:41:45 +00:00
# include "DNA_anim_types.h"
2005-05-02 13:28:13 +00:00
# include "DNA_armature_types.h"
2002-10-12 11:37:38 +00:00
# include "DNA_actuator_types.h"
Brush Datablock:
- Added a new Brush datablock, only used by image paint, but intended
to be used in texture paint, vertex paint, weight paint and sculpt
mode also.
- Being a datablock, these brushes can be saved, appended and linked.
They have a fake user by default, to make sure they are saved even if
not selected.
Image Painting:
- Replaced the img module with C code in imagepaint.c
- Airbrush is no longer a separate tool, but rather an option that can
be used for soften, smear and clone also.
- Blend modes mix, add, subtract, multiply, darken and lighten have been
added, code taken directly from vertex paint.
Note to project files maintainers:
- The img module was removed from SCons and Makefiles, and this should
be done in other build systems also. I'll wait to remove the module
from cvs, to not break compilation.
2006-07-26 22:29:23 +00:00
# include "DNA_brush_types.h"
2005-05-02 13:28:13 +00:00
# include "DNA_camera_types.h"
2008-01-29 21:01:12 +00:00
# include "DNA_cloth_types.h"
2002-10-12 11:37:38 +00:00
# include "DNA_controller_types.h"
2005-05-02 13:28:13 +00:00
# include "DNA_constraint_types.h"
2011-05-24 07:08:58 +00:00
# include "DNA_dynamicpaint_types.h"
2005-05-02 13:28:13 +00:00
# include "DNA_effect_types.h"
# include "DNA_fileglobal_types.h"
2008-10-31 23:50:02 +00:00
# include "DNA_genfile.h"
2005-05-02 13:28:13 +00:00
# include "DNA_group_types.h"
2008-07-22 09:53:25 +00:00
# include "DNA_gpencil_types.h"
2005-05-02 13:28:13 +00:00
# include "DNA_ipo_types.h"
2002-10-12 11:37:38 +00:00
# include "DNA_key_types.h"
2005-05-02 13:28:13 +00:00
# include "DNA_lattice_types.h"
2002-10-12 11:37:38 +00:00
# include "DNA_lamp_types.h"
2005-05-02 13:28:13 +00:00
# include "DNA_meta_types.h"
# include "DNA_material_types.h"
2002-10-12 11:37:38 +00:00
# include "DNA_mesh_types.h"
2004-03-20 22:55:42 +00:00
# include "DNA_meshdata_types.h"
2005-05-02 13:28:13 +00:00
# include "DNA_nla_types.h"
Christmas coding work!
********* Node editor work:
- To enable Nodes for Materials, you have to set the "Use Nodes"
button, in the new Material buttons "Nodes" Panel or in header
of the Node editor. Doing this will disable Material-Layers.
- Nodes now execute materials ("shaders"), but still only using the
previewrender code.
- Nodes have (optional) previews for rendered images.
- Node headers allow to hide buttons and/or preview image
- Nodes can be dragged larger/smaller (right-bottom corner)
- Nodes can be hidden (minimized) with hotkey H
- CTRL+click on an Input Socket gives a popup with default values.
- Changing Material/Texture or Mix node will adjust Node title.
- Click-drag outside of a Node changes cursor to "Knife' and allows to
draw a rect where to cut Links.
- Added new node types RGBtoBW, Texture, In/Output, ColorRamp
- Material Nodes have options to ouput diffuse or specular, or to use
a negative normal. The input socket 'Normal' will force the material
to use that normal, otherwise it uses the normal from the Material
that has the node tree.
- When drawing a link between two not-matching sockets, Blender inserts
a converting node (now only for value/rgb combos)
- When drawing a link to an input socket that's already in use, the
old link will either disappear or flip to another unused socket.
- A click on a Material Node will activate it, and show all its settings
in the Material Buttons. Active Material Nodes draw the material icon
in red.
- A click on any node will show its options in the Node Panel in the
Material buttons.
- Multiple Output Nodes can be used, to sample contents of a tree, but
only one Output is the real one, which is indicated in a different
color and red material icon.
- Added ThemeColors for node types
- ALT+C will convert existing Material-Layers to Node... this currently
only adds the material/mix nodes and connects them. Dunno if this is
worth a lot of coding work to make perfect?
- Press C to call another "Solve order", which will show all possible
cyclic conflicts (if there are).
- Technical: nodes now use "Type" structs which define the
structure of nodes and in/output sockets. The Type structs store all
fixed info, callbacks, and allow to reconstruct saved Nodes to match
what is required by Blender.
- Defining (new) nodes now is as simple as filling in a fixed
Type struct, plus code some callbacks. A doc will be made!
- Node preview images are by default float
********* Icon drawing:
- Cleanup of how old icons were implemented in new system, making
them 16x16 too, correctly centered *and* scaled.
- Made drawing Icons use float coordinates
- Moved BIF_calcpreview_image() into interface_icons.c, renamed it
icon_from_image(). Removed a lot of unneeded Imbuf magic here! :)
- Skipped scaling and imbuf copying when icons are OK size
********* Preview render:
- Huge cleanup of code....
- renaming BIF_xxx calls that only were used internally
- BIF_previewrender() now accepts an argument for rendering method,
so it supports icons, buttonwindow previewrender and node editor
- Only a single BIF_preview_changed() call now exists, supporting all
signals as needed for buttos and node editor
********* More stuff:
- glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format
argument for GL_FLOAT rects
- Made the ColorBand become a built-in button for interface.c
Was a load of cleanup work in buttons_shading.c...
- removed a load of unneeded glBlendFunc() calls
- Fixed bug in calculating text length for buttons (ancient!)
2005-12-28 15:42:51 +00:00
# include "DNA_node_types.h"
2005-09-18 13:27:12 +00:00
# include "DNA_object_fluidsim.h" // NT
2012-04-30 08:24:44 +00:00
# include "DNA_object_types.h"
2005-05-02 13:28:13 +00:00
# include "DNA_packedFile_types.h"
2011-07-15 13:32:02 +00:00
# include "DNA_particle_types.h"
2005-05-02 13:28:13 +00:00
# include "DNA_property_types.h"
2002-10-12 11:37:38 +00:00
# include "DNA_text_types.h"
# include "DNA_view3d_types.h"
# include "DNA_screen_types.h"
2005-05-02 13:28:13 +00:00
# include "DNA_sensor_types.h"
# include "DNA_sdna_types.h"
# include "DNA_scene_types.h"
# include "DNA_sequence_types.h"
2009-07-30 15:00:26 +00:00
# include "DNA_smoke_types.h"
2011-08-01 11:44:20 +00:00
# include "DNA_speaker_types.h"
2002-10-12 11:37:38 +00:00
# include "DNA_sound_types.h"
# include "DNA_space_types.h"
2005-05-02 13:28:13 +00:00
# include "DNA_vfont_types.h"
# include "DNA_world_types.h"
2011-11-07 12:55:18 +00:00
# include "DNA_movieclip_types.h"
2012-06-04 16:42:58 +00:00
# include "DNA_mask_types.h"
2002-10-12 11:37:38 +00:00
# include "MEM_guardedalloc.h"
2010-08-16 05:46:10 +00:00
2011-05-09 04:06:48 +00:00
# include "BLI_utildefines.h"
2012-09-03 07:37:38 +00:00
# include "BLI_endian_switch.h"
2002-10-12 11:37:38 +00:00
# include "BLI_blenlib.h"
2009-11-10 20:43:45 +00:00
# include "BLI_math.h"
2010-07-19 04:44:37 +00:00
# include "BLI_edgehash.h"
2002-10-12 11:37:38 +00:00
2012-10-19 16:43:10 +00:00
# include "BLF_translation.h"
2010-01-01 19:10:31 +00:00
# include "BKE_anim.h"
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
# include "BKE_action.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_armature.h"
2009-02-22 19:31:25 +00:00
# include "BKE_brush.h"
* Extra lamp falloff options, including custom curve!
This adds some new lamp attenuation options to the Lamp panel, replacing the old 'Quad' button. Yes, the panel layout is still nasty here, but I've ignored it for now to address properly in the panels cleanup work.
* Constant
http://mke3.net/blender/devel/rendering/falloff-constant.jpg
Lamp doesn't decay with distance
* Inverse Linear
http://mke3.net/blender/devel/rendering/falloff-invlinear.jpg
Default, and same as in older Blender without 'Quad' on. Decays linearly, with 'Dist' value as the lamp's half-energy-distance
* Inverse Square
http://mke3.net/blender/devel/rendering/falloff-invsquare.jpg
A sharper, more realistic decay, good for most electric lights (i.e. not sunlight). This is similar to the old Quad option with slight changes.
* Lin/Quad weighted
Exactly the same as in older Blenders with the old 'Quad' button enabled. When this setting is chosen, two sliders are shown, 'Linear' and 'Quad' (previously Quad1 and Quad2), which controls the 'linearness' or 'quadraticness' of the falloff curve. Lamps in old files with the 'Quad' button on will be initialised to this setting.
But much better for precise control over the lamp falloff now is:
* Custom Curve
This shows an extra 'Falloff Curve' panel, where you can use the standard Blender curve UI control to precisely control how the light falls off. The Y axis is intensity, and the X axis is distance, stretched over the length of the 'Dist' value.
Some example curves and renders:
http://mke3.net/blender/devel/rendering/falloff-curve1-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve1.jpg
http://mke3.net/blender/devel/rendering/falloff-curve2-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve2.jpg
http://mke3.net/blender/devel/rendering/falloff-curve3-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve3.jpg (whee)
2007-09-16 13:50:34 +00:00
# include "BKE_colortools.h"
2002-10-12 11:37:38 +00:00
# include "BKE_constraint.h"
2009-09-16 17:43:09 +00:00
# include "BKE_context.h"
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
# include "BKE_curve.h"
2005-04-16 14:01:49 +00:00
# include "BKE_deform.h"
2011-12-04 17:24:34 +00:00
# include "BKE_effect.h"
2009-01-18 10:41:45 +00:00
# include "BKE_fcurve.h"
2002-10-12 11:37:38 +00:00
# include "BKE_global.h" // for G
2006-02-18 16:21:32 +00:00
# include "BKE_group.h"
2006-12-20 17:57:56 +00:00
# include "BKE_image.h"
2005-08-15 10:30:53 +00:00
# include "BKE_lattice.h"
* Multiply for panorama cameras
* Some cases of struct name being set where it shouldnt have been.
* Spelling: wich --> which
* Copy and initialize uv modifier scale, remove unneeded enum.
* Ability to pin any object into the context.
* Update uv window while transforming (useful when used with UVProject modifier)
* Patch by Wahooney, so new template's are internal text and dont get saved over
by mistake.
* Fix for https://bugzilla.redhat.com/show_bug.cgi?id=572186
Bug 572186 - [abrt] crash in blender-2.49b-5.fc12: Process
/usr/bin/blender.bin was killed by signal 6 (SIGABRT). Original fix submitted
by Jochen Schmitt.
* [#21816] bpy.data.add_image has stopped working on Windows. moved to
bpy.data.images.load(), missed this call.
(commits 27726,27825,27828,27831,27832,27833,27834,27836,27837,27838,27839,27858 by Campbell from render25 branch)
2010-03-30 12:15:16 +00:00
# include "BKE_library.h" // for which_libbase
2010-08-10 15:14:19 +00:00
# include "BKE_idcode.h"
2010-12-06 02:32:16 +00:00
# include "BKE_material.h"
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
# include "BKE_main.h" // for Main
2002-10-12 11:37:38 +00:00
# include "BKE_mesh.h" // for ME_ defines (patching)
2005-07-20 04:14:21 +00:00
# include "BKE_modifier.h"
2009-01-06 18:59:03 +00:00
# include "BKE_multires.h"
Orange:
- New UI element: the "Curve Button".
For mapping ranges (like 0 - 1) to another range, the curve button can be
used for proportional falloff, bone influences, painting density, etc.
Most evident use is of course to map RGB color with curves.
To be able to use it, you have to allocate a CurveMapping struct and pass
this on to the button. The CurveMapping API is in the new C file
blenkernel/intern/colortools.c
It's as simple as calling:
curvemap= curvemapping_add(3, 0, 0, 1, 1)
Which will create 3 curves, and sets a default 0-1 range. The current code
only supports up to 4 curves maximum per mapping struct.
The CurveMap button in Blender than handles allmost all editing.
Evaluating a single channel:
float newvalue= curvemapping_evaluateF(curvemap, 0, oldval);
Where the second argument is the channel index, here 0-1-2 are possible.
Or mapping a vector:
curvemapping_evaluate3F(curvemap, newvec, oldvec);
Optimized versions for byte or short mapping is possible too, not done yet.
In butspace.c I've added a template wrapper for buttons around the curve, to
reveil settings or show tools; check this screenie:
http://www.blender.org/bf/curves.jpg
- Buttons R, G, B: select channel
- icons + and -: zoom in, out
- icon 'wrench': menu with tools, like clear curve, set handle type
- icon 'clipping': menu with clip values, and to dis/enable clipping
- icon 'x': delete selection
In the curve button itself, only LMB clicks are handled (like all UI elements
in Blender).
- click on point: select
- shift+click on point: swap select
- click on point + drag: select point (if not selected) and move it
- click outside point + drag: translate view
- CTRL+click: add new point
- hold SHIFT while dragging to snap to grid
(Yes I know... either one of these can be Blender compliant, not both!)
- if you drag a point exactly on top of another, it merges them
Other fixes:
- Icons now draw using "Safe RasterPos", so they align with pixel boundary.
the old code made ints from the raster pos coordinate, which doesn't work
well for zoom in/out situations
- bug in Node editing: buttons could not get freed, causing in memory error
prints at end of a Blender session. That one was a very simple, but nasty
error causing me all evening last night to find!
(Hint; check diff of editnode.c, where uiDoButtons is called)
Last note: this adds 3 new files in our tree, I did scons, but not MSVC!
2006-01-08 11:41:06 +00:00
# include "BKE_node.h" // for tree type defines
2011-11-13 12:17:27 +00:00
# include "BKE_ocean.h"
2004-09-13 06:57:24 +00:00
# include "BKE_object.h"
2009-09-16 17:43:09 +00:00
# include "BKE_paint.h"
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
# include "BKE_particle.h"
Point Cache Refactoring
=======================
Caching and Baking:
- The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates.
- There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles.
- The cloth autoprotect feature was removed.
- The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries.
- The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions.
- PointCache struct was added to DNA and is automatically allocated for each physics type.
- Soft body now supports Bake Editing just like cloth.
- Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now.
Library Linking:
- Added some more warnings to prevent editing settings on library linked objects.
- Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked.
- Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh).
Physics UI:
- Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth.
- Tweaked field panel buttons to not jump around when changing options.
- Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable.
- I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers.
- Fixed modifier error drawing glitch.
Particles:
- Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() ..
- Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading.
- Make particle threads work with autothreads.
Continue Physics:
- The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache.
- This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics.
Todo:
- Point cache can get out of sync with and undo and changing a file without saving it.
- Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion.
- Menu item and/or buttons for Ctrl+B.
- A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested.
- The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
# include "BKE_pointcache.h"
2012-09-18 04:35:30 +00:00
# include "BKE_property.h" // for BKE_bproperty_object_get
2008-12-19 00:50:21 +00:00
# include "BKE_report.h"
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
# include "BKE_sca.h" // for init_actuator
2004-09-13 06:57:24 +00:00
# include "BKE_scene.h"
2009-12-19 22:40:45 +00:00
# include "BKE_screen.h"
2009-12-13 14:56:45 +00:00
# include "BKE_sequencer.h"
2012-01-16 16:23:25 +00:00
# include "BKE_text.h" // for txt_extended_ascii_as_utf8
2011-11-07 12:55:18 +00:00
# include "BKE_tracking.h"
2009-08-09 21:16:39 +00:00
# include "BKE_sound.h"
2011-12-21 11:01:08 +00:00
# include "IMB_imbuf.h" // for proxy / timecode versioning stuff
2011-09-05 21:01:50 +00:00
# include "NOD_socket.h"
2002-10-12 11:37:38 +00:00
# include "BLO_readfile.h"
2004-09-05 13:43:51 +00:00
# include "BLO_undofile.h"
2012-09-03 10:12:25 +00:00
# include "BLO_blend_defs.h"
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
2011-11-02 18:20:53 +00:00
# include "RE_engine.h"
2002-10-12 11:37:38 +00:00
# include "readfile.h"
2009-06-08 20:08:19 +00:00
# include "PIL_time.h"
2002-10-12 11:37:38 +00:00
Patch provided by Shaul Kedem: Compressed files are back!
He even made a nice doc in wiki:
http://wiki.blender.org/bin/view.pl/Blenderdev/Blendgz
Usage: set the option "Compress File" in the main "File" pulldown menu.
This setting is a user-def, meaning it is not changed on reading files.
If you want it default, save it with CTRL+U.
The longest debate went over the file naming convention. Shaul started
with .blend.gz files, which gave issues in Blender because of the code
hanging out everywhere that detects blender files, and that appends the
.blend extension if needed.
Daniel Dunbar proposed to just save it as .blend, and not bother users
with such details. This is indeed the most elegant solution, with as
only drawback that old Blender executables cannot read it.
This drawback isn't very relevant at the moment, since we're heading
towards a release that isn't upward compatible anyway... the recode
going on on Meshes, Modfiers, Armatures, Poses, Actions, NLA already
have upward compatibility issues.
We might check - during the next month(s) - on a builtin system to
warn users in the future when we change things that make a file risky
to read in an older release.
2005-07-27 19:46:06 +00:00
# include <errno.h>
2002-10-12 11:37:38 +00:00
/*
2012-06-30 22:49:33 +00:00
* Remark : still a weak point is the newaddress ( ) function , that doesnt solve reading from
* multiple files at the same time
*
* ( added remark : oh , i thought that was solved ? will look at that . . . ( ton )
*
* READ
* - Existing Library ( Main ) push or free
* - allocate new Main
* - load file
* - read SDNA
* - for each LibBlock
* - read LibBlock
* - if a Library
* - make a new Main
* - attach ID ' s to it
* - else
* - read associated ' direct data '
* - link direct data ( internal and to LibBlock )
* - read FileGlobal
* - read USER data , only when indicated ( file is ~ / X . XX / startup . blend )
* - free file
* - per Library ( per Main )
* - read file
* - read SDNA
* - find LibBlocks and attach IDs to Main
* - if external LibBlock
* - search all Main ' s
* - or it ' s already read ,
* - or not read yet
* - or make new Main
* - per LibBlock
* - read recursive
* - read associated direct data
* - link direct data ( internal and to LibBlock )
* - free file
* - per Library with unread LibBlocks
* - read file
* - read SDNA
* - per LibBlock
* - read recursive
* - read associated direct data
* - link direct data ( internal and to LibBlock )
* - free file
* - join all Mains
* - link all LibBlocks and indirect pointers to libblocks
* - initialize FileGlobal and copy pointers to Global
2012-10-04 13:26:15 +00:00
*/
2002-10-12 11:37:38 +00:00
/* also occurs in library.c */
/* GS reads the memory pointed at in a specific ordering. There are,
* however two definitions for it . I have jotted them down here , both ,
* but I think the first one is actually used . The thing is that
* big - endian systems might read this the wrong way round . OTOH , we
* constructed the IDs that are read out with this macro explicitly as
* well . I expect we ' ll sort it out soon . . . */
/* from blendef: */
# define GS(a) (*((short *)(a)))
/* from misc_util: flip the bytes from x */
/* #define GS(x) (((unsigned char *)(x))[0] << 8 | ((unsigned char *)(x))[1]) */
/***/
typedef struct OldNew {
void * old , * newp ;
int nr ;
} OldNew ;
typedef struct OldNewMap {
OldNew * entries ;
int nentries , entriessize ;
2005-12-15 18:42:02 +00:00
int sorted ;
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int lasthit ;
} OldNewMap ;
2005-03-09 19:45:59 +00:00
/* local prototypes */
2010-12-03 17:05:21 +00:00
static void * read_struct ( FileData * fd , BHead * bh , const char * blockname ) ;
2011-04-08 02:21:43 +00:00
static void direct_link_modifiers ( FileData * fd , ListBase * lb ) ;
TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes
1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)
2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.
2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?
2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).
3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.
3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).
3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.
4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.
Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
static void convert_tface_mt ( FileData * fd , Main * main ) ;
2005-03-09 19:45:59 +00:00
2012-01-05 09:50:07 +00:00
/* this function ensures that reports are printed,
* in the case of libraray linking errors this is important !
*
* bit kludge but better then doubling up on prints ,
2012-07-16 23:23:33 +00:00
* we could alternatively have a versions of a report function which forces printing - campbell
2012-01-05 09:50:07 +00:00
*/
2012-09-16 10:39:19 +00:00
static void BKE_reportf_wrap ( ReportList * reports , ReportType type , const char * format , . . . )
# ifdef __GNUC__
__attribute__ ( ( format ( printf , 3 , 4 ) ) )
# endif
;
2012-01-05 09:50:07 +00:00
static void BKE_reportf_wrap ( ReportList * reports , ReportType type , const char * format , . . . )
{
char fixed_buf [ 1024 ] ; /* should be long enough */
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2012-01-05 09:50:07 +00:00
va_list args ;
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2012-01-05 09:50:07 +00:00
va_start ( args , format ) ;
vsnprintf ( fixed_buf , sizeof ( fixed_buf ) , format , args ) ;
va_end ( args ) ;
2012-05-17 12:59:34 +00:00
2012-01-05 09:50:07 +00:00
fixed_buf [ sizeof ( fixed_buf ) - 1 ] = ' \0 ' ;
2012-05-17 12:59:34 +00:00
2012-01-05 09:50:07 +00:00
BKE_report ( reports , type , fixed_buf ) ;
2012-05-17 12:59:34 +00:00
if ( G . background = = 0 ) {
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printf ( " %s \n " , fixed_buf ) ;
}
}
2005-12-13 19:21:56 +00:00
static OldNewMap * oldnewmap_new ( void )
{
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OldNewMap * onm = MEM_callocN ( sizeof ( * onm ) , " OldNewMap " ) ;
2012-05-17 12:59:34 +00:00
onm - > entriessize = 1024 ;
onm - > entries = MEM_mallocN ( sizeof ( * onm - > entries ) * onm - > entriessize , " OldNewMap.entries " ) ;
2005-12-16 17:35:38 +00:00
2002-10-12 11:37:38 +00:00
return onm ;
}
2005-12-15 18:42:02 +00:00
static int verg_oldnewmap ( const void * v1 , const void * v2 )
{
const struct OldNew * x1 = v1 , * x2 = v2 ;
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if ( x1 - > old > x2 - > old ) return 1 ;
else if ( x1 - > old < x2 - > old ) return - 1 ;
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return 0 ;
}
static void oldnewmap_sort ( FileData * fd )
{
qsort ( fd - > libmap - > entries , fd - > libmap - > nentries , sizeof ( OldNew ) , verg_oldnewmap ) ;
2012-05-17 12:59:34 +00:00
fd - > libmap - > sorted = 1 ;
2005-12-15 18:42:02 +00:00
}
2005-12-14 23:00:01 +00:00
/* nr is zero for data, and ID code for libdata */
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static void oldnewmap_insert ( OldNewMap * onm , void * oldaddr , void * newaddr , int nr )
{
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OldNew * entry ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( oldaddr = = NULL | | newaddr = = NULL ) return ;
2005-12-16 17:35:38 +00:00
2012-05-17 12:59:34 +00:00
if ( onm - > nentries = = onm - > entriessize ) {
int osize = onm - > entriessize ;
OldNew * oentries = onm - > entries ;
onm - > entriessize * = 2 ;
onm - > entries = MEM_mallocN ( sizeof ( * onm - > entries ) * onm - > entriessize , " OldNewMap.entries " ) ;
2002-10-12 11:37:38 +00:00
memcpy ( onm - > entries , oentries , sizeof ( * oentries ) * osize ) ;
MEM_freeN ( oentries ) ;
}
2004-06-23 18:22:51 +00:00
2012-05-17 12:59:34 +00:00
entry = & onm - > entries [ onm - > nentries + + ] ;
entry - > old = oldaddr ;
entry - > newp = newaddr ;
entry - > nr = nr ;
2002-10-12 11:37:38 +00:00
}
2012-05-04 15:42:49 +00:00
void blo_do_versions_oldnewmap_insert ( OldNewMap * onm , void * oldaddr , void * newaddr , int nr )
{
oldnewmap_insert ( onm , oldaddr , newaddr , nr ) ;
}
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static void * oldnewmap_lookup_and_inc ( OldNewMap * onm , void * addr )
{
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int i ;
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if ( addr = = NULL ) return NULL ;
if ( onm - > lasthit < onm - > nentries - 1 ) {
OldNew * entry = & onm - > entries [ + + onm - > lasthit ] ;
if ( entry - > old = = addr ) {
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entry - > nr + + ;
return entry - > newp ;
}
}
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for ( i = 0 ; i < onm - > nentries ; i + + ) {
OldNew * entry = & onm - > entries [ i ] ;
if ( entry - > old = = addr ) {
onm - > lasthit = i ;
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entry - > nr + + ;
return entry - > newp ;
}
}
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
return NULL ;
}
2006-11-25 13:07:28 +00:00
/* for libdata, nr has ID code, no increment */
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static void * oldnewmap_liblookup ( OldNewMap * onm , void * addr , void * lib )
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{
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int i ;
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2012-05-17 12:59:34 +00:00
if ( addr = = NULL ) return NULL ;
2005-12-15 18:42:02 +00:00
/* lasthit works fine for non-libdata, linking there is done in same sequence as writing */
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if ( onm - > sorted ) {
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OldNew entry_s , * entry ;
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entry_s . old = addr ;
2005-12-15 18:42:02 +00:00
2012-05-17 12:59:34 +00:00
entry = bsearch ( & entry_s , onm - > entries , onm - > nentries , sizeof ( OldNew ) , verg_oldnewmap ) ;
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if ( entry ) {
2012-05-17 12:59:34 +00:00
ID * id = entry - > newp ;
2005-12-15 18:42:02 +00:00
2002-10-12 11:37:38 +00:00
if ( id & & ( ! lib | | id - > lib ) ) {
return entry - > newp ;
}
}
}
2005-12-15 18:42:02 +00:00
2012-05-17 12:59:34 +00:00
for ( i = 0 ; i < onm - > nentries ; i + + ) {
OldNew * entry = & onm - > entries [ i ] ;
if ( entry - > old = = addr ) {
ID * id = entry - > newp ;
2002-10-12 11:37:38 +00:00
if ( id & & ( ! lib | | id - > lib ) ) {
return entry - > newp ;
}
}
}
return NULL ;
}
2005-12-13 19:21:56 +00:00
static void oldnewmap_free_unused ( OldNewMap * onm )
{
2002-10-12 11:37:38 +00:00
int i ;
2004-06-23 18:22:51 +00:00
2012-05-17 12:59:34 +00:00
for ( i = 0 ; i < onm - > nentries ; i + + ) {
OldNew * entry = & onm - > entries [ i ] ;
if ( entry - > nr = = 0 ) {
2002-10-12 11:37:38 +00:00
MEM_freeN ( entry - > newp ) ;
2012-05-17 12:59:34 +00:00
entry - > newp = NULL ;
2002-10-12 11:37:38 +00:00
}
}
}
2005-12-13 19:21:56 +00:00
static void oldnewmap_clear ( OldNewMap * onm )
{
2012-05-17 12:59:34 +00:00
onm - > nentries = 0 ;
onm - > lasthit = 0 ;
2002-10-12 11:37:38 +00:00
}
2005-12-13 19:21:56 +00:00
static void oldnewmap_free ( OldNewMap * onm )
{
2002-10-12 11:37:38 +00:00
MEM_freeN ( onm - > entries ) ;
MEM_freeN ( onm ) ;
}
/***/
static void read_libraries ( FileData * basefd , ListBase * mainlist ) ;
2003-04-26 18:01:01 +00:00
/* ************ help functions ***************** */
2002-10-12 11:37:38 +00:00
static void add_main_to_main ( Main * mainvar , Main * from )
{
2006-09-06 09:51:30 +00:00
ListBase * lbarray [ MAX_LIBARRAY ] , * fromarray [ MAX_LIBARRAY ] ;
2002-10-12 11:37:38 +00:00
int a ;
2012-05-17 12:59:34 +00:00
2011-01-06 01:35:07 +00:00
set_listbasepointers ( mainvar , lbarray ) ;
2012-05-17 12:59:34 +00:00
a = set_listbasepointers ( from , fromarray ) ;
2012-03-24 07:52:14 +00:00
while ( a - - ) {
2010-12-21 14:49:34 +00:00
BLI_movelisttolist ( lbarray [ a ] , fromarray [ a ] ) ;
2002-10-12 11:37:38 +00:00
}
}
void blo_join_main ( ListBase * mainlist )
{
2006-12-01 10:12:41 +00:00
Main * tojoin , * mainl ;
2012-05-17 12:59:34 +00:00
mainl = mainlist - > first ;
while ( ( tojoin = mainl - > next ) ) {
2002-12-20 02:08:46 +00:00
add_main_to_main ( mainl , tojoin ) ;
2002-10-12 11:37:38 +00:00
BLI_remlink ( mainlist , tojoin ) ;
MEM_freeN ( tojoin ) ;
2004-06-23 18:22:51 +00:00
}
2002-10-12 11:37:38 +00:00
}
static void split_libdata ( ListBase * lb , Main * first )
{
ListBase * lbn ;
ID * id , * idnext ;
Main * mainvar ;
2012-05-17 12:59:34 +00:00
id = lb - > first ;
2012-03-24 07:52:14 +00:00
while ( id ) {
2012-05-17 12:59:34 +00:00
idnext = id - > next ;
2012-03-24 06:18:31 +00:00
if ( id - > lib ) {
2012-05-17 12:59:34 +00:00
mainvar = first ;
2012-03-24 07:52:14 +00:00
while ( mainvar ) {
2012-05-17 12:59:34 +00:00
if ( mainvar - > curlib = = id - > lib ) {
* Multiply for panorama cameras
* Some cases of struct name being set where it shouldnt have been.
* Spelling: wich --> which
* Copy and initialize uv modifier scale, remove unneeded enum.
* Ability to pin any object into the context.
* Update uv window while transforming (useful when used with UVProject modifier)
* Patch by Wahooney, so new template's are internal text and dont get saved over
by mistake.
* Fix for https://bugzilla.redhat.com/show_bug.cgi?id=572186
Bug 572186 - [abrt] crash in blender-2.49b-5.fc12: Process
/usr/bin/blender.bin was killed by signal 6 (SIGABRT). Original fix submitted
by Jochen Schmitt.
* [#21816] bpy.data.add_image has stopped working on Windows. moved to
bpy.data.images.load(), missed this call.
(commits 27726,27825,27828,27831,27832,27833,27834,27836,27837,27838,27839,27858 by Campbell from render25 branch)
2010-03-30 12:15:16 +00:00
lbn = which_libbase ( mainvar , GS ( id - > name ) ) ;
2002-10-12 11:37:38 +00:00
BLI_remlink ( lb , id ) ;
BLI_addtail ( lbn , id ) ;
break ;
}
2012-05-17 12:59:34 +00:00
mainvar = mainvar - > next ;
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
if ( mainvar = = NULL ) printf ( " error split_libdata \n " ) ;
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
id = idnext ;
2002-10-12 11:37:38 +00:00
}
}
2006-11-25 13:07:28 +00:00
void blo_split_main ( ListBase * mainlist , Main * main )
2002-10-12 11:37:38 +00:00
{
2006-09-06 09:51:30 +00:00
ListBase * lbarray [ MAX_LIBARRAY ] ;
2002-10-12 11:37:38 +00:00
Library * lib ;
int i ;
2012-05-17 12:59:34 +00:00
mainlist - > first = mainlist - > last = main ;
main - > next = NULL ;
if ( main - > library . first = = NULL )
2006-11-25 13:07:28 +00:00
return ;
2012-05-17 12:59:34 +00:00
for ( lib = main - > library . first ; lib ; lib = lib - > id . next ) {
Main * libmain = MEM_callocN ( sizeof ( Main ) , " libmain " ) ;
libmain - > curlib = lib ;
2002-10-12 11:37:38 +00:00
BLI_addtail ( mainlist , libmain ) ;
}
2012-05-17 12:59:34 +00:00
i = set_listbasepointers ( main , lbarray ) ;
2012-03-24 07:52:14 +00:00
while ( i - - )
2006-11-25 13:07:28 +00:00
split_libdata ( lbarray [ i ] , main - > next ) ;
2002-10-12 11:37:38 +00:00
}
2006-01-04 19:05:24 +00:00
/* removes things like /blah/blah/../../blah/ etc, then writes in *name the full path */
2005-12-14 13:21:32 +00:00
static void cleanup_path ( const char * relabase , char * name )
{
char filename [ FILE_MAXFILE ] ;
BLI_splitdirstring ( name , filename ) ;
BLI_cleanup_dir ( relabase , name ) ;
strcat ( name , filename ) ;
}
2007-11-30 15:12:31 +00:00
static void read_file_version ( FileData * fd , Main * main )
{
BHead * bhead ;
for ( bhead = blo_firstbhead ( fd ) ; bhead ; bhead = blo_nextbhead ( fd , bhead ) ) {
2012-05-17 12:59:34 +00:00
if ( bhead - > code = = GLOB ) {
2007-11-30 15:12:31 +00:00
FileGlobal * fg = read_struct ( fd , bhead , " Global " ) ;
2012-03-24 06:18:31 +00:00
if ( fg ) {
2007-11-30 15:12:31 +00:00
main - > subversionfile = fg - > subversion ;
main - > minversionfile = fg - > minversion ;
main - > minsubversionfile = fg - > minsubversion ;
MEM_freeN ( fg ) ;
}
2012-05-17 12:59:34 +00:00
else if ( bhead - > code = = ENDB )
2007-11-30 15:12:31 +00:00
break ;
}
}
}
2012-05-25 17:13:30 +00:00
static Main * blo_find_main ( FileData * fd , const char * filepath , const char * relabase )
2002-10-12 11:37:38 +00:00
{
2012-05-25 17:13:30 +00:00
ListBase * mainlist = fd - > mainlist ;
2002-10-12 11:37:38 +00:00
Main * m ;
Library * lib ;
2011-11-26 04:07:38 +00:00
char name1 [ FILE_MAX ] ;
2005-12-14 09:59:22 +00:00
2011-05-18 06:27:32 +00:00
BLI_strncpy ( name1 , filepath , sizeof ( name1 ) ) ;
2006-01-04 19:05:24 +00:00
cleanup_path ( relabase , name1 ) ;
// printf("blo_find_main: original in %s\n", name);
// printf("blo_find_main: converted to %s\n", name1);
2012-05-17 12:59:34 +00:00
for ( m = mainlist - > first ; m ; m = m - > next ) {
char * libname = ( m - > curlib ) ? m - > curlib - > filepath : m - > name ;
2004-06-23 18:48:55 +00:00
2011-04-06 06:03:48 +00:00
if ( BLI_path_cmp ( name1 , libname ) = = 0 ) {
2012-03-31 00:59:17 +00:00
if ( G . debug & G_DEBUG ) printf ( " blo_find_main: found library %s \n " , libname ) ;
2002-10-12 11:37:38 +00:00
return m ;
2005-12-14 13:21:32 +00:00
}
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
m = MEM_callocN ( sizeof ( Main ) , " find_main " ) ;
2002-10-12 11:37:38 +00:00
BLI_addtail ( mainlist , m ) ;
2012-05-17 12:59:34 +00:00
lib = BKE_libblock_alloc ( & m - > library , ID_LI , " lib " ) ;
2011-09-26 18:51:10 +00:00
BLI_strncpy ( lib - > name , filepath , sizeof ( lib - > name ) ) ;
2010-06-02 17:58:28 +00:00
BLI_strncpy ( lib - > filepath , name1 , sizeof ( lib - > filepath ) ) ;
2006-01-04 19:05:24 +00:00
2012-05-17 12:59:34 +00:00
m - > curlib = lib ;
2005-12-14 09:59:22 +00:00
2007-11-30 15:12:31 +00:00
read_file_version ( fd , m ) ;
2012-03-31 00:59:17 +00:00
if ( G . debug & G_DEBUG ) printf ( " blo_find_main: added new lib %s \n " , filepath ) ;
2002-10-12 11:37:38 +00:00
return m ;
}
/* ************ FILE PARSING ****************** */
static void switch_endian_bh4 ( BHead4 * bhead )
{
2003-04-26 18:01:01 +00:00
/* the ID_.. codes */
2012-05-17 12:59:34 +00:00
if ( ( bhead - > code & 0xFFFF ) = = 0 ) bhead - > code > > = 16 ;
2002-10-12 11:37:38 +00:00
if ( bhead - > code ! = ENDB ) {
2012-09-03 07:37:38 +00:00
BLI_endian_switch_int32 ( & bhead - > len ) ;
BLI_endian_switch_int32 ( & bhead - > SDNAnr ) ;
BLI_endian_switch_int32 ( & bhead - > nr ) ;
2002-10-12 11:37:38 +00:00
}
}
static void switch_endian_bh8 ( BHead8 * bhead )
{
2003-04-26 18:01:01 +00:00
/* the ID_.. codes */
2012-05-17 12:59:34 +00:00
if ( ( bhead - > code & 0xFFFF ) = = 0 ) bhead - > code > > = 16 ;
2002-10-12 11:37:38 +00:00
if ( bhead - > code ! = ENDB ) {
2012-09-03 07:37:38 +00:00
BLI_endian_switch_int32 ( & bhead - > len ) ;
BLI_endian_switch_int32 ( & bhead - > SDNAnr ) ;
BLI_endian_switch_int32 ( & bhead - > nr ) ;
2002-10-12 11:37:38 +00:00
}
}
static void bh4_from_bh8 ( BHead * bhead , BHead8 * bhead8 , int do_endian_swap )
{
BHead4 * bhead4 = ( BHead4 * ) bhead ;
2012-09-15 04:57:51 +00:00
int64_t old ;
2002-10-12 11:37:38 +00:00
2012-05-17 12:59:34 +00:00
bhead4 - > code = bhead8 - > code ;
bhead4 - > len = bhead8 - > len ;
2002-10-12 11:37:38 +00:00
if ( bhead4 - > code ! = ENDB ) {
2012-05-17 12:59:34 +00:00
/* perform a endian swap on 64bit pointers, otherwise the pointer might map to zero
* 0x0000000000000000000012345678 would become 0x12345678000000000000000000000000
*/
2002-10-12 11:37:38 +00:00
if ( do_endian_swap ) {
2012-09-03 07:37:38 +00:00
BLI_endian_switch_int64 ( & bhead8 - > old ) ;
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
/* this patch is to avoid a long long being read from not-eight aligned positions
2012-04-22 11:54:53 +00:00
* is necessary on any modern 64 bit architecture ) */
2002-10-12 11:37:38 +00:00
memcpy ( & old , & bhead8 - > old , 8 ) ;
bhead4 - > old = ( int ) ( old > > 3 ) ;
2012-05-17 12:59:34 +00:00
bhead4 - > SDNAnr = bhead8 - > SDNAnr ;
bhead4 - > nr = bhead8 - > nr ;
2002-10-12 11:37:38 +00:00
}
}
static void bh8_from_bh4 ( BHead * bhead , BHead4 * bhead4 )
{
BHead8 * bhead8 = ( BHead8 * ) bhead ;
2012-05-17 12:59:34 +00:00
bhead8 - > code = bhead4 - > code ;
bhead8 - > len = bhead4 - > len ;
2004-06-23 18:22:51 +00:00
if ( bhead8 - > code ! = ENDB ) {
2012-05-17 12:59:34 +00:00
bhead8 - > old = bhead4 - > old ;
bhead8 - > SDNAnr = bhead4 - > SDNAnr ;
2002-10-12 11:37:38 +00:00
bhead8 - > nr = bhead4 - > nr ;
}
}
static BHeadN * get_bhead ( FileData * fd )
{
2011-02-13 10:52:18 +00:00
BHeadN * new_bhead = NULL ;
2002-10-12 11:37:38 +00:00
int readsize ;
2009-06-08 20:08:19 +00:00
2002-10-12 11:37:38 +00:00
if ( fd ) {
2012-05-17 12:59:34 +00:00
if ( ! fd - > eof ) {
2010-10-31 15:39:37 +00:00
/* initializing to zero isn't strictly needed but shuts valgrind up
2009-06-08 20:08:19 +00:00
* since uninitialized memory gets compared */
2012-05-17 12:59:34 +00:00
BHead8 bhead8 = { 0 } ;
BHead4 bhead4 = { 0 } ;
BHead bhead = { 0 } ;
2009-06-08 20:08:19 +00:00
2012-05-17 12:59:34 +00:00
/* First read the bhead structure.
* Depending on the platform the file was written on this can
* be a big or little endian BHead4 or BHead8 structure .
*
* As usual ' ENDB ' ( the last * partial * bhead of the file )
* needs some special handling . We don ' t want to EOF just yet .
*/
2002-10-12 11:37:38 +00:00
if ( fd - > flags & FD_FLAGS_FILE_POINTSIZE_IS_4 ) {
bhead4 . code = DATA ;
readsize = fd - > read ( fd , & bhead4 , sizeof ( bhead4 ) ) ;
2012-05-17 12:59:34 +00:00
2004-06-23 18:22:51 +00:00
if ( readsize = = sizeof ( bhead4 ) | | bhead4 . code = = ENDB ) {
2002-10-12 11:37:38 +00:00
if ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) {
switch_endian_bh4 ( & bhead4 ) ;
}
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
if ( fd - > flags & FD_FLAGS_POINTSIZE_DIFFERS ) {
bh8_from_bh4 ( & bhead , & bhead4 ) ;
2012-03-24 06:18:31 +00:00
}
else {
2002-10-12 11:37:38 +00:00
memcpy ( & bhead , & bhead4 , sizeof ( bhead ) ) ;
}
2012-03-24 06:18:31 +00:00
}
else {
2002-10-12 11:37:38 +00:00
fd - > eof = 1 ;
2006-12-01 19:52:04 +00:00
bhead . len = 0 ;
2002-10-12 11:37:38 +00:00
}
2012-03-24 06:18:31 +00:00
}
else {
2002-10-12 11:37:38 +00:00
bhead8 . code = DATA ;
readsize = fd - > read ( fd , & bhead8 , sizeof ( bhead8 ) ) ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
if ( readsize = = sizeof ( bhead8 ) | | bhead8 . code = = ENDB ) {
if ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) {
switch_endian_bh8 ( & bhead8 ) ;
}
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
if ( fd - > flags & FD_FLAGS_POINTSIZE_DIFFERS ) {
bh4_from_bh8 ( & bhead , & bhead8 , ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) ) ;
2012-03-24 06:18:31 +00:00
}
else {
2002-10-12 11:37:38 +00:00
memcpy ( & bhead , & bhead8 , sizeof ( bhead ) ) ;
}
2012-03-24 06:18:31 +00:00
}
else {
2002-10-12 11:37:38 +00:00
fd - > eof = 1 ;
2006-12-01 19:52:04 +00:00
bhead . len = 0 ;
2002-10-12 11:37:38 +00:00
}
}
2012-05-17 12:59:34 +00:00
2005-12-21 16:18:59 +00:00
/* make sure people are not trying to pass bad blend files */
if ( bhead . len < 0 ) fd - > eof = 1 ;
2012-05-17 12:59:34 +00:00
/* bhead now contains the (converted) bhead structure. Now read
* the associated data and put everything in a BHeadN ( creative naming ! )
*/
if ( ! fd - > eof ) {
2002-10-12 11:37:38 +00:00
new_bhead = MEM_mallocN ( sizeof ( BHeadN ) + bhead . len , " new_bhead " ) ;
if ( new_bhead ) {
2011-02-13 10:52:18 +00:00
new_bhead - > next = new_bhead - > prev = NULL ;
2002-10-12 11:37:38 +00:00
new_bhead - > bhead = bhead ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
readsize = fd - > read ( fd , new_bhead + 1 , bhead . len ) ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
if ( readsize ! = bhead . len ) {
fd - > eof = 1 ;
MEM_freeN ( new_bhead ) ;
2011-02-13 10:52:18 +00:00
new_bhead = NULL ;
2002-10-12 11:37:38 +00:00
}
2012-03-24 06:18:31 +00:00
}
else {
2002-10-12 11:37:38 +00:00
fd - > eof = 1 ;
}
}
}
}
2004-06-23 18:22:51 +00:00
2012-05-17 12:59:34 +00:00
/* We've read a new block. Now add it to the list
* of blocks .
*/
2002-10-12 11:37:38 +00:00
if ( new_bhead ) {
BLI_addtail ( & fd - > listbase , new_bhead ) ;
}
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
return ( new_bhead ) ;
}
BHead * blo_firstbhead ( FileData * fd )
{
BHeadN * new_bhead ;
2011-02-13 10:52:18 +00:00
BHead * bhead = NULL ;
2012-05-17 12:59:34 +00:00
/* Rewind the file
* Read in a new block if necessary
*/
2002-10-12 11:37:38 +00:00
new_bhead = fd - > listbase . first ;
2011-02-13 10:52:18 +00:00
if ( new_bhead = = NULL ) {
2002-10-12 11:37:38 +00:00
new_bhead = get_bhead ( fd ) ;
}
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
if ( new_bhead ) {
bhead = & new_bhead - > bhead ;
}
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
return ( bhead ) ;
}
2010-10-16 02:40:31 +00:00
BHead * blo_prevbhead ( FileData * UNUSED ( fd ) , BHead * thisblock )
2002-10-12 11:37:38 +00:00
{
2012-08-01 15:21:39 +00:00
BHeadN * bheadn = ( BHeadN * ) ( ( ( char * ) thisblock ) - offsetof ( BHeadN , bhead ) ) ;
2012-05-17 12:59:34 +00:00
BHeadN * prev = bheadn - > prev ;
return ( prev ) ? & prev - > bhead : NULL ;
2002-10-12 11:37:38 +00:00
}
BHead * blo_nextbhead ( FileData * fd , BHead * thisblock )
{
2008-01-30 18:18:33 +00:00
BHeadN * new_bhead = NULL ;
BHead * bhead = NULL ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
if ( thisblock ) {
2012-08-01 15:21:39 +00:00
/* bhead is actually a sub part of BHeadN
* We calculate the BHeadN pointer from the BHead pointer below */
new_bhead = ( BHeadN * ) ( ( ( char * ) thisblock ) - offsetof ( BHeadN , bhead ) ) ;
2012-05-17 12:59:34 +00:00
2012-08-01 15:21:39 +00:00
/* get the next BHeadN. If it doesn't exist we read in the next one */
2002-10-12 11:37:38 +00:00
new_bhead = new_bhead - > next ;
2011-02-13 10:52:18 +00:00
if ( new_bhead = = NULL ) {
2002-10-12 11:37:38 +00:00
new_bhead = get_bhead ( fd ) ;
}
}
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
if ( new_bhead ) {
2012-08-01 15:21:39 +00:00
/* here we do the reverse:
* go from the BHeadN pointer to the BHead pointer */
2002-10-12 11:37:38 +00:00
bhead = & new_bhead - > bhead ;
}
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
return ( bhead ) ;
}
static void decode_blender_header ( FileData * fd )
{
char header [ SIZEOFBLENDERHEADER ] , num [ 4 ] ;
int readsize ;
2012-05-17 12:59:34 +00:00
/* read in the header data */
2002-10-12 11:37:38 +00:00
readsize = fd - > read ( fd , header , sizeof ( header ) ) ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
if ( readsize = = sizeof ( header ) ) {
2012-03-24 06:18:31 +00:00
if ( strncmp ( header , " BLENDER " , 7 ) = = 0 ) {
2012-05-17 12:59:34 +00:00
int remove_this_endian_test = 1 ;
2002-10-12 11:37:38 +00:00
fd - > flags | = FD_FLAGS_FILE_OK ;
2012-05-17 12:59:34 +00:00
/* what size are pointers in the file ? */
2012-03-24 06:18:31 +00:00
if ( header [ 7 ] = = ' _ ' ) {
2002-10-12 11:37:38 +00:00
fd - > flags | = FD_FLAGS_FILE_POINTSIZE_IS_4 ;
if ( sizeof ( void * ) ! = 4 ) {
fd - > flags | = FD_FLAGS_POINTSIZE_DIFFERS ;
}
2012-03-24 06:18:31 +00:00
}
else {
2002-10-12 11:37:38 +00:00
if ( sizeof ( void * ) ! = 8 ) {
fd - > flags | = FD_FLAGS_POINTSIZE_DIFFERS ;
}
}
2012-05-17 12:59:34 +00:00
/* is the file saved in a different endian
* than we need ?
*/
2012-10-20 18:46:57 +00:00
if ( ( ( ( ( char * ) & remove_this_endian_test ) [ 0 ] = = 1 ) ? L_ENDIAN : B_ENDIAN ) ! = ( ( header [ 8 ] = = ' v ' ) ? L_ENDIAN : B_ENDIAN ) ) {
2002-10-12 11:37:38 +00:00
fd - > flags | = FD_FLAGS_SWITCH_ENDIAN ;
}
2012-05-17 12:59:34 +00:00
/* get the version number */
memcpy ( num , header + 9 , 3 ) ;
2002-10-12 11:37:38 +00:00
num [ 3 ] = 0 ;
fd - > fileversion = atoi ( num ) ;
}
}
}
static int read_file_dna ( FileData * fd )
{
BHead * bhead ;
2012-05-17 12:59:34 +00:00
for ( bhead = blo_firstbhead ( fd ) ; bhead ; bhead = blo_nextbhead ( fd , bhead ) ) {
if ( bhead - > code = = DNA1 ) {
int do_endian_swap = ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) ? 1 : 0 ;
fd - > filesdna = DNA_sdna_from_data ( & bhead [ 1 ] , bhead - > len , do_endian_swap ) ;
2007-04-28 16:15:00 +00:00
if ( fd - > filesdna ) {
2012-05-17 12:59:34 +00:00
fd - > compflags = DNA_struct_get_compareflags ( fd - > filesdna , fd - > memsdna ) ;
2007-04-28 16:15:00 +00:00
/* used to retrieve ID names from (bhead+1) */
2012-05-17 12:59:34 +00:00
fd - > id_name_offs = DNA_elem_offset ( fd - > filesdna , " ID " , " char " , " name[] " ) ;
2007-04-28 16:15:00 +00:00
}
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
return 1 ;
2012-03-24 06:18:31 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( bhead - > code = = ENDB )
2002-10-12 11:37:38 +00:00
break ;
}
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
return 0 ;
}
2006-11-26 21:17:15 +00:00
2009-01-02 19:10:35 +00:00
static int fd_read_from_file ( FileData * filedata , void * buffer , unsigned int size )
2002-10-12 11:37:38 +00:00
{
int readsize = read ( filedata - > filedes , buffer , size ) ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
if ( readsize < 0 ) {
readsize = EOF ;
2012-03-24 06:18:31 +00:00
}
else {
2002-10-12 11:37:38 +00:00
filedata - > seek + = readsize ;
}
2012-05-17 12:59:34 +00:00
return readsize ;
2002-10-12 11:37:38 +00:00
}
2009-01-02 19:10:35 +00:00
static int fd_read_gzip_from_file ( FileData * filedata , void * buffer , unsigned int size )
Patch provided by Shaul Kedem: Compressed files are back!
He even made a nice doc in wiki:
http://wiki.blender.org/bin/view.pl/Blenderdev/Blendgz
Usage: set the option "Compress File" in the main "File" pulldown menu.
This setting is a user-def, meaning it is not changed on reading files.
If you want it default, save it with CTRL+U.
The longest debate went over the file naming convention. Shaul started
with .blend.gz files, which gave issues in Blender because of the code
hanging out everywhere that detects blender files, and that appends the
.blend extension if needed.
Daniel Dunbar proposed to just save it as .blend, and not bother users
with such details. This is indeed the most elegant solution, with as
only drawback that old Blender executables cannot read it.
This drawback isn't very relevant at the moment, since we're heading
towards a release that isn't upward compatible anyway... the recode
going on on Meshes, Modfiers, Armatures, Poses, Actions, NLA already
have upward compatibility issues.
We might check - during the next month(s) - on a builtin system to
warn users in the future when we change things that make a file risky
to read in an older release.
2005-07-27 19:46:06 +00:00
{
int readsize = gzread ( filedata - > gzfiledes , buffer , size ) ;
2012-05-17 12:59:34 +00:00
Patch provided by Shaul Kedem: Compressed files are back!
He even made a nice doc in wiki:
http://wiki.blender.org/bin/view.pl/Blenderdev/Blendgz
Usage: set the option "Compress File" in the main "File" pulldown menu.
This setting is a user-def, meaning it is not changed on reading files.
If you want it default, save it with CTRL+U.
The longest debate went over the file naming convention. Shaul started
with .blend.gz files, which gave issues in Blender because of the code
hanging out everywhere that detects blender files, and that appends the
.blend extension if needed.
Daniel Dunbar proposed to just save it as .blend, and not bother users
with such details. This is indeed the most elegant solution, with as
only drawback that old Blender executables cannot read it.
This drawback isn't very relevant at the moment, since we're heading
towards a release that isn't upward compatible anyway... the recode
going on on Meshes, Modfiers, Armatures, Poses, Actions, NLA already
have upward compatibility issues.
We might check - during the next month(s) - on a builtin system to
warn users in the future when we change things that make a file risky
to read in an older release.
2005-07-27 19:46:06 +00:00
if ( readsize < 0 ) {
readsize = EOF ;
2012-03-24 06:18:31 +00:00
}
else {
Patch provided by Shaul Kedem: Compressed files are back!
He even made a nice doc in wiki:
http://wiki.blender.org/bin/view.pl/Blenderdev/Blendgz
Usage: set the option "Compress File" in the main "File" pulldown menu.
This setting is a user-def, meaning it is not changed on reading files.
If you want it default, save it with CTRL+U.
The longest debate went over the file naming convention. Shaul started
with .blend.gz files, which gave issues in Blender because of the code
hanging out everywhere that detects blender files, and that appends the
.blend extension if needed.
Daniel Dunbar proposed to just save it as .blend, and not bother users
with such details. This is indeed the most elegant solution, with as
only drawback that old Blender executables cannot read it.
This drawback isn't very relevant at the moment, since we're heading
towards a release that isn't upward compatible anyway... the recode
going on on Meshes, Modfiers, Armatures, Poses, Actions, NLA already
have upward compatibility issues.
We might check - during the next month(s) - on a builtin system to
warn users in the future when we change things that make a file risky
to read in an older release.
2005-07-27 19:46:06 +00:00
filedata - > seek + = readsize ;
}
2012-05-17 12:59:34 +00:00
Patch provided by Shaul Kedem: Compressed files are back!
He even made a nice doc in wiki:
http://wiki.blender.org/bin/view.pl/Blenderdev/Blendgz
Usage: set the option "Compress File" in the main "File" pulldown menu.
This setting is a user-def, meaning it is not changed on reading files.
If you want it default, save it with CTRL+U.
The longest debate went over the file naming convention. Shaul started
with .blend.gz files, which gave issues in Blender because of the code
hanging out everywhere that detects blender files, and that appends the
.blend extension if needed.
Daniel Dunbar proposed to just save it as .blend, and not bother users
with such details. This is indeed the most elegant solution, with as
only drawback that old Blender executables cannot read it.
This drawback isn't very relevant at the moment, since we're heading
towards a release that isn't upward compatible anyway... the recode
going on on Meshes, Modfiers, Armatures, Poses, Actions, NLA already
have upward compatibility issues.
We might check - during the next month(s) - on a builtin system to
warn users in the future when we change things that make a file risky
to read in an older release.
2005-07-27 19:46:06 +00:00
return ( readsize ) ;
}
2009-01-02 19:10:35 +00:00
static int fd_read_from_memory ( FileData * filedata , void * buffer , unsigned int size )
2002-10-12 11:37:38 +00:00
{
2012-05-17 12:59:34 +00:00
/* don't read more bytes then there are available in the buffer */
2010-10-19 22:17:34 +00:00
int readsize = ( int ) MIN2 ( size , ( unsigned int ) ( filedata - > buffersize - filedata - > seek ) ) ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
memcpy ( buffer , filedata - > buffer + filedata - > seek , readsize ) ;
filedata - > seek + = readsize ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
return ( readsize ) ;
}
2009-01-02 06:03:53 +00:00
static int fd_read_from_memfile ( FileData * filedata , void * buffer , unsigned int size )
2004-09-05 13:43:51 +00:00
{
2012-05-17 12:59:34 +00:00
static unsigned int seek = ( 1 < < 30 ) ; /* the current position */
static unsigned int offset = 0 ; /* size of previous chunks */
static MemFileChunk * chunk = NULL ;
2008-03-05 15:13:41 +00:00
unsigned int chunkoffset , readsize , totread ;
2004-09-05 13:43:51 +00:00
2012-05-17 12:59:34 +00:00
if ( size = = 0 ) return 0 ;
2004-09-05 13:43:51 +00:00
2012-03-24 06:18:31 +00:00
if ( seek ! = ( unsigned int ) filedata - > seek ) {
2012-05-17 12:59:34 +00:00
chunk = filedata - > memfile - > chunks . first ;
seek = 0 ;
2004-09-05 13:43:51 +00:00
2012-03-24 07:52:14 +00:00
while ( chunk ) {
2012-03-24 06:18:31 +00:00
if ( seek + chunk - > size > ( unsigned ) filedata - > seek ) break ;
2012-05-17 12:59:34 +00:00
seek + = chunk - > size ;
chunk = chunk - > next ;
2004-09-05 13:43:51 +00:00
}
2012-05-17 12:59:34 +00:00
offset = seek ;
seek = filedata - > seek ;
2004-09-05 13:43:51 +00:00
}
2012-03-24 06:18:31 +00:00
if ( chunk ) {
2012-05-17 12:59:34 +00:00
totread = 0 ;
2008-03-05 15:13:41 +00:00
do {
/* first check if it's on the end if current chunk */
2012-03-24 06:18:31 +00:00
if ( seek - offset = = chunk - > size ) {
2012-05-17 12:59:34 +00:00
offset + = chunk - > size ;
chunk = chunk - > next ;
2008-03-05 15:13:41 +00:00
}
2012-05-17 12:59:34 +00:00
2008-03-05 15:13:41 +00:00
/* debug, should never happen */
2012-05-17 12:59:34 +00:00
if ( chunk = = NULL ) {
2008-03-05 15:13:41 +00:00
printf ( " illegal read, chunk zero \n " ) ;
return 0 ;
}
2012-05-17 12:59:34 +00:00
chunkoffset = seek - offset ;
readsize = size - totread ;
2008-03-05 15:13:41 +00:00
/* data can be spread over multiple chunks, so clamp size
* to within this chunk , and then it will read further in
* the next chunk */
2012-03-24 06:18:31 +00:00
if ( chunkoffset + readsize > chunk - > size )
2008-03-05 15:13:41 +00:00
readsize = chunk - > size - chunkoffset ;
2012-05-17 12:59:34 +00:00
2012-10-20 18:46:57 +00:00
memcpy ( ( char * ) buffer + totread , chunk - > buf + chunkoffset , readsize ) ;
2008-03-05 15:13:41 +00:00
totread + = readsize ;
filedata - > seek + = readsize ;
seek + = readsize ;
2012-03-24 07:52:14 +00:00
} while ( totread < size ) ;
2004-09-05 13:43:51 +00:00
2008-03-05 15:13:41 +00:00
return totread ;
2004-09-05 13:43:51 +00:00
}
2012-05-17 12:59:34 +00:00
2004-09-05 13:43:51 +00:00
return 0 ;
}
2002-10-12 11:37:38 +00:00
static FileData * filedata_new ( void )
{
2005-05-26 13:17:12 +00:00
FileData * fd = MEM_callocN ( sizeof ( FileData ) , " FileData " ) ;
2012-05-17 12:59:34 +00:00
2004-06-23 18:22:51 +00:00
fd - > filedes = - 1 ;
Patch provided by Shaul Kedem: Compressed files are back!
He even made a nice doc in wiki:
http://wiki.blender.org/bin/view.pl/Blenderdev/Blendgz
Usage: set the option "Compress File" in the main "File" pulldown menu.
This setting is a user-def, meaning it is not changed on reading files.
If you want it default, save it with CTRL+U.
The longest debate went over the file naming convention. Shaul started
with .blend.gz files, which gave issues in Blender because of the code
hanging out everywhere that detects blender files, and that appends the
.blend extension if needed.
Daniel Dunbar proposed to just save it as .blend, and not bother users
with such details. This is indeed the most elegant solution, with as
only drawback that old Blender executables cannot read it.
This drawback isn't very relevant at the moment, since we're heading
towards a release that isn't upward compatible anyway... the recode
going on on Meshes, Modfiers, Armatures, Poses, Actions, NLA already
have upward compatibility issues.
We might check - during the next month(s) - on a builtin system to
warn users in the future when we change things that make a file risky
to read in an older release.
2005-07-27 19:46:06 +00:00
fd - > gzfiledes = NULL ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
/* XXX, this doesn't need to be done all the time,
2012-03-09 00:41:09 +00:00
* but it keeps us re - entrant , remove once we have
2002-10-12 11:37:38 +00:00
* a lib that provides a nice lock . - zr
*/
2008-10-31 23:50:02 +00:00
fd - > memsdna = DNA_sdna_from_data ( DNAstr , DNAlen , 0 ) ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
fd - > datamap = oldnewmap_new ( ) ;
fd - > globmap = oldnewmap_new ( ) ;
fd - > libmap = oldnewmap_new ( ) ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
return fd ;
}
2008-12-19 00:50:21 +00:00
static FileData * blo_decode_and_check ( FileData * fd , ReportList * reports )
2005-07-25 18:35:49 +00:00
{
decode_blender_header ( fd ) ;
2012-05-17 12:59:34 +00:00
2005-07-25 18:35:49 +00:00
if ( fd - > flags & FD_FLAGS_FILE_OK ) {
if ( ! read_file_dna ( fd ) ) {
2012-10-19 16:43:10 +00:00
BKE_reportf ( reports , RPT_ERROR , " Failed to read blend file '%s', incomplete " , fd - > relabase ) ;
2005-07-25 18:35:49 +00:00
blo_freefiledata ( fd ) ;
2012-05-17 12:59:34 +00:00
fd = NULL ;
2005-07-25 18:35:49 +00:00
}
2012-10-21 05:46:41 +00:00
}
2006-11-26 21:17:15 +00:00
else {
2012-10-19 16:43:10 +00:00
BKE_reportf ( reports , RPT_ERROR , " Failed to read blend file '%s', not a blend file " , fd - > relabase ) ;
2005-07-25 18:35:49 +00:00
blo_freefiledata ( fd ) ;
2012-05-17 12:59:34 +00:00
fd = NULL ;
2005-07-25 18:35:49 +00:00
}
2012-05-17 12:59:34 +00:00
2005-07-25 18:35:49 +00:00
return fd ;
}
2006-01-04 19:05:24 +00:00
/* cannot be called with relative paths anymore! */
/* on each new library added, it now checks for the current FileData and expands relativeness */
2011-05-18 06:27:32 +00:00
FileData * blo_openblenderfile ( const char * filepath , ReportList * reports )
2002-10-12 11:37:38 +00:00
{
Patch provided by Shaul Kedem: Compressed files are back!
He even made a nice doc in wiki:
http://wiki.blender.org/bin/view.pl/Blenderdev/Blendgz
Usage: set the option "Compress File" in the main "File" pulldown menu.
This setting is a user-def, meaning it is not changed on reading files.
If you want it default, save it with CTRL+U.
The longest debate went over the file naming convention. Shaul started
with .blend.gz files, which gave issues in Blender because of the code
hanging out everywhere that detects blender files, and that appends the
.blend extension if needed.
Daniel Dunbar proposed to just save it as .blend, and not bother users
with such details. This is indeed the most elegant solution, with as
only drawback that old Blender executables cannot read it.
This drawback isn't very relevant at the moment, since we're heading
towards a release that isn't upward compatible anyway... the recode
going on on Meshes, Modfiers, Armatures, Poses, Actions, NLA already
have upward compatibility issues.
We might check - during the next month(s) - on a builtin system to
warn users in the future when we change things that make a file risky
to read in an older release.
2005-07-27 19:46:06 +00:00
gzFile gzfile ;
2012-05-17 12:59:34 +00:00
errno = 0 ;
gzfile = BLI_gzopen ( filepath , " rb " ) ;
2011-02-13 10:52:18 +00:00
if ( gzfile = = ( gzFile ) Z_NULL ) {
2012-10-19 16:43:10 +00:00
BKE_reportf ( reports , RPT_WARNING , " Unable to open '%s': %s " ,
2012-10-26 17:32:50 +00:00
filepath , errno ? strerror ( errno ) : TIP_ ( " unknown error reading file " ) ) ;
2002-10-12 11:37:38 +00:00
return NULL ;
2012-03-24 06:18:31 +00:00
}
else {
2002-10-12 11:37:38 +00:00
FileData * fd = filedata_new ( ) ;
Patch provided by Shaul Kedem: Compressed files are back!
He even made a nice doc in wiki:
http://wiki.blender.org/bin/view.pl/Blenderdev/Blendgz
Usage: set the option "Compress File" in the main "File" pulldown menu.
This setting is a user-def, meaning it is not changed on reading files.
If you want it default, save it with CTRL+U.
The longest debate went over the file naming convention. Shaul started
with .blend.gz files, which gave issues in Blender because of the code
hanging out everywhere that detects blender files, and that appends the
.blend extension if needed.
Daniel Dunbar proposed to just save it as .blend, and not bother users
with such details. This is indeed the most elegant solution, with as
only drawback that old Blender executables cannot read it.
This drawback isn't very relevant at the moment, since we're heading
towards a release that isn't upward compatible anyway... the recode
going on on Meshes, Modfiers, Armatures, Poses, Actions, NLA already
have upward compatibility issues.
We might check - during the next month(s) - on a builtin system to
warn users in the future when we change things that make a file risky
to read in an older release.
2005-07-27 19:46:06 +00:00
fd - > gzfiledes = gzfile ;
fd - > read = fd_read_gzip_from_file ;
2012-05-17 12:59:34 +00:00
2008-09-11 13:00:54 +00:00
/* needed for library_append and read_libraries */
2011-05-18 06:27:32 +00:00
BLI_strncpy ( fd - > relabase , filepath , sizeof ( fd - > relabase ) ) ;
2012-05-17 12:59:34 +00:00
2008-12-19 00:50:21 +00:00
return blo_decode_and_check ( fd , reports ) ;
2002-10-12 11:37:38 +00:00
}
}
2008-12-19 00:50:21 +00:00
FileData * blo_openblendermemory ( void * mem , int memsize , ReportList * reports )
2002-10-12 11:37:38 +00:00
{
if ( ! mem | | memsize < SIZEOFBLENDERHEADER ) {
2012-10-19 16:43:10 +00:00
BKE_report ( reports , RPT_WARNING , ( mem ) ? TIP_ ( " Unable to read " ) : TIP_ ( " Unable to open " ) ) ;
2002-10-12 11:37:38 +00:00
return NULL ;
2012-03-24 06:18:31 +00:00
}
else {
2012-05-17 12:59:34 +00:00
FileData * fd = filedata_new ( ) ;
fd - > buffer = mem ;
fd - > buffersize = memsize ;
fd - > read = fd_read_from_memory ;
fd - > flags | = FD_FLAGS_NOT_MY_BUFFER ;
2008-12-19 00:50:21 +00:00
return blo_decode_and_check ( fd , reports ) ;
2002-10-12 11:37:38 +00:00
}
}
2008-12-19 00:50:21 +00:00
FileData * blo_openblendermemfile ( MemFile * memfile , ReportList * reports )
2004-09-05 13:43:51 +00:00
{
if ( ! memfile ) {
2012-09-30 10:45:37 +00:00
BKE_report ( reports , RPT_WARNING , " Unable to open blend <memory> " ) ;
2004-09-05 13:43:51 +00:00
return NULL ;
2012-03-24 06:18:31 +00:00
}
else {
2012-05-17 12:59:34 +00:00
FileData * fd = filedata_new ( ) ;
fd - > memfile = memfile ;
fd - > read = fd_read_from_memfile ;
fd - > flags | = FD_FLAGS_NOT_MY_BUFFER ;
2008-12-19 00:50:21 +00:00
return blo_decode_and_check ( fd , reports ) ;
2004-09-05 13:43:51 +00:00
}
}
2002-10-12 11:37:38 +00:00
void blo_freefiledata ( FileData * fd )
{
if ( fd ) {
if ( fd - > filedes ! = - 1 ) {
close ( fd - > filedes ) ;
}
2012-05-17 12:59:34 +00:00
2012-04-28 06:31:57 +00:00
if ( fd - > gzfiledes ! = NULL ) {
Patch provided by Shaul Kedem: Compressed files are back!
He even made a nice doc in wiki:
http://wiki.blender.org/bin/view.pl/Blenderdev/Blendgz
Usage: set the option "Compress File" in the main "File" pulldown menu.
This setting is a user-def, meaning it is not changed on reading files.
If you want it default, save it with CTRL+U.
The longest debate went over the file naming convention. Shaul started
with .blend.gz files, which gave issues in Blender because of the code
hanging out everywhere that detects blender files, and that appends the
.blend extension if needed.
Daniel Dunbar proposed to just save it as .blend, and not bother users
with such details. This is indeed the most elegant solution, with as
only drawback that old Blender executables cannot read it.
This drawback isn't very relevant at the moment, since we're heading
towards a release that isn't upward compatible anyway... the recode
going on on Meshes, Modfiers, Armatures, Poses, Actions, NLA already
have upward compatibility issues.
We might check - during the next month(s) - on a builtin system to
warn users in the future when we change things that make a file risky
to read in an older release.
2005-07-27 19:46:06 +00:00
gzclose ( fd - > gzfiledes ) ;
}
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
if ( fd - > buffer & & ! ( fd - > flags & FD_FLAGS_NOT_MY_BUFFER ) ) {
MEM_freeN ( fd - > buffer ) ;
2011-02-13 10:52:18 +00:00
fd - > buffer = NULL ;
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
// Free all BHeadN data blocks
BLI_freelistN ( & fd - > listbase ) ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
if ( fd - > memsdna )
2008-10-31 23:50:02 +00:00
DNA_sdna_free ( fd - > memsdna ) ;
2002-10-12 11:37:38 +00:00
if ( fd - > filesdna )
2008-10-31 23:50:02 +00:00
DNA_sdna_free ( fd - > filesdna ) ;
2002-10-12 11:37:38 +00:00
if ( fd - > compflags )
MEM_freeN ( fd - > compflags ) ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
if ( fd - > datamap )
oldnewmap_free ( fd - > datamap ) ;
if ( fd - > globmap )
oldnewmap_free ( fd - > globmap ) ;
2006-11-10 10:17:04 +00:00
if ( fd - > imamap )
oldnewmap_free ( fd - > imamap ) ;
2011-11-07 12:55:18 +00:00
if ( fd - > movieclipmap )
oldnewmap_free ( fd - > movieclipmap ) ;
2002-10-12 11:37:38 +00:00
if ( fd - > libmap & & ! ( fd - > flags & FD_FLAGS_NOT_MY_LIBMAP ) )
oldnewmap_free ( fd - > libmap ) ;
2008-01-30 18:18:33 +00:00
if ( fd - > bheadmap )
MEM_freeN ( fd - > bheadmap ) ;
2002-10-12 11:37:38 +00:00
MEM_freeN ( fd ) ;
}
}
/* ************ DIV ****************** */
2011-10-15 05:01:47 +00:00
int BLO_has_bfile_extension ( const char * str )
2002-10-12 11:37:38 +00:00
{
2012-05-17 12:59:34 +00:00
return ( BLI_testextensie ( str , " .ble " ) | |
BLI_testextensie ( str , " .blend " ) | |
BLI_testextensie ( str , " .blend.gz " ) ) ;
2002-10-12 11:37:38 +00:00
}
2010-03-20 16:56:52 +00:00
int BLO_is_a_library ( const char * path , char * dir , char * group )
2009-09-16 17:43:09 +00:00
{
/* return ok when a blenderfile, in dir is the filename,
* in group the type of libdata
*/
int len ;
char * fd ;
strcpy ( dir , path ) ;
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len = strlen ( dir ) ;
if ( len < 7 ) return 0 ;
if ( ( dir [ len - 1 ] ! = ' / ' ) & & ( dir [ len - 1 ] ! = ' \\ ' ) ) return 0 ;
2009-09-16 17:43:09 +00:00
2012-05-17 12:59:34 +00:00
group [ 0 ] = ' \0 ' ;
dir [ len - 1 ] = ' \0 ' ;
2009-09-16 17:43:09 +00:00
/* Find the last slash */
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fd = BLI_last_slash ( dir ) ;
2009-09-16 17:43:09 +00:00
2012-05-17 12:59:34 +00:00
if ( fd = = NULL ) return 0 ;
* fd = 0 ;
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if ( BLO_has_bfile_extension ( fd + 1 ) ) {
2009-09-16 17:43:09 +00:00
/* the last part of the dir is a .blend file, no group follows */
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* fd = ' / ' ; /* put back the removed slash separating the dir and the .blend file name */
2009-09-16 17:43:09 +00:00
}
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else {
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char * gp = fd + 1 ; // in case we have a .blend file, gp points to the group
2009-09-16 17:43:09 +00:00
/* Find the last slash */
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fd = BLI_last_slash ( dir ) ;
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if ( ! fd | | ! BLO_has_bfile_extension ( fd + 1 ) ) return 0 ;
2012-05-17 12:59:34 +00:00
2009-09-16 17:43:09 +00:00
/* now we know that we are in a blend file and it is safe to
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* assume that gp actually points to a group */
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if ( strcmp ( " Screen " , gp ) ! = 0 )
2009-09-16 17:43:09 +00:00
BLI_strncpy ( group , gp , GROUP_MAX ) ;
}
return 1 ;
}
2002-10-12 11:37:38 +00:00
/* ************** OLD POINTERS ******************* */
static void * newdataadr ( FileData * fd , void * adr ) /* only direct databocks */
{
return oldnewmap_lookup_and_inc ( fd - > datamap , adr ) ;
}
static void * newglobadr ( FileData * fd , void * adr ) /* direct datablocks with global linking */
{
return oldnewmap_lookup_and_inc ( fd - > globmap , adr ) ;
}
2006-11-10 10:17:04 +00:00
static void * newimaadr ( FileData * fd , void * adr ) /* used to restore image data after undo */
{
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if ( fd - > imamap & & adr )
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return oldnewmap_lookup_and_inc ( fd - > imamap , adr ) ;
return NULL ;
}
2011-11-07 12:55:18 +00:00
static void * newmclipadr ( FileData * fd , void * adr ) /* used to restore movie clip data after undo */
{
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if ( fd - > movieclipmap & & adr )
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return oldnewmap_lookup_and_inc ( fd - > movieclipmap , adr ) ;
return NULL ;
}
2006-11-10 10:17:04 +00:00
2002-10-12 11:37:38 +00:00
static void * newlibadr ( FileData * fd , void * lib , void * adr ) /* only lib data */
{
2005-12-15 18:42:02 +00:00
return oldnewmap_liblookup ( fd - > libmap , adr , lib ) ;
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}
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void * blo_do_versions_newlibadr ( FileData * fd , void * lib , void * adr ) /* only lib data */
{
return newlibadr ( fd , lib , adr ) ;
}
2003-04-26 18:01:01 +00:00
static void * newlibadr_us ( FileData * fd , void * lib , void * adr ) /* increases user number */
2002-10-12 11:37:38 +00:00
{
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ID * id = newlibadr ( fd , lib , adr ) ;
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if ( id )
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id - > us + + ;
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2002-10-12 11:37:38 +00:00
return id ;
}
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void * blo_do_versions_newlibadr_us ( FileData * fd , void * lib , void * adr ) /* increases user number */
{
return newlibadr_us ( fd , lib , adr ) ;
}
2005-12-16 17:35:38 +00:00
static void change_idid_adr_fd ( FileData * fd , void * old , void * new )
2002-10-12 11:37:38 +00:00
{
int i ;
2005-12-16 17:35:38 +00:00
2012-05-17 12:59:34 +00:00
for ( i = 0 ; i < fd - > libmap - > nentries ; i + + ) {
OldNew * entry = & fd - > libmap - > entries [ i ] ;
2005-12-16 17:35:38 +00:00
2005-12-14 23:00:01 +00:00
if ( old = = entry - > newp & & entry - > nr = = ID_ID ) {
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entry - > newp = new ;
if ( new ) entry - > nr = GS ( ( ( ID * ) new ) - > name ) ;
2002-10-12 11:37:38 +00:00
}
}
}
2005-12-16 17:35:38 +00:00
static void change_idid_adr ( ListBase * mainlist , FileData * basefd , void * old , void * new )
{
2006-03-27 22:33:21 +00:00
Main * mainptr ;
2005-12-16 17:35:38 +00:00
2012-05-17 12:59:34 +00:00
for ( mainptr = mainlist - > first ; mainptr ; mainptr = mainptr - > next ) {
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FileData * fd ;
2012-05-17 12:59:34 +00:00
if ( mainptr - > curlib )
fd = mainptr - > curlib - > filedata ;
else
fd = basefd ;
2005-12-16 17:35:38 +00:00
2012-03-24 06:18:31 +00:00
if ( fd ) {
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change_idid_adr_fd ( fd , old , new ) ;
}
}
}
2002-10-12 11:37:38 +00:00
2008-11-02 00:25:39 +00:00
/* lib linked proxy objects point to our local data, we need
* to clear that pointer before reading the undo memfile since
* the object might be removed , it is set again in reading
* if the local object still exists */
2010-10-16 02:40:31 +00:00
void blo_clear_proxy_pointers_from_lib ( Main * oldmain )
2008-11-02 00:25:39 +00:00
{
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Object * ob = oldmain - > object . first ;
2008-11-02 00:25:39 +00:00
2012-05-17 12:59:34 +00:00
for ( ; ob ; ob = ob - > id . next ) {
2012-03-24 06:18:31 +00:00
if ( ob - > id . lib )
2012-05-17 12:59:34 +00:00
ob - > proxy_from = NULL ;
}
2008-11-02 00:25:39 +00:00
}
2008-12-19 16:36:15 +00:00
void blo_make_image_pointer_map ( FileData * fd , Main * oldmain )
2006-11-10 10:17:04 +00:00
{
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Image * ima = oldmain - > image . first ;
Scene * sce = oldmain - > scene . first ;
2010-03-27 15:35:34 +00:00
int a ;
2006-11-10 10:17:04 +00:00
2012-05-17 12:59:34 +00:00
fd - > imamap = oldnewmap_new ( ) ;
2006-11-10 10:17:04 +00:00
2012-05-21 06:33:32 +00:00
for ( ; ima ; ima = ima - > id . next ) {
2012-05-17 12:59:34 +00:00
Link * ibuf = ima - > ibufs . first ;
2012-05-21 06:33:32 +00:00
for ( ; ibuf ; ibuf = ibuf - > next )
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oldnewmap_insert ( fd - > imamap , ibuf , ibuf , 0 ) ;
2012-03-24 06:18:31 +00:00
if ( ima - > gputexture )
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
oldnewmap_insert ( fd - > imamap , ima - > gputexture , ima - > gputexture , 0 ) ;
2012-05-17 12:59:34 +00:00
for ( a = 0 ; a < IMA_MAX_RENDER_SLOT ; a + + )
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if ( ima - > renders [ a ] )
2010-03-27 15:35:34 +00:00
oldnewmap_insert ( fd - > imamap , ima - > renders [ a ] , ima - > renders [ a ] , 0 ) ;
2006-11-10 10:17:04 +00:00
}
2012-05-21 06:33:32 +00:00
for ( ; sce ; sce = sce - > id . next ) {
2012-03-24 06:18:31 +00:00
if ( sce - > nodetree ) {
2006-11-18 13:25:42 +00:00
bNode * node ;
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for ( node = sce - > nodetree - > nodes . first ; node ; node = node - > next )
2006-11-18 13:25:42 +00:00
oldnewmap_insert ( fd - > imamap , node - > preview , node - > preview , 0 ) ;
}
}
2006-11-10 10:17:04 +00:00
}
2008-12-19 16:36:15 +00:00
/* set old main image ibufs to zero if it has been restored */
/* this works because freeing old main only happens after this call */
void blo_end_image_pointer_map ( FileData * fd , Main * oldmain )
2006-11-10 10:17:04 +00:00
{
2012-05-17 12:59:34 +00:00
OldNew * entry = fd - > imamap - > entries ;
Image * ima = oldmain - > image . first ;
Scene * sce = oldmain - > scene . first ;
2011-03-10 17:34:27 +00:00
int i ;
2006-11-10 10:17:04 +00:00
/* used entries were restored, so we put them to zero */
2012-05-21 06:33:32 +00:00
for ( i = 0 ; i < fd - > imamap - > nentries ; i + + , entry + + ) {
2012-05-17 12:59:34 +00:00
if ( entry - > nr > 0 )
entry - > newp = NULL ;
2006-11-10 10:17:04 +00:00
}
2012-05-21 06:33:32 +00:00
for ( ; ima ; ima = ima - > id . next ) {
2006-12-20 17:57:56 +00:00
Link * ibuf , * next ;
/* this mirrors direct_link_image */
2012-05-17 12:59:34 +00:00
for ( ibuf = ima - > ibufs . first ; ibuf ; ibuf = next ) {
next = ibuf - > next ;
if ( NULL = = newimaadr ( fd , ibuf ) ) { /* so was restored */
2006-12-20 17:57:56 +00:00
BLI_remlink ( & ima - > ibufs , ibuf ) ;
2012-05-17 12:59:34 +00:00
ima - > bindcode = 0 ;
2012-10-25 15:25:28 +00:00
ima - > tpageflag & = ~ IMA_GLBIND_IS_DATA ;
2012-05-17 12:59:34 +00:00
ima - > gputexture = NULL ;
2006-12-20 17:57:56 +00:00
}
2006-11-10 10:17:04 +00:00
}
2012-05-17 12:59:34 +00:00
for ( i = 0 ; i < IMA_MAX_RENDER_SLOT ; i + + )
ima - > renders [ i ] = newimaadr ( fd , ima - > renders [ i ] ) ;
ima - > gputexture = newimaadr ( fd , ima - > gputexture ) ;
2006-11-10 10:17:04 +00:00
}
2012-05-17 12:59:34 +00:00
for ( ; sce ; sce = sce - > id . next ) {
2012-03-24 06:18:31 +00:00
if ( sce - > nodetree ) {
2006-11-18 13:25:42 +00:00
bNode * node ;
2012-05-17 12:59:34 +00:00
for ( node = sce - > nodetree - > nodes . first ; node ; node = node - > next )
node - > preview = newimaadr ( fd , node - > preview ) ;
2006-11-18 13:25:42 +00:00
}
}
2006-11-10 10:17:04 +00:00
}
2011-11-07 12:55:18 +00:00
void blo_make_movieclip_pointer_map ( FileData * fd , Main * oldmain )
{
2012-05-17 12:59:34 +00:00
MovieClip * clip = oldmain - > movieclip . first ;
Scene * sce = oldmain - > scene . first ;
fd - > movieclipmap = oldnewmap_new ( ) ;
2012-05-21 06:33:32 +00:00
for ( ; clip ; clip = clip - > id . next ) {
2012-03-24 06:18:31 +00:00
if ( clip - > cache )
2011-11-07 12:55:18 +00:00
oldnewmap_insert ( fd - > movieclipmap , clip - > cache , clip - > cache , 0 ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( clip - > tracking . camera . intrinsics )
2011-11-07 12:55:18 +00:00
oldnewmap_insert ( fd - > movieclipmap , clip - > tracking . camera . intrinsics , clip - > tracking . camera . intrinsics , 0 ) ;
}
2012-05-17 12:59:34 +00:00
for ( ; sce ; sce = sce - > id . next ) {
2012-03-24 06:18:31 +00:00
if ( sce - > nodetree ) {
2011-11-07 12:56:05 +00:00
bNode * node ;
2012-05-17 12:59:34 +00:00
for ( node = sce - > nodetree - > nodes . first ; node ; node = node - > next )
if ( node - > type = = CMP_NODE_MOVIEDISTORTION )
2011-11-07 12:56:05 +00:00
oldnewmap_insert ( fd - > movieclipmap , node - > storage , node - > storage , 0 ) ;
}
}
2011-11-07 12:55:18 +00:00
}
/* set old main movie clips caches to zero if it has been restored */
/* this works because freeing old main only happens after this call */
void blo_end_movieclip_pointer_map ( FileData * fd , Main * oldmain )
{
2012-05-17 12:59:34 +00:00
OldNew * entry = fd - > movieclipmap - > entries ;
MovieClip * clip = oldmain - > movieclip . first ;
Scene * sce = oldmain - > scene . first ;
2011-11-07 12:55:18 +00:00
int i ;
2012-05-17 12:59:34 +00:00
2011-11-07 12:55:18 +00:00
/* used entries were restored, so we put them to zero */
2012-05-17 12:59:34 +00:00
for ( i = 0 ; i < fd - > movieclipmap - > nentries ; i + + , entry + + ) {
if ( entry - > nr > 0 )
entry - > newp = NULL ;
2011-11-07 12:55:18 +00:00
}
2012-05-17 12:59:34 +00:00
for ( ; clip ; clip = clip - > id . next ) {
clip - > cache = newmclipadr ( fd , clip - > cache ) ;
clip - > tracking . camera . intrinsics = newmclipadr ( fd , clip - > tracking . camera . intrinsics ) ;
2011-11-07 12:55:18 +00:00
}
2012-05-17 12:59:34 +00:00
for ( ; sce ; sce = sce - > id . next ) {
2012-03-24 06:18:31 +00:00
if ( sce - > nodetree ) {
2011-11-07 12:56:05 +00:00
bNode * node ;
2012-05-17 12:59:34 +00:00
for ( node = sce - > nodetree - > nodes . first ; node ; node = node - > next )
if ( node - > type = = CMP_NODE_MOVIEDISTORTION )
node - > storage = newmclipadr ( fd , node - > storage ) ;
2011-11-07 12:56:05 +00:00
}
}
2011-11-07 12:55:18 +00:00
}
2006-11-25 13:07:28 +00:00
/* undo file support: add all library pointers in lookup */
void blo_add_library_pointer_map ( ListBase * mainlist , FileData * fd )
{
2012-05-17 12:59:34 +00:00
Main * ptr = mainlist - > first ;
2006-11-25 13:07:28 +00:00
ListBase * lbarray [ MAX_LIBARRAY ] ;
2012-05-17 12:59:34 +00:00
for ( ptr = ptr - > next ; ptr ; ptr = ptr - > next ) {
int i = set_listbasepointers ( ptr , lbarray ) ;
2012-03-24 07:52:14 +00:00
while ( i - - ) {
2006-11-25 13:07:28 +00:00
ID * id ;
2012-05-17 12:59:34 +00:00
for ( id = lbarray [ i ] - > first ; id ; id = id - > next )
2006-11-25 13:07:28 +00:00
oldnewmap_insert ( fd - > libmap , id , id , GS ( id - > name ) ) ;
}
}
}
2012-05-17 12:59:34 +00:00
2006-11-25 13:07:28 +00:00
2003-04-26 18:01:01 +00:00
/* ********** END OLD POINTERS ****************** */
2002-10-12 11:37:38 +00:00
/* ********** READ FILE ****************** */
static void switch_endian_structs ( struct SDNA * filesdna , BHead * bhead )
{
int blocksize , nblocks ;
char * data ;
2012-05-17 12:59:34 +00:00
data = ( char * ) ( bhead + 1 ) ;
blocksize = filesdna - > typelens [ filesdna - > structs [ bhead - > SDNAnr ] [ 0 ] ] ;
nblocks = bhead - > nr ;
2012-03-24 07:52:14 +00:00
while ( nblocks - - ) {
2008-10-31 23:50:02 +00:00
DNA_struct_switch_endian ( filesdna , bhead - > SDNAnr , data ) ;
2012-05-17 12:59:34 +00:00
data + = blocksize ;
2002-10-12 11:37:38 +00:00
}
}
2010-12-03 17:05:21 +00:00
static void * read_struct ( FileData * fd , BHead * bh , const char * blockname )
2002-10-12 11:37:38 +00:00
{
2012-05-17 12:59:34 +00:00
void * temp = NULL ;
2002-10-12 11:37:38 +00:00
if ( bh - > len ) {
2007-04-28 16:15:00 +00:00
/* switch is based on file dna */
2002-10-12 11:37:38 +00:00
if ( bh - > SDNAnr & & ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) )
switch_endian_structs ( fd - > filesdna , bh ) ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
if ( fd - > compflags [ bh - > SDNAnr ] ) { /* flag==0: doesn't exist anymore */
2012-05-17 12:59:34 +00:00
if ( fd - > compflags [ bh - > SDNAnr ] = = 2 ) {
temp = DNA_struct_reconstruct ( fd - > memsdna , fd - > filesdna , fd - > compflags , bh - > SDNAnr , bh - > nr , ( bh + 1 ) ) ;
2012-03-24 06:18:31 +00:00
}
else {
2012-05-17 12:59:34 +00:00
temp = MEM_mallocN ( bh - > len , blockname ) ;
2007-04-28 16:15:00 +00:00
memcpy ( temp , ( bh + 1 ) , bh - > len ) ;
2002-10-12 11:37:38 +00:00
}
}
}
2004-06-23 18:22:51 +00:00
return temp ;
2002-10-12 11:37:38 +00:00
}
2003-04-26 18:01:01 +00:00
static void link_list ( FileData * fd , ListBase * lb ) /* only direct data */
2002-10-12 11:37:38 +00:00
{
Link * ln , * prev ;
2012-05-17 12:59:34 +00:00
if ( lb - > first = = NULL ) return ;
lb - > first = newdataadr ( fd , lb - > first ) ;
ln = lb - > first ;
prev = NULL ;
2012-03-24 07:52:14 +00:00
while ( ln ) {
2012-05-17 12:59:34 +00:00
ln - > next = newdataadr ( fd , ln - > next ) ;
ln - > prev = prev ;
prev = ln ;
ln = ln - > next ;
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
lb - > last = prev ;
2002-10-12 11:37:38 +00:00
}
static void link_glob_list ( FileData * fd , ListBase * lb ) /* for glob data */
{
Link * ln , * prev ;
void * poin ;
2004-06-23 18:22:51 +00:00
2012-05-17 12:59:34 +00:00
if ( lb - > first = = NULL ) return ;
poin = newdataadr ( fd , lb - > first ) ;
2012-03-24 06:18:31 +00:00
if ( lb - > first ) {
2002-10-12 11:37:38 +00:00
oldnewmap_insert ( fd - > globmap , lb - > first , poin , 0 ) ;
}
2012-05-17 12:59:34 +00:00
lb - > first = poin ;
ln = lb - > first ;
prev = NULL ;
2012-03-24 07:52:14 +00:00
while ( ln ) {
2012-05-17 12:59:34 +00:00
poin = newdataadr ( fd , ln - > next ) ;
2012-03-24 06:18:31 +00:00
if ( ln - > next ) {
2002-10-12 11:37:38 +00:00
oldnewmap_insert ( fd - > globmap , ln - > next , poin , 0 ) ;
}
2012-05-17 12:59:34 +00:00
ln - > next = poin ;
ln - > prev = prev ;
prev = ln ;
ln = ln - > next ;
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
lb - > last = prev ;
2002-10-12 11:37:38 +00:00
}
static void test_pointer_array ( FileData * fd , void * * mat )
{
2012-09-03 07:37:38 +00:00
int64_t * lpoin , * lmat ;
2010-04-29 21:46:25 +00:00
int * ipoin , * imat ;
size_t len ;
2002-10-12 11:37:38 +00:00
/* manually convert the pointer array in
* the old dna format to a pointer array in
* the new dna format .
*/
2012-03-24 06:18:31 +00:00
if ( * mat ) {
2012-05-17 12:59:34 +00:00
len = MEM_allocN_len ( * mat ) / fd - > filesdna - > pointerlen ;
2012-03-24 06:18:31 +00:00
if ( fd - > filesdna - > pointerlen = = 8 & & fd - > memsdna - > pointerlen = = 4 ) {
2012-05-17 12:59:34 +00:00
ipoin = imat = MEM_mallocN ( len * 4 , " newmatar " ) ;
2002-10-12 11:37:38 +00:00
lpoin = * mat ;
2012-05-17 12:59:34 +00:00
2012-03-24 07:52:14 +00:00
while ( len - - > 0 ) {
2012-03-24 06:18:31 +00:00
if ( ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) )
2012-09-03 07:37:38 +00:00
BLI_endian_switch_int64 ( lpoin ) ;
2012-05-17 12:59:34 +00:00
* ipoin = ( int ) ( ( * lpoin ) > > 3 ) ;
2002-10-12 11:37:38 +00:00
ipoin + + ;
lpoin + + ;
}
MEM_freeN ( * mat ) ;
2012-05-17 12:59:34 +00:00
* mat = imat ;
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( fd - > filesdna - > pointerlen = = 4 & & fd - > memsdna - > pointerlen = = 8 ) {
2012-05-17 12:59:34 +00:00
lpoin = lmat = MEM_mallocN ( len * 8 , " newmatar " ) ;
ipoin = * mat ;
2012-03-24 07:52:14 +00:00
while ( len - - > 0 ) {
2012-05-17 12:59:34 +00:00
* lpoin = * ipoin ;
2002-10-12 11:37:38 +00:00
ipoin + + ;
lpoin + + ;
}
MEM_freeN ( * mat ) ;
* mat = lmat ;
}
}
}
2006-11-17 04:46:48 +00:00
/* ************ READ ID Properties *************** */
2010-10-14 00:33:39 +00:00
static void IDP_DirectLinkProperty ( IDProperty * prop , int switch_endian , FileData * fd ) ;
static void IDP_LibLinkProperty ( IDProperty * prop , int switch_endian , FileData * fd ) ;
2006-11-17 04:46:48 +00:00
2008-12-31 13:16:37 +00:00
static void IDP_DirectLinkIDPArray ( IDProperty * prop , int switch_endian , FileData * fd )
{
2.5: RNA, defining enums, pointers and collections properties is now
possible from python, but it's still work in progress.
Pointers and collections are restricted to types derived from
IDPropertyGroup (same as for operators), because RNA knows how to
allocate/deallocate those.
Collections have .add() and .remove(number) functions that can be
used. The remove function should be fixed to take an other argument
than a number.
With the IDPropertyGroup restriction, pointers are more like nested
structs. They don't have add(), remove() yet, not sure where to put
them. Currently the pointer / nested struct is automatically allocated
in the get() function, this needs to be fixed, rule is that RNA get()
will not change any data for thread safety.
Also, it is only possible to add properties to structs after they have
been registered, which needs to be improved as well.
Example code:
http://www.pasteall.org/7201/python
2009-08-18 01:29:25 +00:00
IDProperty * array ;
2008-12-31 13:16:37 +00:00
int i ;
2012-05-17 12:59:34 +00:00
/* since we didn't save the extra buffer, set totallen to len */
2008-12-31 13:16:37 +00:00
prop - > totallen = prop - > len ;
prop - > data . pointer = newdataadr ( fd , prop - > data . pointer ) ;
2012-05-21 06:33:32 +00:00
array = ( IDProperty * ) prop - > data . pointer ;
2010-09-20 05:46:07 +00:00
/* note!, idp-arrays didn't exist in 2.4x, so the pointer will be cleared
2012-03-18 07:38:51 +00:00
* theres not really anything we can do to correct this , at least don ' t crash */
2012-05-17 12:59:34 +00:00
if ( array = = NULL ) {
prop - > len = 0 ;
prop - > totallen = 0 ;
2010-09-20 05:46:07 +00:00
}
2012-05-17 12:59:34 +00:00
for ( i = 0 ; i < prop - > len ; i + + )
2009-09-16 17:43:09 +00:00
IDP_DirectLinkProperty ( & array [ i ] , switch_endian , fd ) ;
2008-12-31 13:16:37 +00:00
}
RNA:
* Added support for using pointers + collections as operator properties,
but with the restriction that they must point to other type derived from
ID property groups. The "add" function for these properties will allocate
a new ID property group and point to that.
* Added support for arrays with type IDP_GROUP in ID properties.
* Fix bug getting/setting float array values.
Example code for collections, note the "OperatorMousePath" type is defined
in rna_wm.c and has a float[2] property named "loc".
Defining the operator property:
prop= RNA_def_property(ot->srna, "path", PROP_COLLECTION, PROP_NONE);
RNA_def_property_struct_runtime(prop, &RNA_OperatorMousePath);
Adding values:
PointerRNA itemptr;
float loc[2] = {1, 1},
RNA_collection_add(op->ptr, "path", &itemptr);
RNA_float_set_array(&itemptr, "loc", loc);
Iterating:
RNA_BEGIN(op->ptr, itemptr, "path") {
float loc[2];
RNA_float_get_array(&itemptr, "loc", loc);
printf("Location: %f %f\n", loc[0], loc[1]);
}
RNA_END;
2008-12-26 20:38:52 +00:00
static void IDP_DirectLinkArray ( IDProperty * prop , int switch_endian , FileData * fd )
2006-11-17 04:46:48 +00:00
{
RNA:
* Added support for using pointers + collections as operator properties,
but with the restriction that they must point to other type derived from
ID property groups. The "add" function for these properties will allocate
a new ID property group and point to that.
* Added support for arrays with type IDP_GROUP in ID properties.
* Fix bug getting/setting float array values.
Example code for collections, note the "OperatorMousePath" type is defined
in rna_wm.c and has a float[2] property named "loc".
Defining the operator property:
prop= RNA_def_property(ot->srna, "path", PROP_COLLECTION, PROP_NONE);
RNA_def_property_struct_runtime(prop, &RNA_OperatorMousePath);
Adding values:
PointerRNA itemptr;
float loc[2] = {1, 1},
RNA_collection_add(op->ptr, "path", &itemptr);
RNA_float_set_array(&itemptr, "loc", loc);
Iterating:
RNA_BEGIN(op->ptr, itemptr, "path") {
float loc[2];
RNA_float_get_array(&itemptr, "loc", loc);
printf("Location: %f %f\n", loc[0], loc[1]);
}
RNA_END;
2008-12-26 20:38:52 +00:00
IDProperty * * array ;
2006-11-18 02:18:40 +00:00
int i ;
2012-05-17 12:59:34 +00:00
/* since we didn't save the extra buffer, set totallen to len */
2006-11-17 04:46:48 +00:00
prop - > totallen = prop - > len ;
prop - > data . pointer = newdataadr ( fd , prop - > data . pointer ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( prop - > subtype = = IDP_GROUP ) {
2009-09-16 17:43:09 +00:00
test_pointer_array ( fd , prop - > data . pointer ) ;
2012-05-17 12:59:34 +00:00
array = prop - > data . pointer ;
for ( i = 0 ; i < prop - > len ; i + + )
2009-09-16 17:43:09 +00:00
IDP_DirectLinkProperty ( array [ i ] , switch_endian , fd ) ;
}
2012-03-24 06:18:31 +00:00
else if ( prop - > subtype = = IDP_DOUBLE ) {
2009-09-16 17:43:09 +00:00
if ( switch_endian ) {
2012-09-03 09:03:25 +00:00
BLI_endian_switch_double_array ( prop - > data . pointer , prop - > len ) ;
2009-09-16 17:43:09 +00:00
}
}
else {
if ( switch_endian ) {
2012-09-03 09:03:25 +00:00
/* also used for floats */
BLI_endian_switch_int32_array ( prop - > data . pointer , prop - > len ) ;
2006-11-18 02:18:40 +00:00
}
2006-11-17 04:46:48 +00:00
}
}
2010-10-16 02:40:31 +00:00
static void IDP_DirectLinkString ( IDProperty * prop , FileData * fd )
2006-11-17 04:46:48 +00:00
{
/*since we didn't save the extra string buffer, set totallen to len.*/
prop - > totallen = prop - > len ;
prop - > data . pointer = newdataadr ( fd , prop - > data . pointer ) ;
}
RNA:
* Added support for using pointers + collections as operator properties,
but with the restriction that they must point to other type derived from
ID property groups. The "add" function for these properties will allocate
a new ID property group and point to that.
* Added support for arrays with type IDP_GROUP in ID properties.
* Fix bug getting/setting float array values.
Example code for collections, note the "OperatorMousePath" type is defined
in rna_wm.c and has a float[2] property named "loc".
Defining the operator property:
prop= RNA_def_property(ot->srna, "path", PROP_COLLECTION, PROP_NONE);
RNA_def_property_struct_runtime(prop, &RNA_OperatorMousePath);
Adding values:
PointerRNA itemptr;
float loc[2] = {1, 1},
RNA_collection_add(op->ptr, "path", &itemptr);
RNA_float_set_array(&itemptr, "loc", loc);
Iterating:
RNA_BEGIN(op->ptr, itemptr, "path") {
float loc[2];
RNA_float_get_array(&itemptr, "loc", loc);
printf("Location: %f %f\n", loc[0], loc[1]);
}
RNA_END;
2008-12-26 20:38:52 +00:00
static void IDP_DirectLinkGroup ( IDProperty * prop , int switch_endian , FileData * fd )
2006-11-17 04:46:48 +00:00
{
ListBase * lb = & prop - > data . group ;
IDProperty * loop ;
2012-05-17 12:59:34 +00:00
2006-11-17 04:46:48 +00:00
link_list ( fd , lb ) ;
2012-05-17 12:59:34 +00:00
2006-11-17 04:46:48 +00:00
/*Link child id properties now*/
for ( loop = prop - > data . group . first ; loop ; loop = loop - > next ) {
IDP_DirectLinkProperty ( loop , switch_endian , fd ) ;
}
}
2011-02-13 10:52:18 +00:00
static void IDP_DirectLinkProperty ( IDProperty * prop , int switch_endian , FileData * fd )
2006-11-17 04:46:48 +00:00
{
switch ( prop - > type ) {
case IDP_GROUP :
IDP_DirectLinkGroup ( prop , switch_endian , fd ) ;
break ;
case IDP_STRING :
2010-10-16 02:40:31 +00:00
IDP_DirectLinkString ( prop , fd ) ;
2006-11-17 04:46:48 +00:00
break ;
case IDP_ARRAY :
IDP_DirectLinkArray ( prop , switch_endian , fd ) ;
2008-07-24 19:22:17 +00:00
break ;
2008-12-31 13:16:37 +00:00
case IDP_IDPARRAY :
IDP_DirectLinkIDPArray ( prop , switch_endian , fd ) ;
break ;
2008-07-24 19:22:17 +00:00
case IDP_DOUBLE :
2011-11-11 13:09:14 +00:00
/* erg, stupid doubles. since I'm storing them
* in the same field as int val ; val2 in the
* IDPropertyData struct , they have to deal with
* endianness specifically
2012-04-22 11:54:53 +00:00
*
2011-11-11 13:09:14 +00:00
* in theory , val and val2 would ' ve already been swapped
* if switch_endian is true , so we have to first unswap
* them then reswap them as a single 64 - bit entity .
2008-07-24 19:22:17 +00:00
*/
if ( switch_endian ) {
2012-09-03 07:37:38 +00:00
BLI_endian_switch_int32 ( & prop - > data . val ) ;
BLI_endian_switch_int32 ( & prop - > data . val2 ) ;
BLI_endian_switch_int64 ( ( int64_t * ) & prop - > data . val ) ;
2008-07-24 19:22:17 +00:00
}
2006-11-17 04:46:48 +00:00
break ;
}
}
2012-05-17 12:59:34 +00:00
/* stub function */
2011-02-13 10:52:18 +00:00
static void IDP_LibLinkProperty ( IDProperty * UNUSED ( prop ) , int UNUSED ( switch_endian ) , FileData * UNUSED ( fd ) )
2006-11-17 04:46:48 +00:00
{
}
2012-10-23 12:38:47 +00:00
/* ************ READ ID *************** */
static void direct_link_id ( FileData * fd , ID * id )
{
/*link direct data of ID properties*/
if ( id - > properties ) {
id - > properties = newdataadr ( fd , id - > properties ) ;
if ( id - > properties ) { /* this case means the data was written incorrectly, it should not happen */
IDP_DirectLinkProperty ( id - > properties , ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) , fd ) ;
}
}
}
2009-01-07 04:38:30 +00:00
/* ************ READ CurveMapping *************** */
/* cuma itself has been read! */
static void direct_link_curvemapping ( FileData * fd , CurveMapping * cumap )
{
int a ;
/* flag seems to be able to hang? Maybe old files... not bad to clear anyway */
cumap - > flag & = ~ CUMA_PREMULLED ;
2012-05-21 06:33:32 +00:00
for ( a = 0 ; a < CM_TOT ; a + + ) {
2012-05-17 12:59:34 +00:00
cumap - > cm [ a ] . curve = newdataadr ( fd , cumap - > cm [ a ] . curve ) ;
cumap - > cm [ a ] . table = NULL ;
cumap - > cm [ a ] . premultable = NULL ;
2009-01-07 04:38:30 +00:00
}
}
2006-11-17 04:46:48 +00:00
/* ************ READ Brush *************** */
Brush Datablock:
- Added a new Brush datablock, only used by image paint, but intended
to be used in texture paint, vertex paint, weight paint and sculpt
mode also.
- Being a datablock, these brushes can be saved, appended and linked.
They have a fake user by default, to make sure they are saved even if
not selected.
Image Painting:
- Replaced the img module with C code in imagepaint.c
- Airbrush is no longer a separate tool, but rather an option that can
be used for soften, smear and clone also.
- Blend modes mix, add, subtract, multiply, darken and lighten have been
added, code taken directly from vertex paint.
Note to project files maintainers:
- The img module was removed from SCons and Makefiles, and this should
be done in other build systems also. I'll wait to remove the module
from cvs, to not break compilation.
2006-07-26 22:29:23 +00:00
/* library brush linking after fileread */
static void lib_link_brush ( FileData * fd , Main * main )
{
Brush * brush ;
/* only link ID pointers */
2012-05-21 06:33:32 +00:00
for ( brush = main - > brush . first ; brush ; brush = brush - > id . next ) {
2012-08-01 15:32:27 +00:00
if ( brush - > id . flag & LIB_NEED_LINK ) {
brush - > id . flag - = LIB_NEED_LINK ;
2012-05-17 12:59:34 +00:00
brush - > mtex . tex = newlibadr_us ( fd , brush - > id . lib , brush - > mtex . tex ) ;
brush - > clone . image = newlibadr_us ( fd , brush - > id . lib , brush - > clone . image ) ;
Brush Datablock:
- Added a new Brush datablock, only used by image paint, but intended
to be used in texture paint, vertex paint, weight paint and sculpt
mode also.
- Being a datablock, these brushes can be saved, appended and linked.
They have a fake user by default, to make sure they are saved even if
not selected.
Image Painting:
- Replaced the img module with C code in imagepaint.c
- Airbrush is no longer a separate tool, but rather an option that can
be used for soften, smear and clone also.
- Blend modes mix, add, subtract, multiply, darken and lighten have been
added, code taken directly from vertex paint.
Note to project files maintainers:
- The img module was removed from SCons and Makefiles, and this should
be done in other build systems also. I'll wait to remove the module
from cvs, to not break compilation.
2006-07-26 22:29:23 +00:00
}
}
}
static void direct_link_brush ( FileData * fd , Brush * brush )
{
2006-07-31 15:53:03 +00:00
/* brush itself has been read */
2009-01-07 04:38:30 +00:00
/* fallof curve */
2012-05-17 12:59:34 +00:00
brush - > curve = newdataadr ( fd , brush - > curve ) ;
2012-03-24 06:18:31 +00:00
if ( brush - > curve )
2009-01-07 04:38:30 +00:00
direct_link_curvemapping ( fd , brush - > curve ) ;
2009-02-22 19:31:25 +00:00
else
2012-05-05 00:58:22 +00:00
BKE_brush_curve_preset ( brush , CURVE_PRESET_SHARP ) ;
2010-07-20 13:42:27 +00:00
2012-05-17 12:59:34 +00:00
brush - > preview = NULL ;
brush - > icon_imbuf = NULL ;
Brush Datablock:
- Added a new Brush datablock, only used by image paint, but intended
to be used in texture paint, vertex paint, weight paint and sculpt
mode also.
- Being a datablock, these brushes can be saved, appended and linked.
They have a fake user by default, to make sure they are saved even if
not selected.
Image Painting:
- Replaced the img module with C code in imagepaint.c
- Airbrush is no longer a separate tool, but rather an option that can
be used for soften, smear and clone also.
- Blend modes mix, add, subtract, multiply, darken and lighten have been
added, code taken directly from vertex paint.
Note to project files maintainers:
- The img module was removed from SCons and Makefiles, and this should
be done in other build systems also. I'll wait to remove the module
from cvs, to not break compilation.
2006-07-26 22:29:23 +00:00
}
2010-10-16 02:40:31 +00:00
static void direct_link_script ( FileData * UNUSED ( fd ) , Script * script )
2008-03-06 21:25:15 +00:00
{
script - > id . us = 1 ;
2012-03-28 01:06:43 +00:00
SCRIPT_SET_NULL ( script ) ;
2008-03-06 21:25:15 +00:00
}
Christmas coding work!
********* Node editor work:
- To enable Nodes for Materials, you have to set the "Use Nodes"
button, in the new Material buttons "Nodes" Panel or in header
of the Node editor. Doing this will disable Material-Layers.
- Nodes now execute materials ("shaders"), but still only using the
previewrender code.
- Nodes have (optional) previews for rendered images.
- Node headers allow to hide buttons and/or preview image
- Nodes can be dragged larger/smaller (right-bottom corner)
- Nodes can be hidden (minimized) with hotkey H
- CTRL+click on an Input Socket gives a popup with default values.
- Changing Material/Texture or Mix node will adjust Node title.
- Click-drag outside of a Node changes cursor to "Knife' and allows to
draw a rect where to cut Links.
- Added new node types RGBtoBW, Texture, In/Output, ColorRamp
- Material Nodes have options to ouput diffuse or specular, or to use
a negative normal. The input socket 'Normal' will force the material
to use that normal, otherwise it uses the normal from the Material
that has the node tree.
- When drawing a link between two not-matching sockets, Blender inserts
a converting node (now only for value/rgb combos)
- When drawing a link to an input socket that's already in use, the
old link will either disappear or flip to another unused socket.
- A click on a Material Node will activate it, and show all its settings
in the Material Buttons. Active Material Nodes draw the material icon
in red.
- A click on any node will show its options in the Node Panel in the
Material buttons.
- Multiple Output Nodes can be used, to sample contents of a tree, but
only one Output is the real one, which is indicated in a different
color and red material icon.
- Added ThemeColors for node types
- ALT+C will convert existing Material-Layers to Node... this currently
only adds the material/mix nodes and connects them. Dunno if this is
worth a lot of coding work to make perfect?
- Press C to call another "Solve order", which will show all possible
cyclic conflicts (if there are).
- Technical: nodes now use "Type" structs which define the
structure of nodes and in/output sockets. The Type structs store all
fixed info, callbacks, and allow to reconstruct saved Nodes to match
what is required by Blender.
- Defining (new) nodes now is as simple as filling in a fixed
Type struct, plus code some callbacks. A doc will be made!
- Node preview images are by default float
********* Icon drawing:
- Cleanup of how old icons were implemented in new system, making
them 16x16 too, correctly centered *and* scaled.
- Made drawing Icons use float coordinates
- Moved BIF_calcpreview_image() into interface_icons.c, renamed it
icon_from_image(). Removed a lot of unneeded Imbuf magic here! :)
- Skipped scaling and imbuf copying when icons are OK size
********* Preview render:
- Huge cleanup of code....
- renaming BIF_xxx calls that only were used internally
- BIF_previewrender() now accepts an argument for rendering method,
so it supports icons, buttonwindow previewrender and node editor
- Only a single BIF_preview_changed() call now exists, supporting all
signals as needed for buttos and node editor
********* More stuff:
- glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format
argument for GL_FLOAT rects
- Made the ColorBand become a built-in button for interface.c
Was a load of cleanup work in buttons_shading.c...
- removed a load of unneeded glBlendFunc() calls
- Fixed bug in calculating text length for buttons (ancient!)
2005-12-28 15:42:51 +00:00
2002-10-12 11:37:38 +00:00
/* ************ READ PACKEDFILE *************** */
static PackedFile * direct_link_packedfile ( FileData * fd , PackedFile * oldpf )
{
2012-05-17 12:59:34 +00:00
PackedFile * pf = newdataadr ( fd , oldpf ) ;
2002-10-12 11:37:38 +00:00
if ( pf ) {
2012-05-17 12:59:34 +00:00
pf - > data = newdataadr ( fd , pf - > data ) ;
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
return pf ;
}
2006-06-05 11:07:15 +00:00
/* ************ READ IMAGE PREVIEW *************** */
static PreviewImage * direct_link_preview_image ( FileData * fd , PreviewImage * old_prv )
{
2012-05-17 12:59:34 +00:00
PreviewImage * prv = newdataadr ( fd , old_prv ) ;
2006-06-05 11:07:15 +00:00
if ( prv ) {
2007-09-02 17:25:03 +00:00
int i ;
2012-05-17 12:59:34 +00:00
for ( i = 0 ; i < NUM_ICON_SIZES ; + + i ) {
2007-09-02 17:25:03 +00:00
if ( prv - > rect [ i ] ) {
prv - > rect [ i ] = newdataadr ( fd , prv - > rect [ i ] ) ;
}
}
2006-06-05 11:07:15 +00:00
}
2012-05-17 12:59:34 +00:00
2006-06-05 11:07:15 +00:00
return prv ;
}
2009-01-19 02:26:46 +00:00
/* ************ READ ANIMATION STUFF ***************** */
/* Legacy Data Support (for Version Patching) ----------------------------- */
2012-09-26 20:05:38 +00:00
// XXX deprecated - old animation system
2009-01-19 02:26:46 +00:00
static void lib_link_ipo ( FileData * fd , Main * main )
{
Ipo * ipo ;
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
for ( ipo = main - > ipo . first ; ipo ; ipo = ipo - > id . next ) {
2012-08-01 15:32:27 +00:00
if ( ipo - > id . flag & LIB_NEED_LINK ) {
2009-01-19 02:26:46 +00:00
IpoCurve * icu ;
2012-05-17 12:59:34 +00:00
for ( icu = ipo - > curve . first ; icu ; icu = icu - > next ) {
2012-03-24 06:18:31 +00:00
if ( icu - > driver )
2012-05-17 12:59:34 +00:00
icu - > driver - > ob = newlibadr ( fd , ipo - > id . lib , icu - > driver - > ob ) ;
2009-01-19 02:26:46 +00:00
}
2012-08-01 15:32:27 +00:00
ipo - > id . flag - = LIB_NEED_LINK ;
2009-01-19 02:26:46 +00:00
}
}
}
2012-09-26 20:05:38 +00:00
// XXX deprecated - old animation system
2009-01-19 02:26:46 +00:00
static void direct_link_ipo ( FileData * fd , Ipo * ipo )
{
IpoCurve * icu ;
link_list ( fd , & ( ipo - > curve ) ) ;
2012-05-21 06:33:32 +00:00
for ( icu = ipo - > curve . first ; icu ; icu = icu - > next ) {
2012-05-17 12:59:34 +00:00
icu - > bezt = newdataadr ( fd , icu - > bezt ) ;
icu - > bp = newdataadr ( fd , icu - > bp ) ;
icu - > driver = newdataadr ( fd , icu - > driver ) ;
2009-01-19 02:26:46 +00:00
}
}
2002-10-12 11:37:38 +00:00
2012-09-26 20:05:38 +00:00
// XXX deprecated - old animation system
2002-10-12 11:37:38 +00:00
static void lib_link_nlastrips ( FileData * fd , ID * id , ListBase * striplist )
{
bActionStrip * strip ;
Two wonderful new NLA & Armature editing features!
- FORWARD CYCLING & MATCHING
Up to no now, adding multiple actions in NLA with walkcycles required to
animate them standing still, as if walking on a conveyor belt. The stride
option then makes the object itself move forward, trying to keep the foot
stuck on the floor (with poor results!).
This option now allows to make walk cycles moving forward. By
indicating a reference Offset Bone, the NLA system will use that bone to
detect the correct offset for the Armature Pose to make it seamlessly going
forward.
Best of all, this option works as for cyclic Action Strips as well as for
individual Action Strips. Note that for individual strips, you have to set
the strip on "Hold". (Might become automatic detected later).
Here's an example edit image for NLA:
http://www.blender.org/bf/nla_match-cycle.jpg
And the animation for it:
http://download.blender.org/demo/test/2.43/0001_0150_match.avi
Blender file:
http://download.blender.org/demo/test/2.43/mancandy_matching.blend
Using this kind of cycling works pretty straightforward, and is a lot
easier to setup than Stride Bones.
To be further tested:
- Blending cycles
- matching rotation for the bones as well.
- ACTION MODIFIERS (motion deformors)
The above option was actually required for this feature. Typically walk
cycles are constructed with certain Bones to be the handles, controlling
for example the torso or feet.
An Action Modifier allows you to use a Curve Path to deform the motion of
these controlling bones. This uses the existing Curve Deformation option.
Modifiers can be added per Action Strip, each controlling a channel (bone)
by choice, and even allows to layer multiple modifiers on top of each other
(several paths deforming motion). This option is using the dependency graph,
so editing the Curve will give realtime changes in the Armature.
The previous walkcycle, controlled by two curves:
http://download.blender.org/demo/test/2.43/0001_0150_deform.avi
Blender file:
http://download.blender.org/demo/test/2.43/mancandy_actiondeform.blend
Action Modifiers can be added in the NLA Properties Panel. Per Modifier you
have to indicate the channel and a Curve Object. You can copy modifiers from
one strip to another using CTRL+C (only copies to active Object strips).
Setting up a correct Curve Path has to be carefully done:
- Use SHIFT+A "Curve Path" in top view, or ensure the path is not rotated.
- make sure the center point of the Curve Object is at the center of the
Armature (or above)
- move the first point of the curve to the center point as well.
- check if the path starts from this first point, you can change it using
(in Curve EditMode) the option Wkey -> "Switch Direction"
- Make sure alignment uses the correct axis; if the Armature walks into
the negative Y direction, you have to set in Object Buttons, "Anim settings"
Panel, the correct Track option. (Note; option will probably move to the
Modifier later).
This is a good reason to make such paths automatic (on a command). Is on the
todo list.
Also note this:
- the Curve Path extends in beginning and ending, that's (for now) the default,
and allows to use multiple paths. Make sure paths begin and end horizontal.
- Moving the Curve in Object Mode will change the "mapping" (as if the landscape
a character walks over moves). Moving the Curve in Edit Mode will change the
actual position of the deformation.
- Speed (Ipos) on paths is not supported yet, will be done.
- The Curve "Stretch" deform option doesn't work.
- Modifiers are executed *after* all actions in NLA are evaluated, there's no
support yet for blending multiple strips with Modifiers.
- This doesn't work yet for time-mapping...
This commit is mostly for review by character animators... some details or
working methods might change.
This feature can also be used for other modifiers, such as noise (Perlin) or
the mythical "Oomph" (frequency control) and of course Python.
Special thanks to Bassam & Matt for research & design help. Have fun!
2006-10-31 15:51:57 +00:00
bActionModifier * amod ;
2012-03-24 06:18:31 +00:00
for ( strip = striplist - > first ; strip ; strip = strip - > next ) {
Big commit with work on Groups & Libraries:
-> Any Group Duplicate now can get local timing and local NLA override. This
enables to control the entire animation system of the Group.
Two methods for this have been implemented.
1) The quick way: just give the duplicator a "Startframe" offset.
2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator
to override NLA/action of any Grouped Object.
For "Group NLA" to work, an ActionStrip needs to know which Object in a
group it controls. On adding a strip, the code checks if an Action was
already used by an Object in the Group, and assigns it automatic to that
Object.
You can also set this in the Nkey "Properties" panel for the strip.
Change in NLA: the SHIFT+A "Add strip" command now always adds strips to
the active Object. (It used to check where mouse was). This allows to add
NLA strips to Objects that didn't have actions/nla yet.
Important note: In Blender, duplicates are fully procedural and generated
on the fly for each redraw. This means that redraw speed equals to stepping
through frames, when using animated Duplicated Groups.
-> Recoded entire duplicator system
The old method was antique and clumsy, using globals and full temporal
copies of Object. The new system is nicer in control, faster, and since it
doesn't use temporal object copies anymore, it works better with Derived
Mesh and DisplayList and rendering.
By centralizing the code for duplicating, more options can be easier added.
Features to note:
- Duplicates now draw selected/unselected based on its Duplicator setting.
- Same goes for the drawtype (wire, solid, selection outline, etc)
- Duplicated Groups can be normally selected too
Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a
listing of all groups, allowing to add Group instances immediate.
-> Library System
- SHIFT+F4 data browse now shows the entire path for linked data
- Outliner draws Library Icons to denote linked data
- Outliner operation added: "Make Local" for library data.
- Outliner now also draws Groups in regular view, allowing to unlink too.
-> Fixes
- depsgraph missed signal update for bone-parented Objects
- on reading file, the entire database was tagged to "recalc" fully,
causing unnecessary slowdown on reading.
Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
strip - > object = newlibadr ( fd , id - > lib , strip - > object ) ;
2003-11-06 17:17:52 +00:00
strip - > act = newlibadr_us ( fd , id - > lib , strip - > act ) ;
2002-10-12 11:37:38 +00:00
strip - > ipo = newlibadr ( fd , id - > lib , strip - > ipo ) ;
2012-05-21 06:33:32 +00:00
for ( amod = strip - > modifiers . first ; amod ; amod = amod - > next )
2012-05-17 12:59:34 +00:00
amod - > ob = newlibadr ( fd , id - > lib , amod - > 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
}
2002-10-12 11:37:38 +00:00
}
2012-09-26 20:05:38 +00:00
// XXX deprecated - old animation system
2009-01-19 02:26:46 +00:00
static void direct_link_nlastrips ( FileData * fd , ListBase * strips )
{
bActionStrip * strip ;
link_list ( fd , strips ) ;
2012-05-21 06:33:32 +00:00
for ( strip = strips - > first ; strip ; strip = strip - > next )
2009-01-19 02:26:46 +00:00
link_list ( fd , & strip - > modifiers ) ;
}
2012-09-26 20:05:38 +00:00
// XXX deprecated - old animation system
2002-10-12 11:37:38 +00:00
static void lib_link_constraint_channels ( FileData * fd , ID * id , ListBase * chanbase )
{
bConstraintChannel * chan ;
2012-03-24 06:18:31 +00:00
for ( chan = chanbase - > first ; chan ; chan = chan - > next ) {
2002-10-12 11:37:38 +00:00
chan - > ipo = newlibadr_us ( fd , id - > lib , chan - > ipo ) ;
}
}
2009-01-19 02:26:46 +00:00
/* Data Linking ----------------------------- */
2009-05-22 11:19:35 +00:00
static void lib_link_fmodifiers ( FileData * fd , ID * id , ListBase * list )
{
FModifier * fcm ;
2012-05-17 12:59:34 +00:00
for ( fcm = list - > first ; fcm ; fcm = fcm - > next ) {
2009-05-22 11:19:35 +00:00
/* data for specific modifiers */
switch ( fcm - > type ) {
case FMODIFIER_TYPE_PYTHON :
{
2012-05-17 12:59:34 +00:00
FMod_Python * data = ( FMod_Python * ) fcm - > data ;
2009-05-22 11:19:35 +00:00
data - > script = newlibadr ( fd , id - > lib , data - > script ) ;
}
break ;
}
}
}
2009-01-19 02:26:46 +00:00
static void lib_link_fcurves ( FileData * fd , ID * id , ListBase * list )
{
FCurve * fcu ;
2009-11-26 02:13:56 +00:00
if ( list = = NULL )
return ;
2009-01-19 02:26:46 +00:00
/* relink ID-block references... */
2012-05-17 12:59:34 +00:00
for ( fcu = list - > first ; fcu ; fcu = fcu - > next ) {
2009-01-19 02:26:46 +00:00
/* driver data */
if ( fcu - > driver ) {
2012-05-17 12:59:34 +00:00
ChannelDriver * driver = fcu - > driver ;
Durian Request: Drivers Recode
Highlights:
* Support for Multi-Target Variables
This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that.
* New Variable Types
With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones).
* New Driver Types
In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to.
* Fix for Driver F-Curve colouring bug
Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used.
Notes:
* This commit breaks existing 2.5 files with drivers (in other words, they are lost forever).
* Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later.
* Version patching for 2.49 files still needs to be put back in place.
2010-01-04 21:15:45 +00:00
DriverVar * dvar ;
2009-05-23 03:24:15 +00:00
Durian Request: Drivers Recode
Highlights:
* Support for Multi-Target Variables
This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that.
* New Variable Types
With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones).
* New Driver Types
In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to.
* Fix for Driver F-Curve colouring bug
Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used.
Notes:
* This commit breaks existing 2.5 files with drivers (in other words, they are lost forever).
* Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later.
* Version patching for 2.49 files still needs to be put back in place.
2010-01-04 21:15:45 +00:00
for ( dvar = driver - > variables . first ; dvar ; dvar = dvar - > next ) {
DRIVER_TARGETS_LOOPER ( dvar )
2012-10-21 05:46:41 +00:00
{
Durian Request: Drivers Recode
Highlights:
* Support for Multi-Target Variables
This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that.
* New Variable Types
With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones).
* New Driver Types
In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to.
* Fix for Driver F-Curve colouring bug
Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used.
Notes:
* This commit breaks existing 2.5 files with drivers (in other words, they are lost forever).
* Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later.
* Version patching for 2.49 files still needs to be put back in place.
2010-01-04 21:15:45 +00:00
/* only relink if still used */
if ( tarIndex < dvar - > num_targets )
2012-05-17 12:59:34 +00:00
dtar - > id = newlibadr ( fd , id - > lib , dtar - > id ) ;
Durian Request: Drivers Recode
Highlights:
* Support for Multi-Target Variables
This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that.
* New Variable Types
With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones).
* New Driver Types
In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to.
* Fix for Driver F-Curve colouring bug
Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used.
Notes:
* This commit breaks existing 2.5 files with drivers (in other words, they are lost forever).
* Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later.
* Version patching for 2.49 files still needs to be put back in place.
2010-01-04 21:15:45 +00:00
else
2012-05-17 12:59:34 +00:00
dtar - > id = NULL ;
Durian Request: Drivers Recode
Highlights:
* Support for Multi-Target Variables
This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that.
* New Variable Types
With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones).
* New Driver Types
In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to.
* Fix for Driver F-Curve colouring bug
Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used.
Notes:
* This commit breaks existing 2.5 files with drivers (in other words, they are lost forever).
* Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later.
* Version patching for 2.49 files still needs to be put back in place.
2010-01-04 21:15:45 +00:00
}
DRIVER_TARGETS_LOOPER_END
}
2009-01-19 02:26:46 +00:00
}
/* modifiers */
2009-05-22 11:19:35 +00:00
lib_link_fmodifiers ( fd , id , & fcu - > modifiers ) ;
}
}
/* NOTE: this assumes that link_list has already been called on the list */
static void direct_link_fmodifiers ( FileData * fd , ListBase * list )
{
FModifier * fcm ;
2012-05-17 12:59:34 +00:00
for ( fcm = list - > first ; fcm ; fcm = fcm - > next ) {
2009-05-22 11:19:35 +00:00
/* relink general data */
2012-05-17 12:59:34 +00:00
fcm - > data = newdataadr ( fd , fcm - > data ) ;
fcm - > edata = NULL ;
2009-05-22 11:19:35 +00:00
/* do relinking of data for specific types */
switch ( fcm - > type ) {
case FMODIFIER_TYPE_GENERATOR :
{
2012-05-17 12:59:34 +00:00
FMod_Generator * data = ( FMod_Generator * ) fcm - > data ;
data - > coefficients = newdataadr ( fd , data - > coefficients ) ;
2009-05-22 11:19:35 +00:00
2012-03-24 06:18:31 +00:00
if ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) {
2012-09-03 09:03:25 +00:00
BLI_endian_switch_float_array ( data - > coefficients , data - > arraysize ) ;
2011-06-01 13:10:37 +00:00
}
2009-01-19 02:26:46 +00:00
}
2009-05-22 11:19:35 +00:00
break ;
case FMODIFIER_TYPE_ENVELOPE :
{
2012-05-17 12:59:34 +00:00
FMod_Envelope * data = ( FMod_Envelope * ) fcm - > data ;
2009-05-22 11:19:35 +00:00
data - > data = newdataadr ( fd , data - > data ) ;
}
break ;
case FMODIFIER_TYPE_PYTHON :
{
2012-05-17 12:59:34 +00:00
FMod_Python * data = ( FMod_Python * ) fcm - > data ;
2009-05-22 11:19:35 +00:00
data - > prop = newdataadr ( fd , data - > prop ) ;
IDP_DirectLinkProperty ( data - > prop , ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) , fd ) ;
2009-01-19 02:26:46 +00:00
}
2009-05-22 11:19:35 +00:00
break ;
2009-01-19 02:26:46 +00:00
}
}
}
2009-01-22 10:53:22 +00:00
/* NOTE: this assumes that link_list has already been called on the list */
2009-01-19 02:26:46 +00:00
static void direct_link_fcurves ( FileData * fd , ListBase * list )
{
FCurve * fcu ;
/* link F-Curve data to F-Curve again (non ID-libs) */
2012-05-17 12:59:34 +00:00
for ( fcu = list - > first ; fcu ; fcu = fcu - > next ) {
2009-01-19 02:26:46 +00:00
/* curve data */
2012-05-17 12:59:34 +00:00
fcu - > bezt = newdataadr ( fd , fcu - > bezt ) ;
fcu - > fpt = newdataadr ( fd , fcu - > fpt ) ;
2009-01-19 02:26:46 +00:00
/* rna path */
2012-05-17 12:59:34 +00:00
fcu - > rna_path = newdataadr ( fd , fcu - > rna_path ) ;
2009-01-19 02:26:46 +00:00
2009-01-20 11:07:42 +00:00
/* group */
2012-05-17 12:59:34 +00:00
fcu - > grp = newdataadr ( fd , fcu - > grp ) ;
2009-01-20 11:07:42 +00:00
2012-07-23 12:10:02 +00:00
/* clear disabled flag - allows disabled drivers to be tried again ([#32155]),
* but also means that another method for " reviving disabled F-Curves " exists
*/
fcu - > flag & = ~ FCURVE_DISABLED ;
2009-01-19 02:26:46 +00:00
/* driver */
fcu - > driver = newdataadr ( fd , fcu - > driver ) ;
if ( fcu - > driver ) {
ChannelDriver * driver = fcu - > driver ;
Durian Request: Drivers Recode
Highlights:
* Support for Multi-Target Variables
This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that.
* New Variable Types
With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones).
* New Driver Types
In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to.
* Fix for Driver F-Curve colouring bug
Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used.
Notes:
* This commit breaks existing 2.5 files with drivers (in other words, they are lost forever).
* Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later.
* Version patching for 2.49 files still needs to be put back in place.
2010-01-04 21:15:45 +00:00
DriverVar * dvar ;
2012-05-17 12:59:34 +00:00
2012-07-23 12:10:02 +00:00
/* compiled expression data will need to be regenerated (old pointer may still be set here) */
2012-05-17 12:59:34 +00:00
driver - > expr_comp = NULL ;
2009-01-19 02:26:46 +00:00
2012-07-23 12:10:02 +00:00
/* give the driver a fresh chance - the operating environment may be different now
* ( addons , etc . may be different ) so the driver namespace may be sane now [ # 32155 ]
*/
driver - > flag & = ~ DRIVER_FLAG_INVALID ;
Durian Request: Drivers Recode
Highlights:
* Support for Multi-Target Variables
This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that.
* New Variable Types
With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones).
* New Driver Types
In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to.
* Fix for Driver F-Curve colouring bug
Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used.
Notes:
* This commit breaks existing 2.5 files with drivers (in other words, they are lost forever).
* Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later.
* Version patching for 2.49 files still needs to be put back in place.
2010-01-04 21:15:45 +00:00
/* relink variables, targets and their paths */
link_list ( fd , & driver - > variables ) ;
for ( dvar = driver - > variables . first ; dvar ; dvar = dvar - > next ) {
DRIVER_TARGETS_LOOPER ( dvar )
{
/* only relink the targets being used */
if ( tarIndex < dvar - > num_targets )
2012-05-17 12:59:34 +00:00
dtar - > rna_path = newdataadr ( fd , dtar - > rna_path ) ;
Durian Request: Drivers Recode
Highlights:
* Support for Multi-Target Variables
This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that.
* New Variable Types
With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones).
* New Driver Types
In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to.
* Fix for Driver F-Curve colouring bug
Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used.
Notes:
* This commit breaks existing 2.5 files with drivers (in other words, they are lost forever).
* Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later.
* Version patching for 2.49 files still needs to be put back in place.
2010-01-04 21:15:45 +00:00
else
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dtar - > rna_path = NULL ;
Durian Request: Drivers Recode
Highlights:
* Support for Multi-Target Variables
This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that.
* New Variable Types
With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones).
* New Driver Types
In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to.
* Fix for Driver F-Curve colouring bug
Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used.
Notes:
* This commit breaks existing 2.5 files with drivers (in other words, they are lost forever).
* Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later.
* Version patching for 2.49 files still needs to be put back in place.
2010-01-04 21:15:45 +00:00
}
DRIVER_TARGETS_LOOPER_END
}
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}
/* modifiers */
link_list ( fd , & fcu - > modifiers ) ;
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direct_link_fmodifiers ( fd , & fcu - > modifiers ) ;
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}
}
static void lib_link_action ( FileData * fd , Main * main )
{
bAction * act ;
bActionChannel * chan ;
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for ( act = main - > action . first ; act ; act = act - > id . next ) {
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if ( act - > id . flag & LIB_NEED_LINK ) {
act - > id . flag - = LIB_NEED_LINK ;
2009-01-19 02:26:46 +00:00
2012-09-26 20:05:38 +00:00
// XXX deprecated - old animation system <<<
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for ( chan = act - > chanbase . first ; chan ; chan = chan - > next ) {
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chan - > ipo = newlibadr_us ( fd , act - > id . lib , chan - > ipo ) ;
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lib_link_constraint_channels ( fd , & act - > id , & chan - > constraintChannels ) ;
}
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// >>> XXX deprecated - old animation system
2009-01-19 02:26:46 +00:00
lib_link_fcurves ( fd , & act - > id , & act - > curves ) ;
}
}
}
static void direct_link_action ( FileData * fd , bAction * act )
{
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bActionChannel * achan ; // XXX deprecated - old animation system
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bActionGroup * agrp ;
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link_list ( fd , & act - > curves ) ;
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link_list ( fd , & act - > chanbase ) ; // XXX deprecated - old animation system
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link_list ( fd , & act - > groups ) ;
link_list ( fd , & act - > markers ) ;
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// XXX deprecated - old animation system <<<
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for ( achan = act - > chanbase . first ; achan ; achan = achan - > next ) {
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achan - > grp = newdataadr ( fd , achan - > grp ) ;
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link_list ( fd , & achan - > constraintChannels ) ;
}
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// >>> XXX deprecated - old animation system
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direct_link_fcurves ( fd , & act - > curves ) ;
for ( agrp = act - > groups . first ; agrp ; agrp = agrp - > next ) {
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agrp - > channels . first = newdataadr ( fd , agrp - > channels . first ) ;
agrp - > channels . last = newdataadr ( fd , agrp - > channels . last ) ;
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}
}
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static void lib_link_nladata_strips ( FileData * fd , ID * id , ListBase * list )
{
NlaStrip * strip ;
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for ( strip = list - > first ; strip ; strip = strip - > next ) {
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/* check strip's children */
lib_link_nladata_strips ( fd , id , & strip - > strips ) ;
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/* check strip's F-Curves */
lib_link_fcurves ( fd , id , & strip - > fcurves ) ;
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/* reassign the counted-reference to action */
strip - > act = newlibadr_us ( fd , id - > lib , strip - > act ) ;
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/* fix action id-root (i.e. if it comes from a pre 2.57 .blend file) */
if ( ( strip - > act ) & & ( strip - > act - > idroot = = 0 ) )
strip - > act - > idroot = GS ( id - > name ) ;
2009-07-06 03:44:44 +00:00
}
}
2009-05-22 11:19:35 +00:00
2009-07-06 03:44:44 +00:00
static void lib_link_nladata ( FileData * fd , ID * id , ListBase * list )
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{
NlaTrack * nlt ;
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/* we only care about the NLA strips inside the tracks */
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for ( nlt = list - > first ; nlt ; nlt = nlt - > next ) {
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lib_link_nladata_strips ( fd , id , & nlt - > strips ) ;
}
}
/* This handles Animato NLA-Strips linking
* NOTE : this assumes that link_list has already been called on the list
*/
static void direct_link_nladata_strips ( FileData * fd , ListBase * list )
{
NlaStrip * strip ;
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for ( strip = list - > first ; strip ; strip = strip - > next ) {
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/* strip's child strips */
link_list ( fd , & strip - > strips ) ;
direct_link_nladata_strips ( fd , & strip - > strips ) ;
/* strip's F-Curves */
link_list ( fd , & strip - > fcurves ) ;
direct_link_fcurves ( fd , & strip - > fcurves ) ;
/* strip's F-Modifiers */
link_list ( fd , & strip - > modifiers ) ;
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direct_link_fmodifiers ( fd , & strip - > modifiers ) ;
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}
}
/* NOTE: this assumes that link_list has already been called on the list */
static void direct_link_nladata ( FileData * fd , ListBase * list )
{
NlaTrack * nlt ;
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for ( nlt = list - > first ; nlt ; nlt = nlt - > next ) {
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/* relink list of strips */
link_list ( fd , & nlt - > strips ) ;
/* relink strip data */
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direct_link_nladata_strips ( fd , & nlt - > strips ) ;
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}
}
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/* ------- */
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static void lib_link_keyingsets ( FileData * fd , ID * id , ListBase * list )
{
KeyingSet * ks ;
KS_Path * ksp ;
/* here, we're only interested in the ID pointer stored in some of the paths */
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for ( ks = list - > first ; ks ; ks = ks - > next ) {
for ( ksp = ks - > paths . first ; ksp ; ksp = ksp - > next ) {
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ksp - > id = newlibadr ( fd , id - > lib , ksp - > id ) ;
}
}
}
/* NOTE: this assumes that link_list has already been called on the list */
static void direct_link_keyingsets ( FileData * fd , ListBase * list )
{
KeyingSet * ks ;
KS_Path * ksp ;
/* link KeyingSet data to KeyingSet again (non ID-libs) */
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for ( ks = list - > first ; ks ; ks = ks - > next ) {
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/* paths */
link_list ( fd , & ks - > paths ) ;
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for ( ksp = ks - > paths . first ; ksp ; ksp = ksp - > next ) {
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/* rna path */
ksp - > rna_path = newdataadr ( fd , ksp - > rna_path ) ;
}
}
}
/* ------- */
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static void lib_link_animdata ( FileData * fd , ID * id , AnimData * adt )
{
if ( adt = = NULL )
return ;
/* link action data */
adt - > action = newlibadr_us ( fd , id - > lib , adt - > action ) ;
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adt - > tmpact = newlibadr_us ( fd , id - > lib , adt - > tmpact ) ;
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2011-04-19 13:01:50 +00:00
/* fix action id-roots (i.e. if they come from a pre 2.57 .blend file) */
if ( ( adt - > action ) & & ( adt - > action - > idroot = = 0 ) )
adt - > action - > idroot = GS ( id - > name ) ;
if ( ( adt - > tmpact ) & & ( adt - > tmpact - > idroot = = 0 ) )
adt - > tmpact - > idroot = GS ( id - > name ) ;
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/* link drivers */
lib_link_fcurves ( fd , id , & adt - > drivers ) ;
/* overrides don't have lib-link for now, so no need to do anything */
/* link NLA-data */
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lib_link_nladata ( fd , id , & adt - > nla_tracks ) ;
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}
static void direct_link_animdata ( FileData * fd , AnimData * adt )
{
/* NOTE: must have called newdataadr already before doing this... */
if ( adt = = NULL )
return ;
/* link drivers */
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link_list ( fd , & adt - > drivers ) ;
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direct_link_fcurves ( fd , & adt - > drivers ) ;
/* link overrides */
// TODO...
/* link NLA-data */
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link_list ( fd , & adt - > nla_tracks ) ;
direct_link_nladata ( fd , & adt - > nla_tracks ) ;
2009-06-23 13:25:31 +00:00
2010-11-05 00:09:45 +00:00
/* relink active strip - even though strictly speaking this should only be used
* if we ' re in ' tweaking mode ' , we need to be able to have this loaded back for
* undo , but also since users may not exit tweakmode before saving ( # 24535 )
*/
// TODO: it's not really nice that anyone should be able to save the file in this
// state, but it's going to be too hard to enforce this single case...
2012-05-17 12:59:34 +00:00
adt - > actstrip = newdataadr ( fd , adt - > actstrip ) ;
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}
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
/* ************ READ MOTION PATHS *************** */
/* direct data for cache */
static void direct_link_motionpath ( FileData * fd , bMotionPath * mpath )
{
/* sanity check */
if ( mpath = = NULL )
return ;
/* relink points cache */
2012-05-17 12:59:34 +00:00
mpath - > points = newdataadr ( fd , mpath - > points ) ;
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
}
2009-02-20 16:39:39 +00:00
/* ************ READ NODE TREE *************** */
/* singe node tree (also used for material/scene trees), ntree is not NULL */
static void lib_link_ntree ( FileData * fd , ID * id , bNodeTree * ntree )
{
bNode * node ;
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if ( ntree - > adt ) lib_link_animdata ( fd , & ntree - > id , ntree - > adt ) ;
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2012-05-17 12:59:34 +00:00
ntree - > gpd = newlibadr_us ( fd , id - > lib , ntree - > gpd ) ;
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for ( node = ntree - > nodes . first ; node ; node = node - > next )
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node - > id = newlibadr_us ( fd , id - > lib , node - > id ) ;
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}
/* library ntree linking after fileread */
static void lib_link_nodetree ( FileData * fd , Main * main )
{
bNodeTree * ntree ;
/* only link ID pointers */
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for ( ntree = main - > nodetree . first ; ntree ; ntree = ntree - > id . next ) {
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if ( ntree - > id . flag & LIB_NEED_LINK ) {
ntree - > id . flag - = LIB_NEED_LINK ;
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lib_link_ntree ( fd , & ntree - > id , ntree ) ;
}
}
}
2011-11-10 13:38:55 +00:00
static void do_versions_socket_default_value ( bNodeSocket * sock )
{
bNodeSocketValueFloat * valfloat ;
bNodeSocketValueVector * valvector ;
bNodeSocketValueRGBA * valrgba ;
if ( sock - > default_value )
return ;
switch ( sock - > type ) {
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case SOCK_FLOAT :
valfloat = sock - > default_value = MEM_callocN ( sizeof ( bNodeSocketValueFloat ) , " default socket value " ) ;
valfloat - > value = sock - > ns . vec [ 0 ] ;
valfloat - > min = sock - > ns . min ;
valfloat - > max = sock - > ns . max ;
valfloat - > subtype = PROP_NONE ;
break ;
case SOCK_VECTOR :
valvector = sock - > default_value = MEM_callocN ( sizeof ( bNodeSocketValueVector ) , " default socket value " ) ;
copy_v3_v3 ( valvector - > value , sock - > ns . vec ) ;
valvector - > min = sock - > ns . min ;
valvector - > max = sock - > ns . max ;
valvector - > subtype = PROP_NONE ;
break ;
case SOCK_RGBA :
valrgba = sock - > default_value = MEM_callocN ( sizeof ( bNodeSocketValueRGBA ) , " default socket value " ) ;
copy_v4_v4 ( valrgba - > value , sock - > ns . vec ) ;
break ;
2011-11-10 13:38:55 +00:00
}
}
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void blo_do_versions_nodetree_default_value ( bNodeTree * ntree )
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{
bNode * node ;
bNodeSocket * sock ;
for ( node = ntree - > nodes . first ; node ; node = node - > next ) {
for ( sock = node - > inputs . first ; sock ; sock = sock - > next )
do_versions_socket_default_value ( sock ) ;
for ( sock = node - > outputs . first ; sock ; sock = sock - > next )
do_versions_socket_default_value ( sock ) ;
}
for ( sock = ntree - > inputs . first ; sock ; sock = sock - > next )
do_versions_socket_default_value ( sock ) ;
for ( sock = ntree - > outputs . first ; sock ; sock = sock - > next )
do_versions_socket_default_value ( sock ) ;
}
2011-09-05 21:01:50 +00:00
static void lib_nodetree_init_types_cb ( void * UNUSED ( data ) , ID * UNUSED ( id ) , bNodeTree * ntree )
{
bNode * node ;
ntreeInitTypes ( ntree ) ;
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2011-11-10 13:38:55 +00:00
/* need to do this here instead of in do_versions, otherwise next function can crash */
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blo_do_versions_nodetree_default_value ( ntree ) ;
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/* XXX could be replaced by do_versions for new nodes */
for ( node = ntree - > nodes . first ; node ; node = node - > next )
node_verify_socket_templates ( ntree , node ) ;
}
2011-02-21 18:18:37 +00:00
/* updates group node socket own_index so that
* external links to / from the group node are preserved .
*/
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static void lib_node_do_versions_group_indices ( bNode * gnode )
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{
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bNodeTree * ngroup = ( bNodeTree * ) gnode - > id ;
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bNode * intnode ;
bNodeSocket * sock , * gsock , * intsock ;
int found ;
for ( sock = gnode - > outputs . first ; sock ; sock = sock - > next ) {
int old_index = sock - > to_index ;
for ( gsock = ngroup - > outputs . first ; gsock ; gsock = gsock - > next ) {
if ( gsock - > link & & gsock - > link - > fromsock - > own_index = = old_index ) {
sock - > own_index = gsock - > own_index ;
break ;
}
}
}
for ( sock = gnode - > inputs . first ; sock ; sock = sock - > next ) {
int old_index = sock - > to_index ;
/* can't use break in double loop */
found = 0 ;
for ( intnode = ngroup - > nodes . first ; intnode & & ! found ; intnode = intnode - > next ) {
for ( intsock = intnode - > inputs . first ; intsock ; intsock = intsock - > next ) {
if ( intsock - > own_index = = old_index & & intsock - > link ) {
sock - > own_index = intsock - > link - > fromsock - > own_index ;
found = 1 ;
break ;
}
}
}
}
}
/* updates external links for all group nodes in a tree */
2011-09-05 21:01:50 +00:00
static void lib_nodetree_do_versions_group_indices_cb ( void * UNUSED ( data ) , ID * UNUSED ( id ) , bNodeTree * ntree )
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{
bNode * node ;
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for ( node = ntree - > nodes . first ; node ; node = node - > next ) {
if ( node - > type = = NODE_GROUP ) {
bNodeTree * ngroup = ( bNodeTree * ) node - > id ;
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if ( ngroup & & ( ngroup - > flag & NTREE_DO_VERSIONS_GROUP_EXPOSE ) )
lib_node_do_versions_group_indices ( node ) ;
2011-02-21 18:18:37 +00:00
}
}
}
2011-09-05 21:01:50 +00:00
/* make an update call for the tree */
static void lib_nodetree_do_versions_update_cb ( void * UNUSED ( data ) , ID * UNUSED ( id ) , bNodeTree * ntree )
{
if ( ntree - > update )
ntreeUpdateTree ( ntree ) ;
}
2009-02-20 16:39:39 +00:00
/* verify types for nodes and groups, all data has to be read */
/* open = 0: appending/linking, open = 1: open new file (need to clean out dynamic
2012-04-22 11:54:53 +00:00
* typedefs */
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static void lib_verify_nodetree ( Main * main , int UNUSED ( open ) )
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{
bNodeTree * ntree ;
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int i ;
bNodeTreeType * ntreetype ;
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2012-04-22 11:54:53 +00:00
/* this crashes blender on undo/redo */
#if 0
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if ( open = = 1 ) {
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reinit_nodesystem ( ) ;
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}
# endif
2009-02-20 16:39:39 +00:00
2011-09-05 21:01:50 +00:00
/* set node->typeinfo pointers */
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for ( i = 0 ; i < NUM_NTREE_TYPES ; + + i ) {
ntreetype = ntreeGetType ( i ) ;
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if ( ntreetype & & ntreetype - > foreach_nodetree )
ntreetype - > foreach_nodetree ( main , NULL , lib_nodetree_init_types_cb ) ;
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}
2012-05-17 12:59:34 +00:00
for ( ntree = main - > nodetree . first ; ntree ; ntree = ntree - > id . next )
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lib_nodetree_init_types_cb ( NULL , NULL , ntree ) ;
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2011-02-21 18:18:37 +00:00
{
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int has_old_groups = 0 ;
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/* XXX this should actually be part of do_versions, but since we need
* finished library linking , it is not possible there . Instead in do_versions
* we have set the NTREE_DO_VERSIONS flag , so at this point we can do the
* actual group node updates .
*/
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for ( ntree = main - > nodetree . first ; ntree ; ntree = ntree - > id . next ) {
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if ( ntree - > flag & NTREE_DO_VERSIONS_GROUP_EXPOSE ) {
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/* this adds copies and links from all unlinked internal sockets to group inputs/outputs. */
2011-09-05 21:01:50 +00:00
node_group_expose_all_sockets ( ntree ) ;
has_old_groups = 1 ;
2011-02-21 18:18:37 +00:00
}
}
2011-09-05 21:01:50 +00:00
if ( has_old_groups ) {
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for ( i = 0 ; i < NUM_NTREE_TYPES ; + + i ) {
ntreetype = ntreeGetType ( i ) ;
2011-09-05 21:01:50 +00:00
if ( ntreetype & & ntreetype - > foreach_nodetree )
ntreetype - > foreach_nodetree ( main , NULL , lib_nodetree_do_versions_group_indices_cb ) ;
}
2011-02-21 18:18:37 +00:00
}
2011-02-22 08:22:06 +00:00
2012-05-21 06:33:32 +00:00
for ( ntree = main - > nodetree . first ; ntree ; ntree = ntree - > id . next )
2011-09-05 21:01:50 +00:00
ntree - > flag & = ~ NTREE_DO_VERSIONS_GROUP_EXPOSE ;
2011-02-21 18:18:37 +00:00
}
2012-05-17 12:59:34 +00:00
2011-09-05 21:01:50 +00:00
/* verify all group user nodes */
2012-05-17 12:59:34 +00:00
for ( ntree = main - > nodetree . first ; ntree ; ntree = ntree - > id . next ) {
2011-09-05 21:01:50 +00:00
ntreeVerifyNodes ( main , & ntree - > id ) ;
2009-02-20 16:39:39 +00:00
}
2011-09-05 21:01:50 +00:00
/* make update calls where necessary */
{
2012-05-17 12:59:34 +00:00
for ( ntree = main - > nodetree . first ; ntree ; ntree = ntree - > id . next )
2011-09-05 21:01:50 +00:00
if ( ntree - > update )
ntreeUpdateTree ( ntree ) ;
2012-05-17 12:59:34 +00:00
for ( i = 0 ; i < NUM_NTREE_TYPES ; i + + ) {
ntreetype = ntreeGetType ( i ) ;
2011-09-05 21:01:50 +00:00
if ( ntreetype & & ntreetype - > foreach_nodetree )
ntreetype - > foreach_nodetree ( main , NULL , lib_nodetree_do_versions_update_cb ) ;
}
2009-02-20 16:39:39 +00:00
}
}
2011-09-05 21:01:50 +00:00
static void direct_link_node_socket ( FileData * fd , bNodeSocket * sock )
{
2012-05-17 12:59:34 +00:00
sock - > link = newdataadr ( fd , sock - > link ) ;
sock - > storage = newdataadr ( fd , sock - > storage ) ;
sock - > default_value = newdataadr ( fd , sock - > default_value ) ;
sock - > cache = NULL ;
2011-09-05 21:01:50 +00:00
}
2009-02-20 16:39:39 +00:00
/* ntree itself has been read! */
static void direct_link_nodetree ( FileData * fd , bNodeTree * ntree )
{
/* note: writing and reading goes in sync, for speed */
bNode * node ;
bNodeSocket * sock ;
bNodeLink * link ;
2012-05-17 12:59:34 +00:00
ntree - > init = 0 ; /* to set callbacks and force setting types */
ntree - > progress = NULL ;
ntree - > execdata = NULL ;
2009-02-20 16:39:39 +00:00
2012-05-17 12:59:34 +00:00
ntree - > adt = newdataadr ( fd , ntree - > adt ) ;
2009-02-20 16:39:39 +00:00
direct_link_animdata ( fd , ntree - > adt ) ;
link_list ( fd , & ntree - > nodes ) ;
2012-05-17 12:59:34 +00:00
for ( node = ntree - > nodes . first ; node ; node = node - > next ) {
node - > typeinfo = NULL ;
2009-02-20 16:39:39 +00:00
2011-09-05 21:01:50 +00:00
link_list ( fd , & node - > inputs ) ;
link_list ( fd , & node - > outputs ) ;
2012-10-25 16:49:06 +00:00
link_list ( fd , & node - > internal_links ) ;
2012-10-27 11:56:21 +00:00
for ( link = node - > internal_links . first ; link ; link = link - > next ) {
link - > fromnode = newdataadr ( fd , link - > fromnode ) ;
link - > fromsock = newdataadr ( fd , link - > fromsock ) ;
link - > tonode = newdataadr ( fd , link - > tonode ) ;
link - > tosock = newdataadr ( fd , link - > tosock ) ;
}
2012-10-25 16:49:06 +00:00
2012-03-24 06:18:31 +00:00
if ( node - > type = = CMP_NODE_MOVIEDISTORTION ) {
2012-05-17 12:59:34 +00:00
node - > storage = newmclipadr ( fd , node - > storage ) ;
2012-03-24 06:18:31 +00:00
}
else
2012-05-17 12:59:34 +00:00
node - > storage = newdataadr ( fd , node - > storage ) ;
2012-03-24 06:18:31 +00:00
if ( node - > storage ) {
2009-02-20 16:39:39 +00:00
/* could be handlerized at some point */
2012-03-24 06:18:31 +00:00
if ( ntree - > type = = NTREE_SHADER & & ( node - > type = = SH_NODE_CURVE_VEC | | node - > type = = SH_NODE_CURVE_RGB ) )
2009-02-20 16:39:39 +00:00
direct_link_curvemapping ( fd , node - > storage ) ;
2012-03-24 06:18:31 +00:00
else if ( ntree - > type = = NTREE_COMPOSIT ) {
2012-05-21 06:33:32 +00:00
if ( ELEM4 ( node - > type , CMP_NODE_TIME , CMP_NODE_CURVE_VEC , CMP_NODE_CURVE_RGB , CMP_NODE_HUECORRECT ) )
2009-02-20 16:39:39 +00:00
direct_link_curvemapping ( fd , node - > storage ) ;
2012-03-24 06:18:31 +00:00
else if ( ELEM3 ( node - > type , CMP_NODE_IMAGE , CMP_NODE_VIEWER , CMP_NODE_SPLITVIEWER ) )
2012-05-17 12:59:34 +00:00
( ( ImageUser * ) node - > storage ) - > ok = 1 ;
2009-02-20 16:39:39 +00:00
}
2012-03-24 06:18:31 +00:00
else if ( ntree - > type = = NTREE_TEXTURE ) {
if ( node - > type = = TEX_NODE_CURVE_RGB | | node - > type = = TEX_NODE_CURVE_TIME )
2011-01-15 18:00:46 +00:00
direct_link_curvemapping ( fd , node - > storage ) ;
2012-03-24 06:18:31 +00:00
else if ( node - > type = = TEX_NODE_IMAGE )
2012-05-17 12:59:34 +00:00
( ( ImageUser * ) node - > storage ) - > ok = 1 ;
2009-02-20 16:39:39 +00:00
}
}
}
link_list ( fd , & ntree - > links ) ;
2011-02-21 13:47:49 +00:00
/* external sockets */
link_list ( fd , & ntree - > inputs ) ;
link_list ( fd , & ntree - > outputs ) ;
2009-02-20 16:39:39 +00:00
/* and we connect the rest */
2012-05-17 12:59:34 +00:00
for ( node = ntree - > nodes . first ; node ; node = node - > next ) {
2011-09-05 21:01:50 +00:00
node - > parent = newdataadr ( fd , node - > parent ) ;
2012-05-17 12:59:34 +00:00
node - > preview = newimaadr ( fd , node - > preview ) ;
node - > lasty = 0 ;
2011-09-05 21:01:50 +00:00
2012-05-17 12:59:34 +00:00
for ( sock = node - > inputs . first ; sock ; sock = sock - > next )
2011-09-05 21:01:50 +00:00
direct_link_node_socket ( fd , sock ) ;
2012-05-17 12:59:34 +00:00
for ( sock = node - > outputs . first ; sock ; sock = sock - > next )
2011-09-05 21:01:50 +00:00
direct_link_node_socket ( fd , sock ) ;
2009-02-20 16:39:39 +00:00
}
2012-05-17 12:59:34 +00:00
for ( sock = ntree - > inputs . first ; sock ; sock = sock - > next )
2011-09-05 21:01:50 +00:00
direct_link_node_socket ( fd , sock ) ;
2012-05-17 12:59:34 +00:00
for ( sock = ntree - > outputs . first ; sock ; sock = sock - > next )
2011-09-05 21:01:50 +00:00
direct_link_node_socket ( fd , sock ) ;
2011-02-21 13:47:49 +00:00
2012-05-17 12:59:34 +00:00
for ( link = ntree - > links . first ; link ; link = link - > next ) {
link - > fromnode = newdataadr ( fd , link - > fromnode ) ;
link - > tonode = newdataadr ( fd , link - > tonode ) ;
link - > fromsock = newdataadr ( fd , link - > fromsock ) ;
link - > tosock = newdataadr ( fd , link - > tosock ) ;
2009-02-20 16:39:39 +00:00
}
2011-02-21 13:47:49 +00:00
2009-02-20 16:39:39 +00:00
/* type verification is in lib-link */
}
2009-01-19 02:26:46 +00:00
/* ************ READ ARMATURE ***************** */
2010-02-06 11:50:39 +00:00
/* temp struct used to transport needed info to lib_link_constraint_cb() */
typedef struct tConstraintLinkData {
FileData * fd ;
ID * id ;
} tConstraintLinkData ;
/* callback function used to relink constraint ID-links */
2012-05-05 15:54:08 +00:00
static void lib_link_constraint_cb ( bConstraint * UNUSED ( con ) , ID * * idpoin , short isReference , void * userdata )
2010-02-06 11:50:39 +00:00
{
tConstraintLinkData * cld = ( tConstraintLinkData * ) userdata ;
2012-05-05 15:54:08 +00:00
/* for reference types, we need to increment the usercounts on load... */
if ( isReference ) {
/* reference type - with usercount */
* idpoin = newlibadr_us ( cld - > fd , cld - > id - > lib , * idpoin ) ;
}
else {
/* target type - no usercount needed */
* idpoin = newlibadr ( cld - > fd , cld - > id - > lib , * idpoin ) ;
}
2010-02-06 11:50:39 +00:00
}
2002-10-12 11:37:38 +00:00
static void lib_link_constraints ( FileData * fd , ID * id , ListBase * conlist )
{
2010-02-06 11:50:39 +00:00
tConstraintLinkData cld ;
2002-10-12 11:37:38 +00:00
bConstraint * con ;
2010-02-06 11:50:39 +00:00
/* legacy fixes */
2002-10-12 11:37:38 +00:00
for ( con = conlist - > first ; con ; con = con - > next ) {
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
/* patch for error introduced by changing constraints (dunno how) */
/* if con->data type changes, dna cannot resolve the pointer! (ton) */
2012-05-17 12:59:34 +00:00
if ( con - > data = = NULL ) {
con - > type = CONSTRAINT_TYPE_NULL ;
2003-11-19 15:20:18 +00:00
}
2007-11-28 12:11:06 +00:00
/* own ipo, all constraints have it */
2012-09-26 20:05:38 +00:00
con - > ipo = newlibadr_us ( fd , id - > lib , con - > ipo ) ; // XXX deprecated - old animation system
2010-02-06 11:50:39 +00:00
}
/* relink all ID-blocks used by the constraints */
2012-05-17 12:59:34 +00:00
cld . fd = fd ;
cld . id = id ;
2010-02-06 11:50:39 +00:00
id_loop_constraints ( conlist , lib_link_constraint_cb , & cld ) ;
}
static void direct_link_constraints ( FileData * fd , ListBase * lb )
{
bConstraint * con ;
2012-05-17 12:59:34 +00:00
2010-02-06 11:50:39 +00:00
link_list ( fd , lb ) ;
for ( con = lb - > first ; con ; con = con - > next ) {
con - > data = newdataadr ( fd , con - > data ) ;
2007-11-28 12:11:06 +00:00
2002-10-12 11:37:38 +00:00
switch ( con - > type ) {
2010-02-06 11:50:39 +00:00
case CONSTRAINT_TYPE_PYTHON :
2007-06-18 07:41:21 +00:00
{
2010-02-06 11:50:39 +00:00
bPythonConstraint * data = con - > data ;
== Constraints System - Recode 2 ==
Once again, I've recoded the constraints system. This time, the goals were:
* To make it more future-proof by 'modernising' the coding style. The long functions filled with switch statements, have given way to function-pointers with smaller functions for specific purposes.
* To make it support constraints which use multiple targets more readily that it did. In the past, it was assumed that constraints could only have at most one target.
As a result, a lot of code has been shuffled around, and modified. Also, the subversion number has been bumped up.
Known issues:
* PyConstraints, which were the main motivation for supporting multiple-targets, are currently broken. There are some bimport() error that keeps causing problems. I've also temporarily removed the doDriver support, although it may return in another form soon.
* Constraints BPy-API is currently has a few features which currently don't work yet
* Outliner currently only displays the names of the constraints instead of the fancy subtarget/target/constraint-name display it used to do. What gets displayed here needs further investigation, as the old way was certainly not that great (and is not compatible with the new system too)
2007-10-21 23:00:29 +00:00
2010-02-06 11:50:39 +00:00
link_list ( fd , & data - > targets ) ;
data - > prop = newdataadr ( fd , data - > prop ) ;
if ( data - > prop )
IDP_DirectLinkProperty ( data - > prop , ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) , fd ) ;
== Constraints System ==
After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented.
=== What's New ===
* The long-awaited ``ChildOf Constraint'':
This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent.
* Constraint/Target Evaluation Spaces:
In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were.
* Action Constraint - Loc/Rot/Size Inputs
The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff.
* Transform - No longer in Crazy Space (TM)
Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking.
=== General Code Changes ===
* solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be.
* evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here.
* A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better.
* Made the formatting of constraint code consistent
* There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly.
* LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions.
* Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme.
* Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so.
=== Future Work ===
* Geometry to act as targets for constraints. A space has been reserved for this already.
* Tidy up UI buttons of constraints
2007-07-15 03:35:37 +00:00
}
2010-02-06 11:50:39 +00:00
break ;
case CONSTRAINT_TYPE_SPLINEIK :
2006-02-19 17:42:20 +00:00
{
2010-02-06 11:50:39 +00:00
bSplineIKConstraint * data = con - > data ;
data - > points = newdataadr ( fd , data - > points ) ;
== Constraints System ==
After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented.
=== What's New ===
* The long-awaited ``ChildOf Constraint'':
This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent.
* Constraint/Target Evaluation Spaces:
In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were.
* Action Constraint - Loc/Rot/Size Inputs
The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff.
* Transform - No longer in Crazy Space (TM)
Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking.
=== General Code Changes ===
* solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be.
* evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here.
* A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better.
* Made the formatting of constraint code consistent
* There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly.
* LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions.
* Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme.
* Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so.
=== Future Work ===
* Geometry to act as targets for constraints. A space has been reserved for this already.
* Tidy up UI buttons of constraints
2007-07-15 03:35:37 +00:00
}
2010-02-06 11:50:39 +00:00
break ;
case CONSTRAINT_TYPE_KINEMATIC :
2002-10-12 11:37:38 +00:00
{
2012-10-24 22:36:06 +00:00
bKinematicConstraint * data = con - > data ;
2009-10-22 23:22:05 +00:00
con - > lin_error = 0.f ;
con - > rot_error = 0.f ;
2012-10-24 22:36:06 +00:00
/* version patch for runtime flag, was not cleared in some case */
data - > flag & = ~ CONSTRAINT_IK_AUTO ;
2010-12-23 13:16:56 +00:00
}
case CONSTRAINT_TYPE_CHILDOF :
{
/* XXX version patch, in older code this flag wasn't always set, and is inherent to type */
2012-03-24 06:18:31 +00:00
if ( con - > ownspace = = CONSTRAINT_SPACE_POSE )
2010-12-23 13:16:56 +00:00
con - > flag | = CONSTRAINT_SPACEONCE ;
2002-10-12 11:37:38 +00:00
}
2010-02-06 11:50:39 +00:00
break ;
2007-06-18 07:41:21 +00:00
}
2002-10-12 11:37:38 +00:00
}
}
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
static void lib_link_pose ( FileData * fd , Object * ob , bPose * pose )
2002-10-12 11:37:38 +00:00
{
2005-09-12 13:02:36 +00:00
bPoseChannel * pchan ;
2012-05-17 12:59:34 +00:00
bArmature * arm = ob - > data ;
2006-11-11 16:45:17 +00:00
int rebuild ;
2006-03-07 21:50:26 +00:00
if ( ! pose | | ! arm )
2002-10-12 11:37:38 +00:00
return ;
2006-11-30 21:40:11 +00:00
2012-05-17 12:59:34 +00:00
2006-11-30 21:40:11 +00:00
/* always rebuild to match proxy or lib changes */
2012-05-21 06:33:32 +00:00
rebuild = ob - > proxy | | ( ob - > id . lib = = NULL & & arm - > id . lib ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( ob - > proxy ) {
2010-11-24 14:05:53 +00:00
/* sync proxy layer */
2012-03-24 06:18:31 +00:00
if ( pose - > proxy_layer )
2010-11-24 14:05:53 +00:00
arm - > layer = pose - > proxy_layer ;
/* sync proxy active bone */
2012-03-24 06:18:31 +00:00
if ( pose - > proxy_act_bone [ 0 ] ) {
2012-05-05 16:03:57 +00:00
Bone * bone = BKE_armature_find_bone_name ( arm , pose - > proxy_act_bone ) ;
2010-11-24 14:05:53 +00:00
if ( bone )
arm - > act_bone = bone ;
}
2010-05-04 12:31:24 +00:00
}
2012-05-17 12:59:34 +00:00
2005-09-12 13:02:36 +00:00
for ( pchan = pose - > chanbase . first ; pchan ; pchan = pchan - > next ) {
lib_link_constraints ( fd , ( ID * ) ob , & pchan - > constraints ) ;
2006-11-11 16:45:17 +00:00
/* hurms... loop in a loop, but yah... later... (ton) */
2012-05-17 12:59:34 +00:00
pchan - > bone = BKE_armature_find_bone_name ( arm , pchan - > name ) ;
2006-11-11 16:45:17 +00:00
2012-05-17 12:59:34 +00:00
pchan - > custom = newlibadr_us ( fd , arm - > id . lib , pchan - > custom ) ;
if ( pchan - > bone = = NULL )
2005-12-14 20:36:04 +00:00
rebuild = 1 ;
2012-03-24 06:18:31 +00:00
else if ( ob - > id . lib = = NULL & & arm - > id . lib ) {
2006-11-11 16:45:17 +00:00
/* local pose selection copied to armature, bit hackish */
2009-11-09 21:03:54 +00:00
pchan - > bone - > flag & = ~ BONE_SELECTED ;
2006-11-11 16:45:17 +00:00
pchan - > bone - > flag | = pchan - > selectflag ;
}
2005-12-14 20:36:04 +00:00
}
2006-11-11 16:45:17 +00:00
2012-03-24 06:18:31 +00:00
if ( rebuild ) {
2012-05-17 12:59:34 +00:00
ob - > recalc = ( OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME ) ;
2005-12-14 20:36:04 +00:00
pose - > flag | = POSE_RECALC ;
2002-10-12 11:37:38 +00:00
}
}
static void lib_link_armature ( FileData * fd , Main * main )
{
bArmature * arm ;
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
for ( arm = main - > armature . first ; arm ; arm = arm - > id . next ) {
2012-08-01 15:32:27 +00:00
if ( arm - > id . flag & LIB_NEED_LINK ) {
2009-10-22 23:22:05 +00:00
if ( arm - > adt ) lib_link_animdata ( fd , & arm - > id , arm - > adt ) ;
2012-08-01 15:32:27 +00:00
arm - > id . flag - = LIB_NEED_LINK ;
2002-10-12 11:37:38 +00:00
}
}
}
2012-08-26 11:35:43 +00:00
static void direct_link_bones ( FileData * fd , Bone * bone )
2002-10-12 11:37:38 +00:00
{
2012-05-17 12:59:34 +00:00
Bone * child ;
bone - > parent = newdataadr ( fd , bone - > parent ) ;
bone - > prop = newdataadr ( fd , bone - > prop ) ;
2012-03-24 06:18:31 +00:00
if ( bone - > prop )
2009-10-28 15:33:45 +00:00
IDP_DirectLinkProperty ( bone - > prop , ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) , fd ) ;
2009-11-09 23:41:48 +00:00
bone - > flag & = ~ BONE_DRAW_ACTIVE ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
link_list ( fd , & bone - > childbase ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
for ( child = bone - > childbase . first ; child ; child = child - > next )
2002-10-12 11:37:38 +00:00
direct_link_bones ( fd , child ) ;
}
static void direct_link_armature ( FileData * fd , bArmature * arm )
{
2012-05-17 12:59:34 +00:00
Bone * bone ;
2002-10-12 11:37:38 +00:00
link_list ( fd , & arm - > bonebase ) ;
2012-05-17 12:59:34 +00:00
arm - > edbo = NULL ;
2009-07-19 02:26:01 +00:00
arm - > sketch = NULL ;
2009-11-26 03:43:39 +00:00
2012-05-17 12:59:34 +00:00
arm - > adt = newdataadr ( fd , arm - > adt ) ;
2009-11-26 03:43:39 +00:00
direct_link_animdata ( fd , arm - > adt ) ;
2009-01-02 19:10:35 +00:00
2012-05-21 06:33:32 +00:00
for ( bone = arm - > bonebase . first ; bone ; bone = bone - > next ) {
2002-10-12 11:37:38 +00:00
direct_link_bones ( fd , bone ) ;
}
2012-05-17 12:59:34 +00:00
arm - > act_bone = newdataadr ( fd , arm - > act_bone ) ;
arm - > act_edbone = NULL ;
2002-10-12 11:37:38 +00:00
}
/* ************ READ CAMERA ***************** */
static void lib_link_camera ( FileData * fd , Main * main )
{
Camera * ca ;
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
for ( ca = main - > camera . first ; ca ; ca = ca - > id . next ) {
2012-08-01 15:32:27 +00:00
if ( ca - > id . flag & LIB_NEED_LINK ) {
2009-01-19 02:26:46 +00:00
if ( ca - > adt ) lib_link_animdata ( fd , & ca - > id , ca - > adt ) ;
2012-09-26 20:05:38 +00:00
ca - > ipo = newlibadr_us ( fd , ca - > id . lib , ca - > ipo ) ; // XXX deprecated - old animation system
2007-09-23 18:27:01 +00:00
2012-05-17 12:59:34 +00:00
ca - > dof_ob = newlibadr_us ( fd , ca - > id . lib , ca - > dof_ob ) ;
2007-09-23 18:27:01 +00:00
2012-08-01 15:32:27 +00:00
ca - > id . flag - = LIB_NEED_LINK ;
2002-10-12 11:37:38 +00:00
}
}
}
static void direct_link_camera ( FileData * fd , Camera * ca )
{
2012-05-17 12:59:34 +00:00
ca - > adt = newdataadr ( fd , ca - > adt ) ;
2009-01-19 02:26:46 +00:00
direct_link_animdata ( fd , ca - > adt ) ;
2002-10-12 11:37:38 +00:00
}
2004-06-23 18:22:51 +00:00
2002-10-12 11:37:38 +00:00
/* ************ READ LAMP ***************** */
static void lib_link_lamp ( FileData * fd , Main * main )
{
Lamp * la ;
MTex * mtex ;
int a ;
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
for ( la = main - > lamp . first ; la ; la = la - > id . next ) {
2012-08-01 15:32:27 +00:00
if ( la - > id . flag & LIB_NEED_LINK ) {
2009-01-19 02:26:46 +00:00
if ( la - > adt ) lib_link_animdata ( fd , & la - > id , la - > adt ) ;
2012-05-17 12:59:34 +00:00
for ( a = 0 ; a < MAX_MTEX ; a + + ) {
mtex = la - > mtex [ a ] ;
2012-03-24 06:18:31 +00:00
if ( mtex ) {
2012-05-17 12:59:34 +00:00
mtex - > tex = newlibadr_us ( fd , la - > id . lib , mtex - > tex ) ;
mtex - > object = newlibadr ( fd , la - > id . lib , mtex - > object ) ;
2002-10-12 11:37:38 +00:00
}
}
2009-01-19 02:26:46 +00:00
2012-09-26 20:05:38 +00:00
la - > ipo = newlibadr_us ( fd , la - > id . lib , la - > ipo ) ; // XXX deprecated - old animation system
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( la - > nodetree )
2011-11-02 18:55:32 +00:00
lib_link_ntree ( fd , & la - > id , la - > nodetree ) ;
2009-01-19 02:26:46 +00:00
2012-08-01 15:32:27 +00:00
la - > id . flag - = LIB_NEED_LINK ;
2002-10-12 11:37:38 +00:00
}
}
}
static void direct_link_lamp ( FileData * fd , Lamp * la )
{
int a ;
2009-01-19 02:26:46 +00:00
2012-05-17 12:59:34 +00:00
la - > adt = newdataadr ( fd , la - > adt ) ;
2009-01-19 02:26:46 +00:00
direct_link_animdata ( fd , la - > adt ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
for ( a = 0 ; a < MAX_MTEX ; a + + ) {
2012-05-17 12:59:34 +00:00
la - > mtex [ a ] = newdataadr ( fd , la - > mtex [ a ] ) ;
2002-10-12 11:37:38 +00:00
}
* Extra lamp falloff options, including custom curve!
This adds some new lamp attenuation options to the Lamp panel, replacing the old 'Quad' button. Yes, the panel layout is still nasty here, but I've ignored it for now to address properly in the panels cleanup work.
* Constant
http://mke3.net/blender/devel/rendering/falloff-constant.jpg
Lamp doesn't decay with distance
* Inverse Linear
http://mke3.net/blender/devel/rendering/falloff-invlinear.jpg
Default, and same as in older Blender without 'Quad' on. Decays linearly, with 'Dist' value as the lamp's half-energy-distance
* Inverse Square
http://mke3.net/blender/devel/rendering/falloff-invsquare.jpg
A sharper, more realistic decay, good for most electric lights (i.e. not sunlight). This is similar to the old Quad option with slight changes.
* Lin/Quad weighted
Exactly the same as in older Blenders with the old 'Quad' button enabled. When this setting is chosen, two sliders are shown, 'Linear' and 'Quad' (previously Quad1 and Quad2), which controls the 'linearness' or 'quadraticness' of the falloff curve. Lamps in old files with the 'Quad' button on will be initialised to this setting.
But much better for precise control over the lamp falloff now is:
* Custom Curve
This shows an extra 'Falloff Curve' panel, where you can use the standard Blender curve UI control to precisely control how the light falls off. The Y axis is intensity, and the X axis is distance, stretched over the length of the 'Dist' value.
Some example curves and renders:
http://mke3.net/blender/devel/rendering/falloff-curve1-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve1.jpg
http://mke3.net/blender/devel/rendering/falloff-curve2-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve2.jpg
http://mke3.net/blender/devel/rendering/falloff-curve3-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve3.jpg (whee)
2007-09-16 13:50:34 +00:00
2012-05-17 12:59:34 +00:00
la - > curfalloff = newdataadr ( fd , la - > curfalloff ) ;
2012-03-24 06:18:31 +00:00
if ( la - > curfalloff )
* Extra lamp falloff options, including custom curve!
This adds some new lamp attenuation options to the Lamp panel, replacing the old 'Quad' button. Yes, the panel layout is still nasty here, but I've ignored it for now to address properly in the panels cleanup work.
* Constant
http://mke3.net/blender/devel/rendering/falloff-constant.jpg
Lamp doesn't decay with distance
* Inverse Linear
http://mke3.net/blender/devel/rendering/falloff-invlinear.jpg
Default, and same as in older Blender without 'Quad' on. Decays linearly, with 'Dist' value as the lamp's half-energy-distance
* Inverse Square
http://mke3.net/blender/devel/rendering/falloff-invsquare.jpg
A sharper, more realistic decay, good for most electric lights (i.e. not sunlight). This is similar to the old Quad option with slight changes.
* Lin/Quad weighted
Exactly the same as in older Blenders with the old 'Quad' button enabled. When this setting is chosen, two sliders are shown, 'Linear' and 'Quad' (previously Quad1 and Quad2), which controls the 'linearness' or 'quadraticness' of the falloff curve. Lamps in old files with the 'Quad' button on will be initialised to this setting.
But much better for precise control over the lamp falloff now is:
* Custom Curve
This shows an extra 'Falloff Curve' panel, where you can use the standard Blender curve UI control to precisely control how the light falls off. The Y axis is intensity, and the X axis is distance, stretched over the length of the 'Dist' value.
Some example curves and renders:
http://mke3.net/blender/devel/rendering/falloff-curve1-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve1.jpg
http://mke3.net/blender/devel/rendering/falloff-curve2-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve2.jpg
http://mke3.net/blender/devel/rendering/falloff-curve3-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve3.jpg (whee)
2007-09-16 13:50:34 +00:00
direct_link_curvemapping ( fd , la - > curfalloff ) ;
2011-11-02 18:55:32 +00:00
la - > nodetree = newdataadr ( fd , la - > nodetree ) ;
2012-10-23 12:38:47 +00:00
if ( la - > nodetree ) {
direct_link_id ( fd , & la - > nodetree - > id ) ;
2011-11-02 18:55:32 +00:00
direct_link_nodetree ( fd , la - > nodetree ) ;
2012-10-23 12:38:47 +00:00
}
* Extra lamp falloff options, including custom curve!
This adds some new lamp attenuation options to the Lamp panel, replacing the old 'Quad' button. Yes, the panel layout is still nasty here, but I've ignored it for now to address properly in the panels cleanup work.
* Constant
http://mke3.net/blender/devel/rendering/falloff-constant.jpg
Lamp doesn't decay with distance
* Inverse Linear
http://mke3.net/blender/devel/rendering/falloff-invlinear.jpg
Default, and same as in older Blender without 'Quad' on. Decays linearly, with 'Dist' value as the lamp's half-energy-distance
* Inverse Square
http://mke3.net/blender/devel/rendering/falloff-invsquare.jpg
A sharper, more realistic decay, good for most electric lights (i.e. not sunlight). This is similar to the old Quad option with slight changes.
* Lin/Quad weighted
Exactly the same as in older Blenders with the old 'Quad' button enabled. When this setting is chosen, two sliders are shown, 'Linear' and 'Quad' (previously Quad1 and Quad2), which controls the 'linearness' or 'quadraticness' of the falloff curve. Lamps in old files with the 'Quad' button on will be initialised to this setting.
But much better for precise control over the lamp falloff now is:
* Custom Curve
This shows an extra 'Falloff Curve' panel, where you can use the standard Blender curve UI control to precisely control how the light falls off. The Y axis is intensity, and the X axis is distance, stretched over the length of the 'Dist' value.
Some example curves and renders:
http://mke3.net/blender/devel/rendering/falloff-curve1-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve1.jpg
http://mke3.net/blender/devel/rendering/falloff-curve2-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve2.jpg
http://mke3.net/blender/devel/rendering/falloff-curve3-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve3.jpg (whee)
2007-09-16 13:50:34 +00:00
2007-09-02 17:25:03 +00:00
la - > preview = direct_link_preview_image ( fd , la - > preview ) ;
2002-10-12 11:37:38 +00:00
}
/* ************ READ keys ***************** */
2012-09-18 14:40:02 +00:00
static void do_versions_key_uidgen ( Key * key )
{
KeyBlock * block ;
key - > uidgen = 1 ;
for ( block = key - > block . first ; block ; block = block - > next ) {
block - > uid = key - > uidgen + + ;
}
}
2002-10-12 11:37:38 +00:00
static void lib_link_key ( FileData * fd , Main * main )
{
Key * key ;
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
for ( key = main - > key . first ; key ; key = key - > id . next ) {
2009-11-02 06:33:16 +00:00
/*check if we need to generate unique ids for the shapekeys*/
if ( ! key - > uidgen ) {
2012-09-18 14:40:02 +00:00
do_versions_key_uidgen ( key ) ;
2009-11-02 06:33:16 +00:00
}
2012-05-17 12:59:34 +00:00
2012-08-01 15:32:27 +00:00
if ( key - > id . flag & LIB_NEED_LINK ) {
2012-03-24 06:18:31 +00:00
if ( key - > adt ) lib_link_animdata ( fd , & key - > id , key - > adt ) ;
2009-02-20 16:39:39 +00:00
2012-09-26 20:05:38 +00:00
key - > ipo = newlibadr_us ( fd , key - > id . lib , key - > ipo ) ; // XXX deprecated - old animation system
2012-05-17 12:59:34 +00:00
key - > from = newlibadr ( fd , key - > id . lib , key - > from ) ;
2012-08-01 15:32:27 +00:00
key - > id . flag - = LIB_NEED_LINK ;
2002-10-12 11:37:38 +00:00
}
}
}
static void switch_endian_keyblock ( Key * key , KeyBlock * kb )
{
int elemsize , a , b ;
char * data , * poin , * cp ;
2012-05-17 12:59:34 +00:00
elemsize = key - > elemsize ;
data = kb - > data ;
for ( a = 0 ; a < kb - > totelem ; a + + ) {
cp = key - > elemstr ;
poin = data ;
while ( cp [ 0 ] ) { /* cp[0] == amount */
2012-04-28 06:31:57 +00:00
switch ( cp [ 1 ] ) { /* cp[1] = type */
2012-05-17 12:59:34 +00:00
case IPO_FLOAT :
case IPO_BPOINT :
case IPO_BEZTRIPLE :
b = cp [ 0 ] ;
2012-09-03 09:03:25 +00:00
BLI_endian_switch_float_array ( ( float * ) poin , b ) ;
poin + = sizeof ( float ) * b ;
2012-05-17 12:59:34 +00:00
break ;
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
cp + = 2 ;
2002-10-12 11:37:38 +00:00
}
2012-10-27 10:42:28 +00:00
data + = elemsize ;
2002-10-12 11:37:38 +00:00
}
}
static void direct_link_key ( FileData * fd , Key * key )
{
KeyBlock * kb ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
link_list ( fd , & ( key - > block ) ) ;
2009-01-19 02:26:46 +00:00
2012-05-17 12:59:34 +00:00
key - > adt = newdataadr ( fd , key - > adt ) ;
direct_link_animdata ( fd , key - > adt ) ;
2002-10-12 11:37:38 +00:00
key - > refkey = newdataadr ( fd , key - > refkey ) ;
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
for ( kb = key - > block . first ; kb ; kb = kb - > next ) {
2012-05-17 12:59:34 +00:00
kb - > data = newdataadr ( fd , kb - > data ) ;
2011-01-03 11:58:19 +00:00
2012-03-24 06:18:31 +00:00
if ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN )
2002-10-12 11:37:38 +00:00
switch_endian_keyblock ( key , kb ) ;
}
}
/* ************ READ mball ***************** */
static void lib_link_mball ( FileData * fd , Main * main )
{
MetaBall * mb ;
int a ;
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
for ( mb = main - > mball . first ; mb ; mb = mb - > id . next ) {
2012-08-01 15:32:27 +00:00
if ( mb - > id . flag & LIB_NEED_LINK ) {
2009-08-03 13:09:23 +00:00
if ( mb - > adt ) lib_link_animdata ( fd , & mb - > id , mb - > adt ) ;
2012-05-17 12:59:34 +00:00
for ( a = 0 ; a < mb - > totcol ; a + + )
2012-10-22 08:15:51 +00:00
mb - > mat [ a ] = newlibadr_us ( fd , mb - > id . lib , mb - > mat [ a ] ) ;
2012-05-17 12:59:34 +00:00
2012-09-26 20:05:38 +00:00
mb - > ipo = newlibadr_us ( fd , mb - > id . lib , mb - > ipo ) ; // XXX deprecated - old animation system
2012-05-17 12:59:34 +00:00
2012-08-01 15:32:27 +00:00
mb - > id . flag - = LIB_NEED_LINK ;
2002-10-12 11:37:38 +00:00
}
}
}
static void direct_link_mball ( FileData * fd , MetaBall * mb )
{
2012-05-17 12:59:34 +00:00
mb - > adt = newdataadr ( fd , mb - > adt ) ;
2009-08-03 13:09:23 +00:00
direct_link_animdata ( fd , mb - > adt ) ;
2012-05-17 12:59:34 +00:00
mb - > mat = newdataadr ( fd , mb - > mat ) ;
2002-10-12 11:37:38 +00:00
test_pointer_array ( fd , ( void * * ) & mb - > mat ) ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
link_list ( fd , & ( mb - > elems ) ) ;
2012-05-17 12:59:34 +00:00
mb - > disp . first = mb - > disp . last = NULL ;
mb - > editelems = NULL ;
mb - > bb = NULL ;
2009-07-29 12:35:09 +00:00
/* mb->edit_elems.first= mb->edit_elems.last= NULL;*/
2012-05-17 12:59:34 +00:00
mb - > lastelem = NULL ;
2002-10-12 11:37:38 +00:00
}
/* ************ READ WORLD ***************** */
static void lib_link_world ( FileData * fd , Main * main )
{
World * wrld ;
MTex * mtex ;
int a ;
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
for ( wrld = main - > world . first ; wrld ; wrld = wrld - > id . next ) {
2012-08-01 15:32:27 +00:00
if ( wrld - > id . flag & LIB_NEED_LINK ) {
2009-01-19 02:26:46 +00:00
if ( wrld - > adt ) lib_link_animdata ( fd , & wrld - > id , wrld - > adt ) ;
2012-09-26 20:05:38 +00:00
wrld - > ipo = newlibadr_us ( fd , wrld - > id . lib , wrld - > ipo ) ; // XXX deprecated - old animation system
2009-01-19 02:26:46 +00:00
2012-05-17 12:59:34 +00:00
for ( a = 0 ; a < MAX_MTEX ; a + + ) {
mtex = wrld - > mtex [ a ] ;
2012-03-24 06:18:31 +00:00
if ( mtex ) {
2012-05-21 06:33:32 +00:00
mtex - > tex = newlibadr_us ( fd , wrld - > id . lib , mtex - > tex ) ;
mtex - > object = newlibadr ( fd , wrld - > id . lib , mtex - > object ) ;
2002-10-12 11:37:38 +00:00
}
}
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( wrld - > nodetree )
2011-11-02 18:55:32 +00:00
lib_link_ntree ( fd , & wrld - > id , wrld - > nodetree ) ;
2009-01-19 02:26:46 +00:00
2012-08-01 15:32:27 +00:00
wrld - > id . flag - = LIB_NEED_LINK ;
2002-10-12 11:37:38 +00:00
}
}
}
static void direct_link_world ( FileData * fd , World * wrld )
{
int a ;
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
wrld - > adt = newdataadr ( fd , wrld - > adt ) ;
2009-01-19 02:26:46 +00:00
direct_link_animdata ( fd , wrld - > adt ) ;
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
for ( a = 0 ; a < MAX_MTEX ; a + + ) {
wrld - > mtex [ a ] = newdataadr ( fd , wrld - > mtex [ a ] ) ;
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
wrld - > nodetree = newdataadr ( fd , wrld - > nodetree ) ;
2012-10-23 12:38:47 +00:00
if ( wrld - > nodetree ) {
direct_link_id ( fd , & wrld - > nodetree - > id ) ;
2011-11-02 18:55:32 +00:00
direct_link_nodetree ( fd , wrld - > nodetree ) ;
2012-10-23 12:38:47 +00:00
}
2012-05-17 12:59:34 +00:00
2007-09-02 17:25:03 +00:00
wrld - > preview = direct_link_preview_image ( fd , wrld - > preview ) ;
2002-10-12 11:37:38 +00:00
}
/* ************ READ VFONT ***************** */
2010-10-16 02:40:31 +00:00
static void lib_link_vfont ( FileData * UNUSED ( fd ) , Main * main )
2002-10-12 11:37:38 +00:00
{
VFont * vf ;
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
for ( vf = main - > vfont . first ; vf ; vf = vf - > id . next ) {
2012-08-01 15:32:27 +00:00
if ( vf - > id . flag & LIB_NEED_LINK ) {
vf - > id . flag - = LIB_NEED_LINK ;
2002-10-12 11:37:38 +00:00
}
2004-06-23 18:22:51 +00:00
}
2002-10-12 11:37:38 +00:00
}
static void direct_link_vfont ( FileData * fd , VFont * vf )
{
2012-05-17 12:59:34 +00:00
vf - > data = NULL ;
2012-08-21 10:39:02 +00:00
vf - > temp_pf = NULL ;
2012-05-17 12:59:34 +00:00
vf - > packedfile = direct_link_packedfile ( fd , vf - > packedfile ) ;
2002-10-12 11:37:38 +00:00
}
/* ************ READ TEXT ****************** */
2010-10-16 02:40:31 +00:00
static void lib_link_text ( FileData * UNUSED ( fd ) , Main * main )
2002-10-12 11:37:38 +00:00
{
Text * text ;
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
for ( text = main - > text . first ; text ; text = text - > id . next ) {
2012-08-01 15:32:27 +00:00
if ( text - > id . flag & LIB_NEED_LINK ) {
text - > id . flag - = LIB_NEED_LINK ;
2002-10-12 11:37:38 +00:00
}
2004-06-23 18:22:51 +00:00
}
2002-10-12 11:37:38 +00:00
}
static void direct_link_text ( FileData * fd , Text * text )
{
TextLine * ln ;
2012-05-17 12:59:34 +00:00
text - > name = newdataadr ( fd , text - > name ) ;
text - > undo_pos = - 1 ;
text - > undo_len = TXT_INIT_UNDO ;
text - > undo_buf = MEM_mallocN ( text - > undo_len , " undo buf " ) ;
text - > compiled = NULL ;
2012-04-22 11:54:53 +00:00
#if 0
2012-03-24 06:18:31 +00:00
if ( text - > flags & TXT_ISEXT ) {
2012-05-05 14:52:04 +00:00
BKE_text_reload ( text ) ;
2012-03-24 06:18:31 +00:00
}
else {
2012-04-22 11:54:53 +00:00
# endif
2012-05-17 12:59:34 +00:00
2003-03-25 15:54:46 +00:00
link_list ( fd , & text - > lines ) ;
2008-08-04 23:01:47 +00:00
link_list ( fd , & text - > markers ) ;
2012-05-17 12:59:34 +00:00
text - > curl = newdataadr ( fd , text - > curl ) ;
text - > sell = newdataadr ( fd , text - > sell ) ;
2012-05-21 06:33:32 +00:00
for ( ln = text - > lines . first ; ln ; ln = ln - > next ) {
2012-05-17 12:59:34 +00:00
ln - > line = newdataadr ( fd , ln - > line ) ;
ln - > format = NULL ;
2005-05-13 16:11:28 +00:00
2003-03-25 15:54:46 +00:00
if ( ln - > len ! = ( int ) strlen ( ln - > line ) ) {
printf ( " Error loading text, line lengths differ \n " ) ;
ln - > len = strlen ( ln - > line ) ;
2002-10-12 11:37:38 +00:00
}
}
2012-05-17 12:59:34 +00:00
2.5: Text Editor back.
There was very little structure in this code, using many globals
and duplicated code. Now it should be better structured. Most
things should work, the main parts that are not back yet are the
python plugins and markers. Notes:
* Blenfont is used for drawing the text, nicely anti-aliased.
* A monospace truetype font was added, since that is needed for
the text editor. It's Bitstream Vera Sans Mono. This is the
default gnome terminal font, but it doesn't fit entirely well
with the other font I think, can be changed easily of course.
* Clipboard copy/cut/paste now always uses the system clipboard,
the code for the own cut buffer was removed.
* The interface buttons should support copy/cut/paste again now
as well.
* WM_clipboard_text_get/WM_clipboard_text_set were added to the
windowmanager code.
* Find panel is now a kind of second header, instead of a panel.
This needs especially a way to start editing the text field
immediately on open still.
* Operators are independent of the actual space when possible,
was a bit of puzzling but got it solved nice with notifiers,
and some lazy init for syntax highlight in the drawing code.
* RNA was created for the text editor space and used for buttons.
* Operators:
* New, Open, Reload, Save, Save As, Make Internal
* Run Script, Refresh Pyconstraints
* Copy, Cut, Paste
* Convert Whitespace, Uncomment, Comment, Indent, Unindent
* Line Break, Insert
* Next Marker, Previous Marker, Clear All Markers, Mark All
* Select Line, Select All
* Jump, Move, Move Select, Delete, Toggle Overwrite
* Scroll, Scroll Bar, Set Cursor, Line Number
* Find and Replace, Find, Replace, Find Set Selected,
Replace Set Selected
* To 3D Object
* Resolve Conflict
2009-02-28 23:33:35 +00:00
text - > flags = ( text - > flags ) & ~ TXT_ISEXT ;
2012-05-17 12:59:34 +00:00
text - > id . us = 1 ;
2002-10-12 11:37:38 +00:00
}
/* ************ READ IMAGE ***************** */
static void lib_link_image ( FileData * fd , Main * main )
{
Image * ima ;
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
for ( ima = main - > image . first ; ima ; ima = ima - > id . next ) {
2012-08-01 15:32:27 +00:00
if ( ima - > id . flag & LIB_NEED_LINK ) {
2006-11-17 06:14:15 +00:00
if ( ima - > id . properties ) IDP_LibLinkProperty ( ima - > id . properties , ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) , fd ) ;
2012-05-17 12:59:34 +00:00
2012-08-01 15:32:27 +00:00
ima - > id . flag - = LIB_NEED_LINK ;
2002-10-12 11:37:38 +00:00
}
}
}
2006-12-20 17:57:56 +00:00
static void link_ibuf_list ( FileData * fd , ListBase * lb )
{
Link * ln , * prev ;
2012-05-17 12:59:34 +00:00
if ( lb - > first = = NULL ) return ;
2006-12-20 17:57:56 +00:00
2012-05-17 12:59:34 +00:00
lb - > first = newimaadr ( fd , lb - > first ) ;
ln = lb - > first ;
prev = NULL ;
2012-03-24 07:52:14 +00:00
while ( ln ) {
2012-05-17 12:59:34 +00:00
ln - > next = newimaadr ( fd , ln - > next ) ;
ln - > prev = prev ;
prev = ln ;
ln = ln - > next ;
2006-12-20 17:57:56 +00:00
}
2012-05-17 12:59:34 +00:00
lb - > last = prev ;
2006-12-20 17:57:56 +00:00
}
2002-10-12 11:37:38 +00:00
static void direct_link_image ( FileData * fd , Image * ima )
{
2006-11-10 10:17:04 +00:00
/* for undo system, pointers could be restored */
2012-03-24 06:18:31 +00:00
if ( fd - > imamap )
2006-12-20 17:57:56 +00:00
link_ibuf_list ( fd , & ima - > ibufs ) ;
else
2012-05-17 12:59:34 +00:00
ima - > ibufs . first = ima - > ibufs . last = NULL ;
2006-12-20 17:57:56 +00:00
/* if not restored, we keep the binded opengl index */
2012-05-17 12:59:34 +00:00
if ( ima - > ibufs . first = = NULL ) {
ima - > bindcode = 0 ;
2012-10-25 15:25:28 +00:00
ima - > tpageflag & = ~ IMA_GLBIND_IS_DATA ;
2012-05-17 12:59:34 +00:00
ima - > gputexture = NULL ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
}
2006-11-10 10:17:04 +00:00
2012-05-17 12:59:34 +00:00
ima - > anim = NULL ;
ima - > rr = NULL ;
ima - > repbind = NULL ;
2011-03-10 17:34:27 +00:00
/* undo system, try to restore render buffers */
2012-03-24 06:18:31 +00:00
if ( fd - > imamap ) {
2011-03-10 17:34:27 +00:00
int a ;
2012-05-21 06:33:32 +00:00
for ( a = 0 ; a < IMA_MAX_RENDER_SLOT ; a + + )
2012-05-17 12:59:34 +00:00
ima - > renders [ a ] = newimaadr ( fd , ima - > renders [ a ] ) ;
2011-03-10 17:34:27 +00:00
}
else {
memset ( ima - > renders , 0 , sizeof ( ima - > renders ) ) ;
2012-05-17 12:59:34 +00:00
ima - > last_render_slot = ima - > render_slot ;
2011-03-10 17:34:27 +00:00
}
2006-11-10 10:17:04 +00:00
2002-10-12 11:37:38 +00:00
ima - > packedfile = direct_link_packedfile ( fd , ima - > packedfile ) ;
2006-06-05 11:07:15 +00:00
ima - > preview = direct_link_preview_image ( fd , ima - > preview ) ;
2012-05-17 12:59:34 +00:00
ima - > ok = 1 ;
2002-10-12 11:37:38 +00:00
}
/* ************ READ CURVE ***************** */
static void lib_link_curve ( FileData * fd , Main * main )
{
Curve * cu ;
int a ;
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
for ( cu = main - > curve . first ; cu ; cu = cu - > id . next ) {
2012-08-01 15:32:27 +00:00
if ( cu - > id . flag & LIB_NEED_LINK ) {
2012-03-24 06:18:31 +00:00
if ( cu - > adt ) lib_link_animdata ( fd , & cu - > id , cu - > adt ) ;
2012-05-17 12:59:34 +00:00
for ( a = 0 ; a < cu - > totcol ; a + + )
cu - > mat [ a ] = newlibadr_us ( fd , cu - > id . lib , cu - > mat [ a ] ) ;
cu - > bevobj = newlibadr ( fd , cu - > id . lib , cu - > bevobj ) ;
cu - > taperobj = newlibadr ( fd , cu - > id . lib , cu - > taperobj ) ;
cu - > textoncurve = newlibadr ( fd , cu - > id . lib , cu - > textoncurve ) ;
cu - > vfont = newlibadr_us ( fd , cu - > id . lib , cu - > vfont ) ;
2012-10-21 05:46:41 +00:00
cu - > vfontb = newlibadr_us ( fd , cu - > id . lib , cu - > vfontb ) ;
2012-05-17 12:59:34 +00:00
cu - > vfonti = newlibadr_us ( fd , cu - > id . lib , cu - > vfonti ) ;
cu - > vfontbi = newlibadr_us ( fd , cu - > id . lib , cu - > vfontbi ) ;
2012-09-26 20:05:38 +00:00
cu - > ipo = newlibadr_us ( fd , cu - > id . lib , cu - > ipo ) ; // XXX deprecated - old animation system
2012-05-17 12:59:34 +00:00
cu - > key = newlibadr_us ( fd , cu - > id . lib , cu - > key ) ;
2012-08-01 15:32:27 +00:00
cu - > id . flag - = LIB_NEED_LINK ;
2002-10-12 11:37:38 +00:00
}
}
}
static void switch_endian_knots ( Nurb * nu )
{
2012-03-24 06:18:31 +00:00
if ( nu - > knotsu ) {
2012-09-03 09:03:25 +00:00
BLI_endian_switch_float_array ( nu - > knotsu , KNOTSU ( nu ) ) ;
2002-10-12 11:37:38 +00:00
}
2012-03-24 06:18:31 +00:00
if ( nu - > knotsv ) {
2012-09-03 09:03:25 +00:00
BLI_endian_switch_float_array ( nu - > knotsv , KNOTSV ( nu ) ) ;
2002-10-12 11:37:38 +00:00
}
}
static void direct_link_curve ( FileData * fd , Curve * cu )
{
Nurb * nu ;
2005-06-17 21:04:27 +00:00
TextBox * tb ;
2009-01-19 02:26:46 +00:00
cu - > adt = newdataadr ( fd , cu - > adt ) ;
direct_link_animdata ( fd , cu - > adt ) ;
2012-05-17 12:59:34 +00:00
cu - > mat = newdataadr ( fd , cu - > mat ) ;
2002-10-12 11:37:38 +00:00
test_pointer_array ( fd , ( void * * ) & cu - > mat ) ;
2012-05-17 12:59:34 +00:00
cu - > str = newdataadr ( fd , cu - > str ) ;
2012-10-21 05:46:41 +00:00
cu - > strinfo = newdataadr ( fd , cu - > strinfo ) ;
2012-05-17 12:59:34 +00:00
cu - > tb = newdataadr ( fd , cu - > tb ) ;
2002-10-12 11:37:38 +00:00
2012-03-24 06:18:31 +00:00
if ( cu - > vfont = = NULL ) link_list ( fd , & ( cu - > nurb ) ) ;
2002-10-12 11:37:38 +00:00
else {
2011-02-13 10:52:18 +00:00
cu - > nurb . first = cu - > nurb . last = NULL ;
2012-05-17 12:59:34 +00:00
tb = MEM_callocN ( MAXTEXTBOX * sizeof ( TextBox ) , " TextBoxread " ) ;
2005-06-17 21:04:27 +00:00
if ( cu - > tb ) {
memcpy ( tb , cu - > tb , cu - > totbox * sizeof ( TextBox ) ) ;
MEM_freeN ( cu - > tb ) ;
2012-10-21 05:46:41 +00:00
cu - > tb = tb ;
2012-03-24 06:18:31 +00:00
}
else {
2005-06-17 21:04:27 +00:00
cu - > totbox = 1 ;
cu - > actbox = 1 ;
cu - > tb = tb ;
cu - > tb [ 0 ] . w = cu - > linewidth ;
2012-10-21 05:46:41 +00:00
}
2011-03-27 17:12:59 +00:00
if ( cu - > wordspace = = 0.0f ) cu - > wordspace = 1.0f ;
2002-10-12 11:37:38 +00:00
}
2004-06-23 18:22:51 +00:00
2012-05-17 12:59:34 +00:00
cu - > bev . first = cu - > bev . last = NULL ;
cu - > disp . first = cu - > disp . last = NULL ;
cu - > editnurb = NULL ;
cu - > lastsel = NULL ;
cu - > path = NULL ;
cu - > editfont = NULL ;
2009-01-02 19:10:35 +00:00
2012-05-21 06:33:32 +00:00
for ( nu = cu - > nurb . first ; nu ; nu = nu - > next ) {
2012-05-17 12:59:34 +00:00
nu - > bezt = newdataadr ( fd , nu - > bezt ) ;
nu - > bp = newdataadr ( fd , nu - > bp ) ;
nu - > knotsu = newdataadr ( fd , nu - > knotsu ) ;
nu - > knotsv = newdataadr ( fd , nu - > knotsv ) ;
2010-09-29 12:46:26 +00:00
if ( cu - > vfont = = NULL ) nu - > charidx = nu - > mat_nr ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) {
2002-10-12 11:37:38 +00:00
switch_endian_knots ( nu ) ;
}
}
2012-05-17 12:59:34 +00:00
cu - > bb = NULL ;
2002-10-12 11:37:38 +00:00
}
/* ************ READ TEX ***************** */
static void lib_link_texture ( FileData * fd , Main * main )
{
Tex * tex ;
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
for ( tex = main - > tex . first ; tex ; tex = tex - > id . next ) {
2012-08-01 15:32:27 +00:00
if ( tex - > id . flag & LIB_NEED_LINK ) {
2012-03-24 06:18:31 +00:00
if ( tex - > adt ) lib_link_animdata ( fd , & tex - > id , tex - > adt ) ;
2012-05-17 12:59:34 +00:00
tex - > ima = newlibadr_us ( fd , tex - > id . lib , tex - > ima ) ;
tex - > ipo = newlibadr_us ( fd , tex - > id . lib , tex - > ipo ) ;
if ( tex - > env )
tex - > env - > object = newlibadr ( fd , tex - > id . lib , tex - > env - > object ) ;
2012-03-24 06:18:31 +00:00
if ( tex - > pd )
2012-05-21 06:33:32 +00:00
tex - > pd - > object = newlibadr ( fd , tex - > id . lib , tex - > pd - > object ) ;
2012-05-17 12:59:34 +00:00
if ( tex - > vd )
tex - > vd - > object = newlibadr ( fd , tex - > id . lib , tex - > vd - > object ) ;
if ( tex - > ot )
tex - > ot - > object = newlibadr ( fd , tex - > id . lib , tex - > ot - > object ) ;
2012-03-24 06:18:31 +00:00
if ( tex - > nodetree )
2008-11-12 22:03:11 +00:00
lib_link_ntree ( fd , & tex - > id , tex - > nodetree ) ;
2012-08-01 15:32:27 +00:00
tex - > id . flag - = LIB_NEED_LINK ;
2002-10-12 11:37:38 +00:00
}
}
}
static void direct_link_texture ( FileData * fd , Tex * tex )
{
2012-05-17 12:59:34 +00:00
tex - > adt = newdataadr ( fd , tex - > adt ) ;
2009-01-19 02:26:46 +00:00
direct_link_animdata ( fd , tex - > adt ) ;
2012-05-29 10:21:07 +00:00
2012-05-17 12:59:34 +00:00
tex - > coba = newdataadr ( fd , tex - > coba ) ;
tex - > env = newdataadr ( fd , tex - > env ) ;
2012-03-24 06:18:31 +00:00
if ( tex - > env ) {
2012-05-17 12:59:34 +00:00
tex - > env - > ima = NULL ;
2002-10-12 11:37:38 +00:00
memset ( tex - > env - > cube , 0 , 6 * sizeof ( void * ) ) ;
tex - > env - > ok = 0 ;
}
2012-05-21 06:33:32 +00:00
tex - > pd = newdataadr ( fd , tex - > pd ) ;
2012-03-24 06:18:31 +00:00
if ( tex - > pd ) {
* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
tex - > pd - > point_tree = NULL ;
2012-05-17 12:59:34 +00:00
tex - > pd - > coba = newdataadr ( fd , tex - > pd - > coba ) ;
tex - > pd - > falloff_curve = newdataadr ( fd , tex - > pd - > falloff_curve ) ;
2012-03-24 06:18:31 +00:00
if ( tex - > pd - > falloff_curve ) {
2011-05-01 03:57:53 +00:00
direct_link_curvemapping ( fd , tex - > pd - > falloff_curve ) ;
2011-05-01 05:41:08 +00:00
}
* Volumetrics
Removed all the old particle rendering code and options I had in there
before, in order to make way for...
A new procedural texture: 'Point Density'
Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.
Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.
It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.
Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend
There are a few cool things about implementing this as a texture:
- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png
This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.
Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.
- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov
- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
}
2008-11-12 19:03:50 +00:00
2012-05-17 12:59:34 +00:00
tex - > vd = newdataadr ( fd , tex - > vd ) ;
2012-03-24 06:18:31 +00:00
if ( tex - > vd ) {
* Volume Rendering: Voxel data
This commit introduces a new texture ('Voxel Data'), used to load up saved voxel
data sets for rendering, contributed by Raúl 'farsthary' Fernández Hernández
with some additional tweaks. Thanks, Raúl!
The texture works similar to the existing point density texture, currently it
only provides intensity information, which can then be mapped (for example) to
density in a volume material. This is an early version, intended to read the
voxel format saved by Raúl's command line simulators, in future revisions
there's potential for making a more full-featured 'Blender voxel file format',
and also for supporting other formats too.
Note: Due to some subtleties in Raúl's existing released simulators, in order
to load them correctly the voxel data texture, you'll need to raise the
'resolution' value by 2. So if you baked out the simulation at resolution 50,
enter 52 for the resolution in the texture panel. This can possibly be fixed in
the simulator later on.
Right now, the way the texture is mapped is just in the space 0,0,0 <-> 1,1,1
and it can appear rotated 90 degrees incorrectly. This will be tackled, for now,
probably the easiest way to map it is with and empty, using Map Input -> Object.
Smoke test: http://www.vimeo.com/2449270
One more note, trilinear interpolation seems a bit slow at the moment, we'll
look into this.
For curiosity, while testing/debugging this, I made a script that exports a mesh
to voxel data. Here's a test of grogan (www.kajimba.com) converted to voxels,
rendered as a volume: http://www.vimeo.com/2512028
The script is available here: http://mke3.net/projects/bpython/export_object_voxeldata.py
* Another smaller thing, brought back early ray termination (was disabled
previously for debugging) and made it user configurable. It now appears as a new
value in the volume material: 'Depth Cutoff'. For some background info on what
this does, check:
http://farsthary.wordpress.com/2008/12/11/cutting-down-render-times/
* Also some disabled work-in-progess code for light cache
2008-12-13 05:41:34 +00:00
tex - > vd - > dataset = NULL ;
2010-06-01 06:07:22 +00:00
tex - > vd - > ok = 0 ;
2012-03-24 06:18:31 +00:00
}
else {
if ( tex - > type = = TEX_VOXELDATA )
2012-05-17 12:59:34 +00:00
tex - > vd = MEM_callocN ( sizeof ( VoxelData ) , " direct_link_texture VoxelData " ) ;
* Volume Rendering: Voxel data
This commit introduces a new texture ('Voxel Data'), used to load up saved voxel
data sets for rendering, contributed by Raúl 'farsthary' Fernández Hernández
with some additional tweaks. Thanks, Raúl!
The texture works similar to the existing point density texture, currently it
only provides intensity information, which can then be mapped (for example) to
density in a volume material. This is an early version, intended to read the
voxel format saved by Raúl's command line simulators, in future revisions
there's potential for making a more full-featured 'Blender voxel file format',
and also for supporting other formats too.
Note: Due to some subtleties in Raúl's existing released simulators, in order
to load them correctly the voxel data texture, you'll need to raise the
'resolution' value by 2. So if you baked out the simulation at resolution 50,
enter 52 for the resolution in the texture panel. This can possibly be fixed in
the simulator later on.
Right now, the way the texture is mapped is just in the space 0,0,0 <-> 1,1,1
and it can appear rotated 90 degrees incorrectly. This will be tackled, for now,
probably the easiest way to map it is with and empty, using Map Input -> Object.
Smoke test: http://www.vimeo.com/2449270
One more note, trilinear interpolation seems a bit slow at the moment, we'll
look into this.
For curiosity, while testing/debugging this, I made a script that exports a mesh
to voxel data. Here's a test of grogan (www.kajimba.com) converted to voxels,
rendered as a volume: http://www.vimeo.com/2512028
The script is available here: http://mke3.net/projects/bpython/export_object_voxeldata.py
* Another smaller thing, brought back early ray termination (was disabled
previously for debugging) and made it user configurable. It now appears as a new
value in the volume material: 'Depth Cutoff'. For some background info on what
this does, check:
http://farsthary.wordpress.com/2008/12/11/cutting-down-render-times/
* Also some disabled work-in-progess code for light cache
2008-12-13 05:41:34 +00:00
}
2008-11-12 22:03:11 +00:00
2012-05-17 12:59:34 +00:00
tex - > ot = newdataadr ( fd , tex - > ot ) ;
2011-11-13 12:17:27 +00:00
2012-05-21 06:33:32 +00:00
tex - > nodetree = newdataadr ( fd , tex - > nodetree ) ;
2012-10-23 12:38:47 +00:00
if ( tex - > nodetree ) {
direct_link_id ( fd , & tex - > nodetree - > id ) ;
2008-11-12 22:03:11 +00:00
direct_link_nodetree ( fd , tex - > nodetree ) ;
2012-10-23 12:38:47 +00:00
}
2008-11-12 22:03:11 +00:00
2007-09-02 17:25:03 +00:00
tex - > preview = direct_link_preview_image ( fd , tex - > preview ) ;
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
tex - > iuser . ok = 1 ;
2002-10-12 11:37:38 +00:00
}
/* ************ READ MATERIAL ***************** */
static void lib_link_material ( FileData * fd , Main * main )
{
Material * ma ;
MTex * mtex ;
int a ;
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
for ( ma = main - > mat . first ; ma ; ma = ma - > id . next ) {
2012-08-01 15:32:27 +00:00
if ( ma - > id . flag & LIB_NEED_LINK ) {
2012-03-24 06:18:31 +00:00
if ( ma - > adt ) lib_link_animdata ( fd , & ma - > id , ma - > adt ) ;
2012-05-17 12:59:34 +00:00
2012-04-22 11:54:53 +00:00
/* Link ID Properties -- and copy this comment EXACTLY for easy finding
* of library blocks that implement this . */
2006-11-17 04:46:48 +00:00
if ( ma - > id . properties ) IDP_LibLinkProperty ( ma - > id . properties , ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) , fd ) ;
Christmas coding work!
********* Node editor work:
- To enable Nodes for Materials, you have to set the "Use Nodes"
button, in the new Material buttons "Nodes" Panel or in header
of the Node editor. Doing this will disable Material-Layers.
- Nodes now execute materials ("shaders"), but still only using the
previewrender code.
- Nodes have (optional) previews for rendered images.
- Node headers allow to hide buttons and/or preview image
- Nodes can be dragged larger/smaller (right-bottom corner)
- Nodes can be hidden (minimized) with hotkey H
- CTRL+click on an Input Socket gives a popup with default values.
- Changing Material/Texture or Mix node will adjust Node title.
- Click-drag outside of a Node changes cursor to "Knife' and allows to
draw a rect where to cut Links.
- Added new node types RGBtoBW, Texture, In/Output, ColorRamp
- Material Nodes have options to ouput diffuse or specular, or to use
a negative normal. The input socket 'Normal' will force the material
to use that normal, otherwise it uses the normal from the Material
that has the node tree.
- When drawing a link between two not-matching sockets, Blender inserts
a converting node (now only for value/rgb combos)
- When drawing a link to an input socket that's already in use, the
old link will either disappear or flip to another unused socket.
- A click on a Material Node will activate it, and show all its settings
in the Material Buttons. Active Material Nodes draw the material icon
in red.
- A click on any node will show its options in the Node Panel in the
Material buttons.
- Multiple Output Nodes can be used, to sample contents of a tree, but
only one Output is the real one, which is indicated in a different
color and red material icon.
- Added ThemeColors for node types
- ALT+C will convert existing Material-Layers to Node... this currently
only adds the material/mix nodes and connects them. Dunno if this is
worth a lot of coding work to make perfect?
- Press C to call another "Solve order", which will show all possible
cyclic conflicts (if there are).
- Technical: nodes now use "Type" structs which define the
structure of nodes and in/output sockets. The Type structs store all
fixed info, callbacks, and allow to reconstruct saved Nodes to match
what is required by Blender.
- Defining (new) nodes now is as simple as filling in a fixed
Type struct, plus code some callbacks. A doc will be made!
- Node preview images are by default float
********* Icon drawing:
- Cleanup of how old icons were implemented in new system, making
them 16x16 too, correctly centered *and* scaled.
- Made drawing Icons use float coordinates
- Moved BIF_calcpreview_image() into interface_icons.c, renamed it
icon_from_image(). Removed a lot of unneeded Imbuf magic here! :)
- Skipped scaling and imbuf copying when icons are OK size
********* Preview render:
- Huge cleanup of code....
- renaming BIF_xxx calls that only were used internally
- BIF_previewrender() now accepts an argument for rendering method,
so it supports icons, buttonwindow previewrender and node editor
- Only a single BIF_preview_changed() call now exists, supporting all
signals as needed for buttos and node editor
********* More stuff:
- glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format
argument for GL_FLOAT rects
- Made the ColorBand become a built-in button for interface.c
Was a load of cleanup work in buttons_shading.c...
- removed a load of unneeded glBlendFunc() calls
- Fixed bug in calculating text length for buttons (ancient!)
2005-12-28 15:42:51 +00:00
2012-05-17 12:59:34 +00:00
ma - > ipo = newlibadr_us ( fd , ma - > id . lib , ma - > ipo ) ;
ma - > group = newlibadr_us ( fd , ma - > id . lib , ma - > group ) ;
2012-05-21 06:33:32 +00:00
for ( a = 0 ; a < MAX_MTEX ; a + + ) {
2012-05-17 12:59:34 +00:00
mtex = ma - > mtex [ a ] ;
2012-03-24 06:18:31 +00:00
if ( mtex ) {
2012-05-17 12:59:34 +00:00
mtex - > tex = newlibadr_us ( fd , ma - > id . lib , mtex - > tex ) ;
mtex - > object = newlibadr ( fd , ma - > id . lib , mtex - > object ) ;
2002-10-12 11:37:38 +00:00
}
}
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 14:32:21 +00:00
2012-03-24 06:18:31 +00:00
if ( ma - > nodetree )
Orange: more noodle updates!
**** NEW: Group Nodes
Node trees usually become messy and confusing quickly, so we need
not only a way to collapse Nodes into single 'groups', but also a
way to re-use that data to create libraries of effects.
This has been done by making a new Library data type, the NodeTree.
Everything that has been grouped is stored here, and available for
re-use, appending or linking. These NodeTrees are fully generic,
i.e. can store shader trees, composit trees, and so on. The 'type'
value as stored in the NodeTree will keep track of internal type
definitions and execute/drawing callbacks. Needless to say, re-using
shader trees in a composit tree is a bit useless, and will be
prevented in the browsing code. :)
So; any NodeTree can become a "Goup Node" inside in a NodeTree. This
Group Node then works just like any Node.
To prevent the current code to become too complex, I've disabled
the possibility to insert Groups inside of Groups. That might be
enabled later, but is a real nasty piece of code to get OK.
Since Group Nodes are a dynamic Node type, a lot of work has been
done to ensure Node definitions can be dynamic too, but still allow
to be stored in files, and allow to be verified for type-definition
changes on reloading. This system needs a little bit maturing still,
so the Python gurus should better wait a little bit! (Also for me to
write the definite API docs for it).
What works now:
- Press CTRL+G to create a new Group. The grouping code checks for
impossible selections (like an unselected node between selected nodes).
Everthing that's selected then gets removed from the current tree, and
inserted in a new NodeTree library data block. A Group Node then is
added which links to this new NodeTree.
- Press ALT+G to ungroup. This will not delete the NodeTree library
data, but just duplicate the Group into the current tree.
- Press TAB, or click on the NodeTree icon to edit Groups. Note that
NodeTrees are instances, so editing one Group will also change the
other users.
This also means that when removing nodes in a Group (or hiding sockets
or changing internal links) this is immediately corrected for all users
of this Group, also in other Materials.
- While editing Groups, only the internal Nodes can be edited. A single
click outside of the Group boundary will close this 'edit mode'.
What needs to be done:
- SHIFT+A menu in toolbox style, also including a list of Groups
- Enable the single-user button in the Group Node
- Displaying all (visible) internal group UI elements in the Node Panel
- Enable Library linking and prevent editing of Groups then.
**** NEW: Socket Visibility control
Node types will be generated with a lot of possible inputs or outputs,
and drawing all sockets all the time isn't very useful then.
A new option in the Node header ('plus' icon) allows to either hide all
unused sockets (first keypress) or to reveil them (when there are hidden
sockets, the icon displays black, otherwise it's blended).
Hidden sockets in Nodes also are not exported to a Group, so this way
you can control what options (in/outputs) exactly are available.
To be done:
- a way to hide individual sockets, like with a RMB click on it.
**** NEW: Nodes now render!
This is still quite primitive, more on a level to replace the (now
obsolete and disabled) Material Layers.
What needs to be done:
- make the "Geometry" node work properly, also for AA textures
- make the Texture Node work (does very little at the moment)
- give Material Nodes all inputs as needed (like Map-to Panel)
- find a way to export more data from a Material Node, like the
shadow value, or light intensity only, etc
Very important also to separate from the Material Buttons the
"global" options, like "Ztransp" or "Wire" or "Halo". These can not
be set for each Material-Node individually.
Also note that the Preview Render (Buttons window) now renders a bit
differently. This was a horrid piece of antique code, using a totally
incompatible way of rendering. Target is to fully re-use internal
render code for previews.
OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
lib_link_ntree ( fd , & ma - > id , ma - > nodetree ) ;
Christmas coding work!
********* Node editor work:
- To enable Nodes for Materials, you have to set the "Use Nodes"
button, in the new Material buttons "Nodes" Panel or in header
of the Node editor. Doing this will disable Material-Layers.
- Nodes now execute materials ("shaders"), but still only using the
previewrender code.
- Nodes have (optional) previews for rendered images.
- Node headers allow to hide buttons and/or preview image
- Nodes can be dragged larger/smaller (right-bottom corner)
- Nodes can be hidden (minimized) with hotkey H
- CTRL+click on an Input Socket gives a popup with default values.
- Changing Material/Texture or Mix node will adjust Node title.
- Click-drag outside of a Node changes cursor to "Knife' and allows to
draw a rect where to cut Links.
- Added new node types RGBtoBW, Texture, In/Output, ColorRamp
- Material Nodes have options to ouput diffuse or specular, or to use
a negative normal. The input socket 'Normal' will force the material
to use that normal, otherwise it uses the normal from the Material
that has the node tree.
- When drawing a link between two not-matching sockets, Blender inserts
a converting node (now only for value/rgb combos)
- When drawing a link to an input socket that's already in use, the
old link will either disappear or flip to another unused socket.
- A click on a Material Node will activate it, and show all its settings
in the Material Buttons. Active Material Nodes draw the material icon
in red.
- A click on any node will show its options in the Node Panel in the
Material buttons.
- Multiple Output Nodes can be used, to sample contents of a tree, but
only one Output is the real one, which is indicated in a different
color and red material icon.
- Added ThemeColors for node types
- ALT+C will convert existing Material-Layers to Node... this currently
only adds the material/mix nodes and connects them. Dunno if this is
worth a lot of coding work to make perfect?
- Press C to call another "Solve order", which will show all possible
cyclic conflicts (if there are).
- Technical: nodes now use "Type" structs which define the
structure of nodes and in/output sockets. The Type structs store all
fixed info, callbacks, and allow to reconstruct saved Nodes to match
what is required by Blender.
- Defining (new) nodes now is as simple as filling in a fixed
Type struct, plus code some callbacks. A doc will be made!
- Node preview images are by default float
********* Icon drawing:
- Cleanup of how old icons were implemented in new system, making
them 16x16 too, correctly centered *and* scaled.
- Made drawing Icons use float coordinates
- Moved BIF_calcpreview_image() into interface_icons.c, renamed it
icon_from_image(). Removed a lot of unneeded Imbuf magic here! :)
- Skipped scaling and imbuf copying when icons are OK size
********* Preview render:
- Huge cleanup of code....
- renaming BIF_xxx calls that only were used internally
- BIF_previewrender() now accepts an argument for rendering method,
so it supports icons, buttonwindow previewrender and node editor
- Only a single BIF_preview_changed() call now exists, supporting all
signals as needed for buttos and node editor
********* More stuff:
- glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format
argument for GL_FLOAT rects
- Made the ColorBand become a built-in button for interface.c
Was a load of cleanup work in buttons_shading.c...
- removed a load of unneeded glBlendFunc() calls
- Fixed bug in calculating text length for buttons (ancient!)
2005-12-28 15:42:51 +00:00
2012-08-01 15:32:27 +00:00
ma - > id . flag - = LIB_NEED_LINK ;
2002-10-12 11:37:38 +00:00
}
}
}
static void direct_link_material ( FileData * fd , Material * ma )
{
int a ;
2012-05-17 12:59:34 +00:00
ma - > adt = newdataadr ( fd , ma - > adt ) ;
2009-01-19 02:26:46 +00:00
direct_link_animdata ( fd , ma - > adt ) ;
2012-05-17 12:59:34 +00:00
for ( a = 0 ; a < MAX_MTEX ; a + + ) {
ma - > mtex [ a ] = newdataadr ( fd , ma - > mtex [ a ] ) ;
2002-10-12 11:37:38 +00:00
}
2004-06-30 18:54:09 +00:00
2012-05-17 12:59:34 +00:00
ma - > ramp_col = newdataadr ( fd , ma - > ramp_col ) ;
ma - > ramp_spec = newdataadr ( fd , ma - > ramp_spec ) ;
ma - > nodetree = newdataadr ( fd , ma - > nodetree ) ;
2012-10-23 12:38:47 +00:00
if ( ma - > nodetree ) {
direct_link_id ( fd , & ma - > nodetree - > id ) ;
Orange: more noodle updates!
**** NEW: Group Nodes
Node trees usually become messy and confusing quickly, so we need
not only a way to collapse Nodes into single 'groups', but also a
way to re-use that data to create libraries of effects.
This has been done by making a new Library data type, the NodeTree.
Everything that has been grouped is stored here, and available for
re-use, appending or linking. These NodeTrees are fully generic,
i.e. can store shader trees, composit trees, and so on. The 'type'
value as stored in the NodeTree will keep track of internal type
definitions and execute/drawing callbacks. Needless to say, re-using
shader trees in a composit tree is a bit useless, and will be
prevented in the browsing code. :)
So; any NodeTree can become a "Goup Node" inside in a NodeTree. This
Group Node then works just like any Node.
To prevent the current code to become too complex, I've disabled
the possibility to insert Groups inside of Groups. That might be
enabled later, but is a real nasty piece of code to get OK.
Since Group Nodes are a dynamic Node type, a lot of work has been
done to ensure Node definitions can be dynamic too, but still allow
to be stored in files, and allow to be verified for type-definition
changes on reloading. This system needs a little bit maturing still,
so the Python gurus should better wait a little bit! (Also for me to
write the definite API docs for it).
What works now:
- Press CTRL+G to create a new Group. The grouping code checks for
impossible selections (like an unselected node between selected nodes).
Everthing that's selected then gets removed from the current tree, and
inserted in a new NodeTree library data block. A Group Node then is
added which links to this new NodeTree.
- Press ALT+G to ungroup. This will not delete the NodeTree library
data, but just duplicate the Group into the current tree.
- Press TAB, or click on the NodeTree icon to edit Groups. Note that
NodeTrees are instances, so editing one Group will also change the
other users.
This also means that when removing nodes in a Group (or hiding sockets
or changing internal links) this is immediately corrected for all users
of this Group, also in other Materials.
- While editing Groups, only the internal Nodes can be edited. A single
click outside of the Group boundary will close this 'edit mode'.
What needs to be done:
- SHIFT+A menu in toolbox style, also including a list of Groups
- Enable the single-user button in the Group Node
- Displaying all (visible) internal group UI elements in the Node Panel
- Enable Library linking and prevent editing of Groups then.
**** NEW: Socket Visibility control
Node types will be generated with a lot of possible inputs or outputs,
and drawing all sockets all the time isn't very useful then.
A new option in the Node header ('plus' icon) allows to either hide all
unused sockets (first keypress) or to reveil them (when there are hidden
sockets, the icon displays black, otherwise it's blended).
Hidden sockets in Nodes also are not exported to a Group, so this way
you can control what options (in/outputs) exactly are available.
To be done:
- a way to hide individual sockets, like with a RMB click on it.
**** NEW: Nodes now render!
This is still quite primitive, more on a level to replace the (now
obsolete and disabled) Material Layers.
What needs to be done:
- make the "Geometry" node work properly, also for AA textures
- make the Texture Node work (does very little at the moment)
- give Material Nodes all inputs as needed (like Map-to Panel)
- find a way to export more data from a Material Node, like the
shadow value, or light intensity only, etc
Very important also to separate from the Material Buttons the
"global" options, like "Ztransp" or "Wire" or "Halo". These can not
be set for each Material-Node individually.
Also note that the Preview Render (Buttons window) now renders a bit
differently. This was a horrid piece of antique code, using a totally
incompatible way of rendering. Target is to fully re-use internal
render code for previews.
OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
direct_link_nodetree ( fd , ma - > nodetree ) ;
2012-10-23 12:38:47 +00:00
}
2012-05-17 12:59:34 +00:00
2007-09-02 17:25:03 +00:00
ma - > preview = direct_link_preview_image ( fd , ma - > preview ) ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
ma - > gpumaterial . first = ma - > gpumaterial . last = NULL ;
2002-10-12 11:37:38 +00:00
}
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
/* ************ READ PARTICLE SETTINGS ***************** */
2011-01-10 02:40:24 +00:00
/* update this also to writefile.c */
2011-01-10 05:17:53 +00:00
static const char * ptcache_data_struct [ ] = {
2011-01-10 02:40:24 +00:00
" " , // BPHYS_DATA_INDEX
" " , // BPHYS_DATA_LOCATION
" " , // BPHYS_DATA_VELOCITY
" " , // BPHYS_DATA_ROTATION
" " , // BPHYS_DATA_AVELOCITY / BPHYS_DATA_XCONST */
" " , // BPHYS_DATA_SIZE:
2012-10-21 05:46:41 +00:00
" " , // BPHYS_DATA_TIMES:
2011-01-10 02:40:24 +00:00
" BoidData " // case BPHYS_DATA_BOIDS:
} ;
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
static void direct_link_pointcache ( FileData * fd , PointCache * cache )
{
2012-03-24 06:18:31 +00:00
if ( ( cache - > flag & PTCACHE_DISK_CACHE ) = = 0 ) {
2009-06-21 10:16:52 +00:00
PTCacheMem * pm ;
2011-01-09 19:09:41 +00:00
PTCacheExtra * extra ;
New point cache file format:
- HEADER (beginning of each file)
* general header:
+ 8 char: "BPHYSICS"
+ 1 int: simulation type (same as PTCacheID->type)
* custom header (same for sb, particles and cloth, but can be different for new dynamics)
+ 1 int: totpoint (number of points)
+ 1 int: data_types (bit flags for what the stored data is)
- DATA (directly after header)
*totpoint times the data as specified in data_types flags
- simulation type
soft body = 0, particles = 1, cloth = 2
- data types (more can be added easily when needed)
data flag contains
----------------------------------------
index (1<<0) 1 int (index of current point)
location (1<<1) 3 float
velocity (1<<2) 3 float
rotation (1<<3) 4 float (quaternion)
avelocity (1<<4) 3 float (used for particles)
xconst (1<<4) 3 float (used for cloth)
size (1<<5) 1 float
times (1<<6) 3 float (birth, die & lifetime of particle)
boids (1<<7) 1 BoidData
Notes:
- Every frame is not nescessary since data is interpolated for the inbetween frames.
- For now every point is needed for every cached frame, the "index" data type is reserved for future usage.
- For loading external particle caches only "location" data is necessary, other needed values are determined from the given data.
- Non-dynamic data should be written into an info file if external usage is desired.
* Info file is named as normal cache files, but with frame number 0;
* "Non-dynamic" means data such as particle times.
* Written automatically when baking to disk so basically a library of particle simulations should be possible.
- Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend.
- External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui.
Other changes:
- Multiple point caches per dynamics system.
* In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used.
* Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present.
- Generalization of point cache baking etc operator & rna code.
- Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
int i ;
2012-05-17 12:59:34 +00:00
2009-06-21 10:16:52 +00:00
link_list ( fd , & cache - > mem_cache ) ;
2012-05-17 12:59:34 +00:00
2009-06-21 10:16:52 +00:00
pm = cache - > mem_cache . first ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
for ( ; pm ; pm = pm - > next ) {
for ( i = 0 ; i < BPHYS_TOT_DATA ; i + + ) {
2010-12-01 15:58:45 +00:00
pm - > data [ i ] = newdataadr ( fd , pm - > data [ i ] ) ;
2011-01-09 18:23:41 +00:00
/* the cache saves non-struct data without DNA */
2012-03-24 06:18:31 +00:00
if ( pm - > data [ i ] & & ptcache_data_struct [ i ] [ 0 ] = = ' \0 ' & & ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) ) {
2012-09-03 09:03:25 +00:00
int tot = ( BKE_ptcache_data_size ( i ) * pm - > totpoint ) / sizeof ( int ) ; /* data_size returns bytes */
2012-05-17 12:59:34 +00:00
int * poin = pm - > data [ i ] ;
2010-12-01 15:58:45 +00:00
2012-09-03 09:03:25 +00:00
BLI_endian_switch_int32_array ( poin , tot ) ;
2010-12-01 15:58:45 +00:00
}
New point cache file format:
- HEADER (beginning of each file)
* general header:
+ 8 char: "BPHYSICS"
+ 1 int: simulation type (same as PTCacheID->type)
* custom header (same for sb, particles and cloth, but can be different for new dynamics)
+ 1 int: totpoint (number of points)
+ 1 int: data_types (bit flags for what the stored data is)
- DATA (directly after header)
*totpoint times the data as specified in data_types flags
- simulation type
soft body = 0, particles = 1, cloth = 2
- data types (more can be added easily when needed)
data flag contains
----------------------------------------
index (1<<0) 1 int (index of current point)
location (1<<1) 3 float
velocity (1<<2) 3 float
rotation (1<<3) 4 float (quaternion)
avelocity (1<<4) 3 float (used for particles)
xconst (1<<4) 3 float (used for cloth)
size (1<<5) 1 float
times (1<<6) 3 float (birth, die & lifetime of particle)
boids (1<<7) 1 BoidData
Notes:
- Every frame is not nescessary since data is interpolated for the inbetween frames.
- For now every point is needed for every cached frame, the "index" data type is reserved for future usage.
- For loading external particle caches only "location" data is necessary, other needed values are determined from the given data.
- Non-dynamic data should be written into an info file if external usage is desired.
* Info file is named as normal cache files, but with frame number 0;
* "Non-dynamic" means data such as particle times.
* Written automatically when baking to disk so basically a library of particle simulations should be possible.
- Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend.
- External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui.
Other changes:
- Multiple point caches per dynamics system.
* In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used.
* Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present.
- Generalization of point cache baking etc operator & rna code.
- Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
}
2011-01-09 19:09:41 +00:00
link_list ( fd , & pm - > extradata ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
for ( extra = pm - > extradata . first ; extra ; extra = extra - > next )
2011-01-09 19:09:41 +00:00
extra - > data = newdataadr ( fd , extra - > data ) ;
New point cache file format:
- HEADER (beginning of each file)
* general header:
+ 8 char: "BPHYSICS"
+ 1 int: simulation type (same as PTCacheID->type)
* custom header (same for sb, particles and cloth, but can be different for new dynamics)
+ 1 int: totpoint (number of points)
+ 1 int: data_types (bit flags for what the stored data is)
- DATA (directly after header)
*totpoint times the data as specified in data_types flags
- simulation type
soft body = 0, particles = 1, cloth = 2
- data types (more can be added easily when needed)
data flag contains
----------------------------------------
index (1<<0) 1 int (index of current point)
location (1<<1) 3 float
velocity (1<<2) 3 float
rotation (1<<3) 4 float (quaternion)
avelocity (1<<4) 3 float (used for particles)
xconst (1<<4) 3 float (used for cloth)
size (1<<5) 1 float
times (1<<6) 3 float (birth, die & lifetime of particle)
boids (1<<7) 1 BoidData
Notes:
- Every frame is not nescessary since data is interpolated for the inbetween frames.
- For now every point is needed for every cached frame, the "index" data type is reserved for future usage.
- For loading external particle caches only "location" data is necessary, other needed values are determined from the given data.
- Non-dynamic data should be written into an info file if external usage is desired.
* Info file is named as normal cache files, but with frame number 0;
* "Non-dynamic" means data such as particle times.
* Written automatically when baking to disk so basically a library of particle simulations should be possible.
- Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend.
- External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui.
Other changes:
- Multiple point caches per dynamics system.
* In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used.
* Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present.
- Generalization of point cache baking etc operator & rna code.
- Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
}
2009-06-21 10:16:52 +00:00
}
2009-07-12 23:38:47 +00:00
else
cache - > mem_cache . first = cache - > mem_cache . last = NULL ;
2012-05-17 12:59:34 +00:00
2009-09-16 17:43:09 +00:00
cache - > flag & = ~ PTCACHE_SIMULATION_VALID ;
2012-05-17 12:59:34 +00:00
cache - > simframe = 0 ;
cache - > edit = NULL ;
cache - > free_edit = NULL ;
cache - > cached_frames = NULL ;
Point Cache Refactoring
=======================
Caching and Baking:
- The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates.
- There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles.
- The cloth autoprotect feature was removed.
- The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries.
- The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions.
- PointCache struct was added to DNA and is automatically allocated for each physics type.
- Soft body now supports Bake Editing just like cloth.
- Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now.
Library Linking:
- Added some more warnings to prevent editing settings on library linked objects.
- Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked.
- Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh).
Physics UI:
- Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth.
- Tweaked field panel buttons to not jump around when changing options.
- Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable.
- I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers.
- Fixed modifier error drawing glitch.
Particles:
- Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() ..
- Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading.
- Make particle threads work with autothreads.
Continue Physics:
- The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache.
- This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics.
Todo:
- Point cache can get out of sync with and undo and changing a file without saving it.
- Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion.
- Menu item and/or buttons for Ctrl+B.
- A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested.
- The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
}
2010-11-30 21:31:18 +00:00
static void direct_link_pointcache_list ( FileData * fd , ListBase * ptcaches , PointCache * * ocache , int force_disk )
New point cache file format:
- HEADER (beginning of each file)
* general header:
+ 8 char: "BPHYSICS"
+ 1 int: simulation type (same as PTCacheID->type)
* custom header (same for sb, particles and cloth, but can be different for new dynamics)
+ 1 int: totpoint (number of points)
+ 1 int: data_types (bit flags for what the stored data is)
- DATA (directly after header)
*totpoint times the data as specified in data_types flags
- simulation type
soft body = 0, particles = 1, cloth = 2
- data types (more can be added easily when needed)
data flag contains
----------------------------------------
index (1<<0) 1 int (index of current point)
location (1<<1) 3 float
velocity (1<<2) 3 float
rotation (1<<3) 4 float (quaternion)
avelocity (1<<4) 3 float (used for particles)
xconst (1<<4) 3 float (used for cloth)
size (1<<5) 1 float
times (1<<6) 3 float (birth, die & lifetime of particle)
boids (1<<7) 1 BoidData
Notes:
- Every frame is not nescessary since data is interpolated for the inbetween frames.
- For now every point is needed for every cached frame, the "index" data type is reserved for future usage.
- For loading external particle caches only "location" data is necessary, other needed values are determined from the given data.
- Non-dynamic data should be written into an info file if external usage is desired.
* Info file is named as normal cache files, but with frame number 0;
* "Non-dynamic" means data such as particle times.
* Written automatically when baking to disk so basically a library of particle simulations should be possible.
- Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend.
- External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui.
Other changes:
- Multiple point caches per dynamics system.
* In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used.
* Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present.
- Generalization of point cache baking etc operator & rna code.
- Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
{
2012-03-24 06:18:31 +00:00
if ( ptcaches - > first ) {
2011-02-12 09:09:52 +00:00
PointCache * cache = NULL ;
New point cache file format:
- HEADER (beginning of each file)
* general header:
+ 8 char: "BPHYSICS"
+ 1 int: simulation type (same as PTCacheID->type)
* custom header (same for sb, particles and cloth, but can be different for new dynamics)
+ 1 int: totpoint (number of points)
+ 1 int: data_types (bit flags for what the stored data is)
- DATA (directly after header)
*totpoint times the data as specified in data_types flags
- simulation type
soft body = 0, particles = 1, cloth = 2
- data types (more can be added easily when needed)
data flag contains
----------------------------------------
index (1<<0) 1 int (index of current point)
location (1<<1) 3 float
velocity (1<<2) 3 float
rotation (1<<3) 4 float (quaternion)
avelocity (1<<4) 3 float (used for particles)
xconst (1<<4) 3 float (used for cloth)
size (1<<5) 1 float
times (1<<6) 3 float (birth, die & lifetime of particle)
boids (1<<7) 1 BoidData
Notes:
- Every frame is not nescessary since data is interpolated for the inbetween frames.
- For now every point is needed for every cached frame, the "index" data type is reserved for future usage.
- For loading external particle caches only "location" data is necessary, other needed values are determined from the given data.
- Non-dynamic data should be written into an info file if external usage is desired.
* Info file is named as normal cache files, but with frame number 0;
* "Non-dynamic" means data such as particle times.
* Written automatically when baking to disk so basically a library of particle simulations should be possible.
- Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend.
- External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui.
Other changes:
- Multiple point caches per dynamics system.
* In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used.
* Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present.
- Generalization of point cache baking etc operator & rna code.
- Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
link_list ( fd , ptcaches ) ;
2012-03-24 06:18:31 +00:00
for ( cache = ptcaches - > first ; cache ; cache = cache - > next ) {
New point cache file format:
- HEADER (beginning of each file)
* general header:
+ 8 char: "BPHYSICS"
+ 1 int: simulation type (same as PTCacheID->type)
* custom header (same for sb, particles and cloth, but can be different for new dynamics)
+ 1 int: totpoint (number of points)
+ 1 int: data_types (bit flags for what the stored data is)
- DATA (directly after header)
*totpoint times the data as specified in data_types flags
- simulation type
soft body = 0, particles = 1, cloth = 2
- data types (more can be added easily when needed)
data flag contains
----------------------------------------
index (1<<0) 1 int (index of current point)
location (1<<1) 3 float
velocity (1<<2) 3 float
rotation (1<<3) 4 float (quaternion)
avelocity (1<<4) 3 float (used for particles)
xconst (1<<4) 3 float (used for cloth)
size (1<<5) 1 float
times (1<<6) 3 float (birth, die & lifetime of particle)
boids (1<<7) 1 BoidData
Notes:
- Every frame is not nescessary since data is interpolated for the inbetween frames.
- For now every point is needed for every cached frame, the "index" data type is reserved for future usage.
- For loading external particle caches only "location" data is necessary, other needed values are determined from the given data.
- Non-dynamic data should be written into an info file if external usage is desired.
* Info file is named as normal cache files, but with frame number 0;
* "Non-dynamic" means data such as particle times.
* Written automatically when baking to disk so basically a library of particle simulations should be possible.
- Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend.
- External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui.
Other changes:
- Multiple point caches per dynamics system.
* In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used.
* Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present.
- Generalization of point cache baking etc operator & rna code.
- Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
direct_link_pointcache ( fd , cache ) ;
2012-03-24 06:18:31 +00:00
if ( force_disk ) {
2010-11-30 21:31:18 +00:00
cache - > flag | = PTCACHE_DISK_CACHE ;
cache - > step = 1 ;
}
}
2012-05-17 12:59:34 +00:00
New point cache file format:
- HEADER (beginning of each file)
* general header:
+ 8 char: "BPHYSICS"
+ 1 int: simulation type (same as PTCacheID->type)
* custom header (same for sb, particles and cloth, but can be different for new dynamics)
+ 1 int: totpoint (number of points)
+ 1 int: data_types (bit flags for what the stored data is)
- DATA (directly after header)
*totpoint times the data as specified in data_types flags
- simulation type
soft body = 0, particles = 1, cloth = 2
- data types (more can be added easily when needed)
data flag contains
----------------------------------------
index (1<<0) 1 int (index of current point)
location (1<<1) 3 float
velocity (1<<2) 3 float
rotation (1<<3) 4 float (quaternion)
avelocity (1<<4) 3 float (used for particles)
xconst (1<<4) 3 float (used for cloth)
size (1<<5) 1 float
times (1<<6) 3 float (birth, die & lifetime of particle)
boids (1<<7) 1 BoidData
Notes:
- Every frame is not nescessary since data is interpolated for the inbetween frames.
- For now every point is needed for every cached frame, the "index" data type is reserved for future usage.
- For loading external particle caches only "location" data is necessary, other needed values are determined from the given data.
- Non-dynamic data should be written into an info file if external usage is desired.
* Info file is named as normal cache files, but with frame number 0;
* "Non-dynamic" means data such as particle times.
* Written automatically when baking to disk so basically a library of particle simulations should be possible.
- Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend.
- External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui.
Other changes:
- Multiple point caches per dynamics system.
* In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used.
* Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present.
- Generalization of point cache baking etc operator & rna code.
- Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
* ocache = newdataadr ( fd , * ocache ) ;
}
2012-03-24 06:18:31 +00:00
else if ( * ocache ) {
2009-08-12 17:39:11 +00:00
/* old "single" caches need to be linked too */
New point cache file format:
- HEADER (beginning of each file)
* general header:
+ 8 char: "BPHYSICS"
+ 1 int: simulation type (same as PTCacheID->type)
* custom header (same for sb, particles and cloth, but can be different for new dynamics)
+ 1 int: totpoint (number of points)
+ 1 int: data_types (bit flags for what the stored data is)
- DATA (directly after header)
*totpoint times the data as specified in data_types flags
- simulation type
soft body = 0, particles = 1, cloth = 2
- data types (more can be added easily when needed)
data flag contains
----------------------------------------
index (1<<0) 1 int (index of current point)
location (1<<1) 3 float
velocity (1<<2) 3 float
rotation (1<<3) 4 float (quaternion)
avelocity (1<<4) 3 float (used for particles)
xconst (1<<4) 3 float (used for cloth)
size (1<<5) 1 float
times (1<<6) 3 float (birth, die & lifetime of particle)
boids (1<<7) 1 BoidData
Notes:
- Every frame is not nescessary since data is interpolated for the inbetween frames.
- For now every point is needed for every cached frame, the "index" data type is reserved for future usage.
- For loading external particle caches only "location" data is necessary, other needed values are determined from the given data.
- Non-dynamic data should be written into an info file if external usage is desired.
* Info file is named as normal cache files, but with frame number 0;
* "Non-dynamic" means data such as particle times.
* Written automatically when baking to disk so basically a library of particle simulations should be possible.
- Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend.
- External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui.
Other changes:
- Multiple point caches per dynamics system.
* In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used.
* Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present.
- Generalization of point cache baking etc operator & rna code.
- Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
* ocache = newdataadr ( fd , * ocache ) ;
direct_link_pointcache ( fd , * ocache ) ;
2012-03-24 06:18:31 +00:00
if ( force_disk ) {
2010-11-30 21:31:18 +00:00
( * ocache ) - > flag | = PTCACHE_DISK_CACHE ;
2011-02-12 09:09:52 +00:00
( * ocache ) - > step = 1 ;
2010-11-30 21:31:18 +00:00
}
2012-05-17 12:59:34 +00:00
2009-08-12 17:39:11 +00:00
ptcaches - > first = ptcaches - > last = * ocache ;
New point cache file format:
- HEADER (beginning of each file)
* general header:
+ 8 char: "BPHYSICS"
+ 1 int: simulation type (same as PTCacheID->type)
* custom header (same for sb, particles and cloth, but can be different for new dynamics)
+ 1 int: totpoint (number of points)
+ 1 int: data_types (bit flags for what the stored data is)
- DATA (directly after header)
*totpoint times the data as specified in data_types flags
- simulation type
soft body = 0, particles = 1, cloth = 2
- data types (more can be added easily when needed)
data flag contains
----------------------------------------
index (1<<0) 1 int (index of current point)
location (1<<1) 3 float
velocity (1<<2) 3 float
rotation (1<<3) 4 float (quaternion)
avelocity (1<<4) 3 float (used for particles)
xconst (1<<4) 3 float (used for cloth)
size (1<<5) 1 float
times (1<<6) 3 float (birth, die & lifetime of particle)
boids (1<<7) 1 BoidData
Notes:
- Every frame is not nescessary since data is interpolated for the inbetween frames.
- For now every point is needed for every cached frame, the "index" data type is reserved for future usage.
- For loading external particle caches only "location" data is necessary, other needed values are determined from the given data.
- Non-dynamic data should be written into an info file if external usage is desired.
* Info file is named as normal cache files, but with frame number 0;
* "Non-dynamic" means data such as particle times.
* Written automatically when baking to disk so basically a library of particle simulations should be possible.
- Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend.
- External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui.
Other changes:
- Multiple point caches per dynamics system.
* In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used.
* Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present.
- Generalization of point cache baking etc operator & rna code.
- Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
}
}
2011-02-13 10:52:18 +00:00
static void lib_link_partdeflect ( FileData * fd , ID * id , PartDeflect * pd )
2009-12-18 13:08:11 +00:00
{
2012-03-24 06:18:31 +00:00
if ( pd & & pd - > tex )
2012-05-17 12:59:34 +00:00
pd - > tex = newlibadr_us ( fd , id - > lib , pd - > tex ) ;
2012-10-10 13:18:07 +00:00
if ( pd & & pd - > f_source )
pd - > f_source = newlibadr_us ( fd , id - > lib , pd - > f_source ) ;
2009-12-18 13:08:11 +00:00
}
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
static void lib_link_particlesettings ( FileData * fd , Main * main )
{
ParticleSettings * part ;
2009-10-22 23:22:05 +00:00
ParticleDupliWeight * dw ;
2011-02-12 14:38:34 +00:00
MTex * mtex ;
int a ;
2012-05-21 06:33:32 +00:00
for ( part = main - > particle . first ; part ; part = part - > id . next ) {
2012-08-01 15:32:27 +00:00
if ( part - > id . flag & LIB_NEED_LINK ) {
2009-06-24 02:11:36 +00:00
if ( part - > adt ) lib_link_animdata ( fd , & part - > id , part - > adt ) ;
2012-09-26 20:05:38 +00:00
part - > ipo = newlibadr_us ( fd , part - > id . lib , part - > ipo ) ; // XXX deprecated - old animation system
2009-06-24 02:11:36 +00:00
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
part - > dup_ob = newlibadr ( fd , part - > id . lib , part - > dup_ob ) ;
part - > dup_group = newlibadr ( fd , part - > id . lib , part - > dup_group ) ;
part - > eff_group = newlibadr ( fd , part - > id . lib , part - > eff_group ) ;
part - > bb_ob = newlibadr ( fd , part - > id . lib , part - > bb_ob ) ;
2012-05-17 12:59:34 +00:00
2009-12-18 13:08:11 +00:00
lib_link_partdeflect ( fd , & part - > id , part - > pd ) ;
lib_link_partdeflect ( fd , & part - > id , part - > pd2 ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( part - > effector_weights )
2009-10-22 23:22:05 +00:00
part - > effector_weights - > group = newlibadr ( fd , part - > id . lib , part - > effector_weights - > group ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( part - > dupliweights . first & & part - > dup_group ) {
2011-07-15 13:32:02 +00:00
int index_ok = 0 ;
/* check for old files without indices (all indexes 0) */
2012-03-24 06:18:31 +00:00
if ( part - > dupliweights . first = = part - > dupliweights . last ) {
2011-07-15 13:32:02 +00:00
/* special case for only one object in the group */
index_ok = 1 ;
}
2012-10-21 05:46:41 +00:00
else {
2012-10-26 05:22:24 +00:00
for ( dw = part - > dupliweights . first ; dw ; dw = dw - > next ) {
2012-03-24 06:18:31 +00:00
if ( dw - > index > 0 ) {
2011-07-15 13:32:02 +00:00
index_ok = 1 ;
break ;
}
}
}
2012-10-26 05:22:24 +00:00
2012-03-24 06:18:31 +00:00
if ( index_ok ) {
2011-07-15 13:32:02 +00:00
/* if we have indexes, let's use them */
2012-10-26 05:22:24 +00:00
for ( dw = part - > dupliweights . first ; dw ; dw = dw - > next ) {
2011-07-15 13:32:02 +00:00
GroupObject * go = ( GroupObject * ) BLI_findlink ( & part - > dup_group - > gobject , dw - > index ) ;
2012-10-26 05:33:06 +00:00
dw - > ob = go ? newlibadr ( fd , part - > id . lib , dw - > ob ) : NULL ;
2011-07-15 13:32:02 +00:00
}
}
else {
/* otherwise try to get objects from own library (won't work on library linked groups) */
2012-10-26 05:22:24 +00:00
for ( dw = part - > dupliweights . first ; dw ; dw = dw - > next ) {
2011-07-15 13:32:02 +00:00
dw - > ob = newlibadr ( fd , part - > id . lib , dw - > ob ) ;
2012-10-26 05:22:24 +00:00
}
2011-07-15 13:32:02 +00:00
}
}
2011-07-31 16:26:02 +00:00
else {
part - > dupliweights . first = part - > dupliweights . last = NULL ;
}
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( part - > boids ) {
2009-07-20 23:52:53 +00:00
BoidState * state = part - > boids - > states . first ;
BoidRule * rule ;
2012-03-24 06:18:31 +00:00
for ( ; state ; state = state - > next ) {
2009-07-20 23:52:53 +00:00
rule = state - > rules . first ;
2012-03-24 06:18:31 +00:00
for ( ; rule ; rule = rule - > next )
2012-04-28 06:31:57 +00:00
switch ( rule - > type ) {
2009-07-20 23:52:53 +00:00
case eBoidRuleType_Goal :
case eBoidRuleType_Avoid :
{
BoidRuleGoalAvoid * brga = ( BoidRuleGoalAvoid * ) rule ;
brga - > ob = newlibadr ( fd , part - > id . lib , brga - > ob ) ;
break ;
}
case eBoidRuleType_FollowLeader :
{
BoidRuleFollowLeader * brfl = ( BoidRuleFollowLeader * ) rule ;
brfl - > ob = newlibadr ( fd , part - > id . lib , brfl - > ob ) ;
break ;
}
}
}
}
2011-02-12 14:38:34 +00:00
2012-05-17 12:59:34 +00:00
for ( a = 0 ; a < MAX_MTEX ; a + + ) {
2011-02-12 14:38:34 +00:00
mtex = part - > mtex [ a ] ;
2012-03-24 06:18:31 +00:00
if ( mtex ) {
2011-02-12 14:38:34 +00:00
mtex - > tex = newlibadr_us ( fd , part - > id . lib , mtex - > tex ) ;
mtex - > object = newlibadr ( fd , part - > id . lib , mtex - > object ) ;
}
}
2012-05-17 12:59:34 +00:00
2012-08-01 15:32:27 +00:00
part - > id . flag - = LIB_NEED_LINK ;
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
}
}
}
2009-12-18 13:08:11 +00:00
static void direct_link_partdeflect ( PartDeflect * pd )
{
2012-05-17 12:59:34 +00:00
if ( pd ) pd - > rng = NULL ;
2009-12-18 13:08:11 +00:00
}
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
static void direct_link_particlesettings ( FileData * fd , ParticleSettings * part )
{
2011-02-12 14:38:34 +00:00
int a ;
2012-05-21 06:33:32 +00:00
2012-05-17 12:59:34 +00:00
part - > adt = newdataadr ( fd , part - > adt ) ;
part - > pd = newdataadr ( fd , part - > pd ) ;
part - > pd2 = newdataadr ( fd , part - > pd2 ) ;
2009-07-20 23:52:53 +00:00
2010-03-14 20:18:15 +00:00
direct_link_animdata ( fd , part - > adt ) ;
2009-12-18 13:08:11 +00:00
direct_link_partdeflect ( part - > pd ) ;
direct_link_partdeflect ( part - > pd2 ) ;
2009-12-14 19:17:27 +00:00
part - > effector_weights = newdataadr ( fd , part - > effector_weights ) ;
2012-03-24 06:18:31 +00:00
if ( ! part - > effector_weights )
2009-10-22 23:22:05 +00:00
part - > effector_weights = BKE_add_effector_weights ( part - > eff_group ) ;
link_list ( fd , & part - > dupliweights ) ;
2012-05-17 12:59:34 +00:00
part - > boids = newdataadr ( fd , part - > boids ) ;
part - > fluid = newdataadr ( fd , part - > fluid ) ;
2009-07-20 23:52:53 +00:00
2012-03-24 06:18:31 +00:00
if ( part - > boids ) {
2009-07-20 23:52:53 +00:00
BoidState * state ;
link_list ( fd , & part - > boids - > states ) ;
2012-03-24 06:18:31 +00:00
for ( state = part - > boids - > states . first ; state ; state = state - > next ) {
2009-07-20 23:52:53 +00:00
link_list ( fd , & state - > rules ) ;
link_list ( fd , & state - > conditions ) ;
link_list ( fd , & state - > actions ) ;
}
}
2012-05-17 12:59:34 +00:00
for ( a = 0 ; a < MAX_MTEX ; a + + ) {
part - > mtex [ a ] = newdataadr ( fd , part - > mtex [ a ] ) ;
2011-02-12 14:38:34 +00:00
}
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
}
2008-09-16 18:40:54 +00:00
static void lib_link_particlesystems ( FileData * fd , Object * ob , ID * id , ListBase * particles )
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
{
2008-09-16 16:20:51 +00:00
ParticleSystem * psys , * psysnext ;
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
2012-03-24 06:18:31 +00:00
for ( psys = particles - > first ; psys ; psys = psysnext ) {
2012-05-17 12:59:34 +00:00
psysnext = psys - > next ;
2008-09-16 16:20:51 +00:00
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
psys - > part = newlibadr_us ( fd , id - > lib , psys - > part ) ;
2012-03-24 06:18:31 +00:00
if ( psys - > part ) {
2009-07-20 23:52:53 +00:00
ParticleTarget * pt = psys - > targets . first ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
for ( ; pt ; pt = pt - > next )
2009-07-20 23:52:53 +00:00
pt - > ob = newlibadr ( fd , id - > lib , pt - > ob ) ;
2012-05-17 12:59:34 +00:00
psys - > parent = newlibadr_us ( fd , id - > lib , psys - > parent ) ;
2008-09-16 16:20:51 +00:00
psys - > target_ob = newlibadr ( fd , id - > lib , psys - > target_ob ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( psys - > clmd ) {
2010-02-04 16:54:25 +00:00
/* XXX - from reading existing code this seems correct but intended usage of
* pointcache should / w cloth should be added in ' ParticleSystem ' - campbell */
2012-05-17 12:59:34 +00:00
psys - > clmd - > point_cache = psys - > pointcache ;
psys - > clmd - > ptcaches . first = psys - > clmd - > ptcaches . last = NULL ;
psys - > clmd - > coll_parms - > group = newlibadr ( fd , id - > lib , psys - > clmd - > coll_parms - > group ) ;
2010-02-04 16:54:25 +00:00
}
2008-09-16 16:20:51 +00:00
}
else {
2008-09-16 18:40:54 +00:00
/* particle modifier must be removed before particle system */
2012-05-17 12:59:34 +00:00
ParticleSystemModifierData * psmd = psys_get_modifier ( ob , psys ) ;
2008-09-16 18:40:54 +00:00
BLI_remlink ( & ob - > modifiers , psmd ) ;
modifier_free ( ( ModifierData * ) psmd ) ;
2012-05-17 12:59:34 +00:00
2008-09-16 16:20:51 +00:00
BLI_remlink ( particles , psys ) ;
MEM_freeN ( psys ) ;
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
}
}
}
static void direct_link_particlesystems ( FileData * fd , ListBase * particles )
{
ParticleSystem * psys ;
2009-07-20 23:52:53 +00:00
ParticleData * pa ;
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
int a ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
for ( psys = particles - > first ; psys ; psys = psys - > next ) {
2012-04-29 15:47:02 +00:00
psys - > particles = newdataadr ( fd , psys - > particles ) ;
2009-07-20 23:52:53 +00:00
2012-03-24 06:18:31 +00:00
if ( psys - > particles & & psys - > particles - > hair ) {
2012-04-29 15:47:02 +00:00
for ( a = 0 , pa = psys - > particles ; a < psys - > totpart ; a + + , pa + + )
pa - > hair = newdataadr ( fd , pa - > hair ) ;
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
}
2009-07-20 23:52:53 +00:00
2012-03-24 06:18:31 +00:00
if ( psys - > particles & & psys - > particles - > keys ) {
2012-04-29 15:47:02 +00:00
for ( a = 0 , pa = psys - > particles ; a < psys - > totpart ; a + + , pa + + ) {
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
pa - > keys = NULL ;
pa - > totkey = 0 ;
}
2012-05-17 12:59:34 +00:00
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
psys - > flag & = ~ PSYS_KEYED ;
2008-01-17 00:28:14 +00:00
}
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( psys - > particles & & psys - > particles - > boid ) {
2009-07-20 23:52:53 +00:00
pa = psys - > particles ;
pa - > boid = newdataadr ( fd , pa - > boid ) ;
2012-04-29 15:47:02 +00:00
for ( a = 1 , pa + + ; a < psys - > totpart ; a + + , pa + + )
2009-07-20 23:52:53 +00:00
pa - > boid = ( pa - 1 ) - > boid + 1 ;
}
2012-03-24 06:18:31 +00:00
else if ( psys - > particles ) {
2012-04-29 15:47:02 +00:00
for ( a = 0 , pa = psys - > particles ; a < psys - > totpart ; a + + , pa + + )
2009-07-20 23:52:53 +00:00
pa - > boid = NULL ;
}
2012-05-17 12:59:34 +00:00
2011-01-09 19:09:41 +00:00
psys - > fluid_springs = newdataadr ( fd , psys - > fluid_springs ) ;
2012-05-17 12:59:34 +00:00
2012-04-29 15:47:02 +00:00
psys - > child = newdataadr ( fd , psys - > child ) ;
2009-10-22 23:22:05 +00:00
psys - > effectors = NULL ;
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2009-07-20 23:52:53 +00:00
link_list ( fd , & psys - > targets ) ;
2012-05-17 12:59:34 +00:00
2009-09-16 17:43:09 +00:00
psys - > edit = NULL ;
2009-02-25 19:29:58 +00:00
psys - > free_edit = NULL ;
2009-10-22 23:22:05 +00:00
psys - > pathcache = NULL ;
psys - > childcache = NULL ;
psys - > pathcachebufs . first = psys - > pathcachebufs . last = NULL ;
psys - > childcachebufs . first = psys - > childcachebufs . last = NULL ;
psys - > frand = NULL ;
psys - > pdd = NULL ;
2010-10-19 17:45:19 +00:00
psys - > renderdata = NULL ;
2010-06-09 02:42:20 +00:00
2010-11-30 21:31:18 +00:00
direct_link_pointcache_list ( fd , & psys - > ptcaches , & psys - > pointcache , 0 ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( psys - > clmd ) {
2009-09-16 17:43:09 +00:00
psys - > clmd = newdataadr ( fd , psys - > clmd ) ;
psys - > clmd - > clothObject = NULL ;
psys - > clmd - > sim_parms = newdataadr ( fd , psys - > clmd - > sim_parms ) ;
psys - > clmd - > coll_parms = newdataadr ( fd , psys - > clmd - > coll_parms ) ;
2012-03-24 06:18:31 +00:00
if ( psys - > clmd - > sim_parms ) {
2012-10-07 10:01:54 +00:00
psys - > clmd - > sim_parms - > effector_weights = NULL ;
2012-03-24 06:18:31 +00:00
if ( psys - > clmd - > sim_parms - > presets > 10 )
2009-09-16 17:43:09 +00:00
psys - > clmd - > sim_parms - > presets = 0 ;
}
2012-05-17 12:59:34 +00:00
2009-09-16 17:43:09 +00:00
psys - > hair_in_dm = psys - > hair_out_dm = NULL ;
2012-05-17 12:59:34 +00:00
2009-09-16 17:43:09 +00:00
psys - > clmd - > point_cache = psys - > pointcache ;
}
2012-05-17 12:59:34 +00:00
2009-07-20 23:52:53 +00:00
psys - > tree = NULL ;
Completely refactored sph fluid particles. Only the very core of the algorithm remains
the same, but big changes have happened both on the outside and on the inside.
New UI:
* The old parameters were quite true to the underlying algorithm, but were quite obscure
from a users point of view. Now there are only a few intuitive basic parameters that
define the basic fluid behavior.
** By default particle size is now used to determine the interaction radius, rest
density and spring rest lengths so that it's easy to get stable simulations by simply
emitting particles for a few frames and adjusting the particle size (easy when the
particle size is drawn) so that the fluid appears continuous (particles are touching
eachother).
** Stiffness - in reality most fluids are very incompressible, but this is a very hard
problem to solve with particle based fluid simulation so some compromises have to be
made. So the bigger the stiffness parameter is the less the fluid will compress under
stress, but the more substeps are needed for stable simulation.
** Viscosity - how much internal friction there is in the fluid. Large viscosities also
smooth out instabilities, so less viscous fluids again need more substeps to remain
stable.
** Buoancy - with high buoancy low pressure areas inside the fluid start to rise against
gravity, and high pressure areas start to come down.
* In addition to these basic parameters there are separate advanced parameters that can
either be tweaked relative to the basic parameters (or particle size) or defined
independently.
** Repulsion - the stiffness parameter tries to keep the fluid density constant, but this
can lead to small clumps of particles, so the repulsion keeps the particles better
separated.
** Stiff viscosity - the normal viscosity only applies when particles are moving closer to
eachother to allow free flowing fluids. Stiff viscosity also applies smoothing to
particles that are moving away from eachother.
** Interaction radius - by default this is 4 * particle size.
** Rest density - by default this is a density that the particles have when they're packed
densely next to eachother.
** Spring rest length - by default this is 2 * particle size.
* There are also new options for 3d view particle coloring in the display panel to show
particle velocity and acceleration. These make it easier to see what's happening in the
fluid simulations, but can of course be used with other particles as well.
* Viscoelastic springs have some new options too. The plasticity can now be set to much
higher values for instant deletion of springs as the elastic limit is exeeded. In addition
to that there is an option to only create springs for a certain number of frames when a
particle is born. These options give new possibilities for breaking viscoelastic fluids.
New in the code:
* Most of the fluids code is now thread safe, so when particle dynamics go threaded there
will be a nice speed boost to fluids as well.
* Fluids now use a bvh-tree instead of a kd-tree for the neighbor lookups. The bvh-tree
implementation makes the code quite a bit cleaner and should also give a slight speed
boost to the simulation too.
* Previously only force fields were calculated with the different integration methods, but
now the fluid calculations are also done using the selected integration method, so there
are again more choices in effecting simulation accuracy and stability. This change also
included a nice cleanup of the whole particle integration code.
As the internals are pretty stirred up old particle fluid simulations will probably not
work correctly straight away, but with some tweaking the same level of control is still
available by not using the "relative versions" of the advanced parameters (by default these
are not used when loading old files).
2011-03-12 12:38:11 +00:00
psys - > bvhtree = NULL ;
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
}
return ;
2002-10-12 11:37:38 +00:00
}
/* ************ READ MESH ***************** */
2006-11-21 16:54:00 +00:00
static void lib_link_mtface ( FileData * fd , Mesh * me , MTFace * mtface , int totface )
{
MTFace * tf = mtface ;
int i ;
2012-05-17 12:59:34 +00:00
2011-10-23 17:52:20 +00:00
/* Add pseudo-references (not fake users!) to images used by texface. A
2011-11-11 13:09:14 +00:00
* little bogus ; it would be better if each mesh consistently added one ref
* to each image it used . - z0r */
2012-05-17 12:59:34 +00:00
for ( i = 0 ; i < totface ; i + + , tf + + ) {
2006-11-21 16:54:00 +00:00
tf - > tpage = newlibadr ( fd , me - > id . lib , tf - > tpage ) ;
2012-03-24 06:18:31 +00:00
if ( tf - > tpage & & tf - > tpage - > id . us = = 0 )
2006-11-21 16:54:00 +00:00
tf - > tpage - > id . us = 1 ;
}
}
2007-04-02 00:52:38 +00:00
static void lib_link_customdata_mtface ( FileData * fd , Mesh * me , CustomData * fdata , int totface )
{
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int i ;
2012-05-17 12:59:34 +00:00
for ( i = 0 ; i < fdata - > totlayer ; i + + ) {
2007-04-02 00:52:38 +00:00
CustomDataLayer * layer = & fdata - > layers [ i ] ;
2012-03-24 06:18:31 +00:00
if ( layer - > type = = CD_MTFACE )
2007-04-02 00:52:38 +00:00
lib_link_mtface ( fd , me , layer - > data , totface ) ;
}
}
2009-05-26 04:17:47 +00:00
static void lib_link_customdata_mtpoly ( FileData * fd , Mesh * me , CustomData * pdata , int totface )
{
int i ;
2012-05-21 06:33:32 +00:00
for ( i = 0 ; i < pdata - > totlayer ; i + + ) {
2009-05-26 04:17:47 +00:00
CustomDataLayer * layer = & pdata - > layers [ i ] ;
2012-03-24 06:18:31 +00:00
if ( layer - > type = = CD_MTEXPOLY ) {
2009-05-26 04:17:47 +00:00
MTexPoly * tf = layer - > data ;
2012-10-20 08:02:18 +00:00
int j ;
2012-05-17 12:59:34 +00:00
2012-10-20 08:02:18 +00:00
for ( j = 0 ; j < totface ; j + + , tf + + ) {
2012-05-17 12:59:34 +00:00
tf - > tpage = newlibadr ( fd , me - > id . lib , tf - > tpage ) ;
2012-10-20 08:02:18 +00:00
if ( tf - > tpage & & tf - > tpage - > id . us = = 0 ) {
2012-05-17 12:59:34 +00:00
tf - > tpage - > id . us = 1 ;
2012-10-20 08:02:18 +00:00
}
2009-05-26 04:17:47 +00:00
}
}
}
}
2002-10-12 11:37:38 +00:00
static void lib_link_mesh ( FileData * fd , Main * main )
{
Mesh * me ;
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
for ( me = main - > mesh . first ; me ; me = me - > id . next ) {
2012-08-01 15:32:27 +00:00
if ( me - > id . flag & LIB_NEED_LINK ) {
2002-10-12 11:37:38 +00:00
int i ;
2012-05-17 12:59:34 +00:00
2012-04-22 11:54:53 +00:00
/* Link ID Properties -- and copy this comment EXACTLY for easy finding
* of library blocks that implement this . */
2006-11-17 06:14:15 +00:00
if ( me - > id . properties ) IDP_LibLinkProperty ( me - > id . properties , ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) , fd ) ;
2010-02-02 18:24:10 +00:00
if ( me - > adt ) lib_link_animdata ( fd , & me - > id , me - > adt ) ;
2012-05-17 12:59:34 +00:00
2003-12-31 15:27:31 +00:00
/* this check added for python created meshes */
2012-03-24 06:18:31 +00:00
if ( me - > mat ) {
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for ( i = 0 ; i < me - > totcol ; i + + ) {
2012-05-17 12:59:34 +00:00
me - > mat [ i ] = newlibadr_us ( fd , me - > id . lib , me - > mat [ i ] ) ;
2005-12-14 23:00:01 +00:00
}
2003-12-31 15:27:31 +00:00
}
2012-05-17 12:59:34 +00:00
else me - > totcol = 0 ;
2012-05-21 06:33:32 +00:00
me - > ipo = newlibadr_us ( fd , me - > id . lib , me - > ipo ) ; // XXX: deprecated: old anim sys
2012-05-17 12:59:34 +00:00
me - > key = newlibadr_us ( fd , me - > id . lib , me - > key ) ;
me - > texcomesh = newlibadr_us ( fd , me - > id . lib , me - > texcomesh ) ;
2007-04-02 00:52:38 +00:00
lib_link_customdata_mtface ( fd , me , & me - > fdata , me - > totface ) ;
2009-05-26 04:17:47 +00:00
lib_link_customdata_mtpoly ( fd , me , & me - > pdata , me - > totpoly ) ;
2012-03-24 06:18:31 +00:00
if ( me - > mr & & me - > mr - > levels . first )
2007-04-02 00:52:38 +00:00
lib_link_customdata_mtface ( fd , me , & me - > mr - > fdata ,
( ( MultiresLevel * ) me - > mr - > levels . first ) - > totface ) ;
2012-10-03 12:07:29 +00:00
}
}
/* convert texface options to material */
convert_tface_mt ( fd , main ) ;
for ( me = main - > mesh . first ; me ; me = me - > id . next ) {
if ( me - > id . flag & LIB_NEED_LINK ) {
2011-03-31 00:52:12 +00:00
/*check if we need to convert mfaces to mpolys*/
if ( me - > totface & & ! me - > totpoly ) {
2012-04-13 05:39:27 +00:00
/* temporarily switch main so that reading from
2012-04-22 11:54:53 +00:00
* external CustomData works */
2012-04-13 05:39:27 +00:00
Main * gmain = G . main ;
G . main = main ;
2012-06-07 09:11:16 +00:00
BKE_mesh_do_versions_convert_mfaces_to_mpolys ( me ) ;
2012-05-17 12:59:34 +00:00
2012-04-13 05:39:27 +00:00
G . main = gmain ;
2011-03-31 00:52:12 +00:00
}
2012-07-12 15:36:22 +00:00
2011-11-13 15:13:59 +00:00
/*
2012-03-20 22:56:26 +00:00
* Re - tessellate , even if the polys were just created from tessfaces , this
2011-11-13 15:13:59 +00:00
* is important because it :
* - fill the CD_POLYINDEX layer
* - gives consistency of tessface between loading from a file and
* converting an edited BMesh back into a mesh ( i . e . it replaces
* quad tessfaces in a loaded mesh immediately , instead of lazily
* waiting until edit mode has been entered / exited , making it easier
* to recognize problems that would otherwise only show up after edits ) .
*/
2012-02-20 00:18:35 +00:00
# ifdef USE_TESSFACE_DEFAULT
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BKE_mesh_tessface_calc ( me ) ;
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# else
BKE_mesh_tessface_clear ( me ) ;
# endif
2012-07-12 15:36:22 +00:00
2012-08-01 15:32:27 +00:00
me - > id . flag - = LIB_NEED_LINK ;
2002-10-12 11:37:38 +00:00
}
}
}
static void direct_link_dverts ( FileData * fd , int count , MDeformVert * mdverts )
{
2011-04-20 12:06:23 +00:00
int i ;
2012-05-17 12:59:34 +00:00
2011-04-20 12:06:23 +00:00
if ( mdverts = = NULL ) {
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return ;
2011-04-20 12:06:23 +00:00
}
2012-05-17 12:59:34 +00:00
for ( i = count ; i > 0 ; i - - , mdverts + + ) {
2009-09-15 15:32:09 +00:00
/*convert to vgroup allocation system*/
2011-05-11 09:31:00 +00:00
MDeformWeight * dw ;
2012-05-17 12:59:34 +00:00
if ( mdverts - > dw & & ( dw = newdataadr ( fd , mdverts - > dw ) ) ) {
const ssize_t dw_len = mdverts - > totweight * sizeof ( MDeformWeight ) ;
void * dw_tmp = MEM_mallocN ( dw_len , " direct_link_dverts " ) ;
2011-05-11 09:31:00 +00:00
memcpy ( dw_tmp , dw , dw_len ) ;
2012-05-17 12:59:34 +00:00
mdverts - > dw = dw_tmp ;
2011-05-11 09:31:00 +00:00
MEM_freeN ( dw ) ;
}
else {
2012-05-17 12:59:34 +00:00
mdverts - > dw = NULL ;
mdverts - > totweight = 0 ;
2011-05-11 09:31:00 +00:00
}
2002-10-12 11:37:38 +00:00
}
}
2009-11-25 14:27:50 +00:00
static void direct_link_mdisps ( FileData * fd , int count , MDisps * mdisps , int external )
2009-01-06 18:59:03 +00:00
{
2012-03-24 06:18:31 +00:00
if ( mdisps ) {
2009-01-06 18:59:03 +00:00
int i ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
for ( i = 0 ; i < count ; + + i ) {
2009-01-06 18:59:03 +00:00
mdisps [ i ] . disps = newdataadr ( fd , mdisps [ i ] . disps ) ;
2012-03-14 06:31:38 +00:00
mdisps [ i ] . hidden = newdataadr ( fd , mdisps [ i ] . hidden ) ;
2012-05-17 12:59:34 +00:00
2012-03-14 03:10:18 +00:00
if ( mdisps [ i ] . totdisp & & ! mdisps [ i ] . level ) {
/* this calculation is only correct for loop mdisps;
2012-04-22 11:54:53 +00:00
* if loading pre - BMesh face mdisps this will be
* overwritten with the correct value in
* bm_corners_to_loops ( ) */
2012-03-14 03:10:18 +00:00
float gridsize = sqrtf ( mdisps [ i ] . totdisp ) ;
2012-05-05 21:28:12 +00:00
mdisps [ i ] . level = ( int ) ( logf ( gridsize - 1.0f ) / ( float ) M_LN2 ) + 1 ;
2012-03-14 03:10:18 +00:00
}
2012-05-17 12:59:34 +00:00
if ( ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) & & ( mdisps [ i ] . disps ) ) {
2010-10-19 22:17:34 +00:00
/* DNA_struct_switch_endian doesn't do endian swap for (*disps)[] */
/* this does swap for data written at write_mdisps() - readfile.c */
2012-09-03 09:03:25 +00:00
BLI_endian_switch_float_array ( * mdisps [ i ] . disps , mdisps [ i ] . totdisp * 3 ) ;
2010-10-19 22:17:34 +00:00
}
2012-03-24 06:18:31 +00:00
if ( ! external & & ! mdisps [ i ] . disps )
2009-01-06 18:59:03 +00:00
mdisps [ i ] . totdisp = 0 ;
}
2010-10-19 22:17:34 +00:00
}
2009-01-06 18:59:03 +00:00
}
2012-05-10 20:33:24 +00:00
static void direct_link_grid_paint_mask ( FileData * fd , int count , GridPaintMask * grid_paint_mask )
{
2012-05-17 12:59:34 +00:00
if ( grid_paint_mask ) {
2012-05-10 20:33:24 +00:00
int i ;
2012-05-17 12:59:34 +00:00
for ( i = 0 ; i < count ; + + i ) {
2012-05-10 20:33:24 +00:00
GridPaintMask * gpm = & grid_paint_mask [ i ] ;
2012-05-17 12:59:34 +00:00
if ( gpm - > data )
2012-05-10 20:33:24 +00:00
gpm - > data = newdataadr ( fd , gpm - > data ) ;
}
}
}
2009-09-15 15:32:09 +00:00
/*this isn't really a public api function, so prototyped here*/
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
static void direct_link_customdata ( FileData * fd , CustomData * data , int count )
{
2006-12-04 23:27:53 +00:00
int i = 0 ;
2012-05-17 12:59:34 +00:00
data - > layers = newdataadr ( fd , data - > layers ) ;
2012-04-24 10:25:12 +00:00
/* annoying workaround for bug [#31079] loading legacy files with
* no polygons _but_ have stale customdata */
if ( UNLIKELY ( count = = 0 & & data - > layers = = NULL & & data - > totlayer ! = 0 ) ) {
memset ( data , 0 , sizeof ( * data ) ) ;
return ;
}
2012-05-17 12:59:34 +00:00
data - > external = newdataadr ( fd , data - > external ) ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
while ( i < data - > totlayer ) {
CustomDataLayer * layer = & data - > layers [ i ] ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( layer - > flag & CD_FLAG_EXTERNAL )
2009-11-25 14:27:50 +00:00
layer - > flag & = ~ CD_FLAG_IN_MEMORY ;
2012-05-17 12:59:34 +00:00
2007-01-06 20:16:06 +00:00
if ( CustomData_verify_versions ( data , i ) ) {
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
layer - > data = newdataadr ( fd , layer - > data ) ;
2012-03-24 06:18:31 +00:00
if ( layer - > type = = CD_MDISPS )
2009-11-25 14:27:50 +00:00
direct_link_mdisps ( fd , count , layer - > data , layer - > flag & CD_FLAG_EXTERNAL ) ;
2012-05-22 22:03:41 +00:00
else if ( layer - > type = = CD_GRID_PAINT_MASK )
2012-05-10 20:33:24 +00:00
direct_link_grid_paint_mask ( fd , count , layer - > data ) ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
i + + ;
}
}
2012-05-17 12:59:34 +00:00
2011-05-11 02:14:43 +00:00
CustomData_update_typemap ( data ) ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
}
2002-10-12 11:37:38 +00:00
static void direct_link_mesh ( FileData * fd , Mesh * mesh )
{
mesh - > mat = newdataadr ( fd , mesh - > mat ) ;
test_pointer_array ( fd , ( void * * ) & mesh - > mat ) ;
2012-05-17 12:59:34 +00:00
mesh - > mvert = newdataadr ( fd , mesh - > mvert ) ;
mesh - > medge = newdataadr ( fd , mesh - > medge ) ;
mesh - > mface = newdataadr ( fd , mesh - > mface ) ;
mesh - > mloop = newdataadr ( fd , mesh - > mloop ) ;
mesh - > mpoly = newdataadr ( fd , mesh - > mpoly ) ;
mesh - > tface = newdataadr ( fd , mesh - > tface ) ;
mesh - > mtface = newdataadr ( fd , mesh - > mtface ) ;
mesh - > mcol = newdataadr ( fd , mesh - > mcol ) ;
mesh - > dvert = newdataadr ( fd , mesh - > dvert ) ;
mesh - > mloopcol = newdataadr ( fd , mesh - > mloopcol ) ;
mesh - > mloopuv = newdataadr ( fd , mesh - > mloopuv ) ;
mesh - > mtpoly = newdataadr ( fd , mesh - > mtpoly ) ;
2012-04-11 11:52:21 +00:00
mesh - > mselect = newdataadr ( fd , mesh - > mselect ) ;
2012-05-17 12:59:34 +00:00
2010-07-27 06:06:36 +00:00
/* animdata */
2012-05-17 12:59:34 +00:00
mesh - > adt = newdataadr ( fd , mesh - > adt ) ;
2010-02-02 18:24:10 +00:00
direct_link_animdata ( fd , mesh - > adt ) ;
2012-05-17 12:59:34 +00:00
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
/* normally direct_link_dverts should be called in direct_link_customdata,
2012-04-22 11:54:53 +00:00
* but for backwards compat in do_versions to work we do it here */
2011-12-04 19:49:35 +00:00
direct_link_dverts ( fd , mesh - > totvert , mesh - > dvert ) ;
2012-05-17 12:59:34 +00:00
2011-12-04 19:49:35 +00:00
direct_link_customdata ( fd , & mesh - > vdata , mesh - > totvert ) ;
direct_link_customdata ( fd , & mesh - > edata , mesh - > totedge ) ;
direct_link_customdata ( fd , & mesh - > fdata , mesh - > totface ) ;
2009-05-26 04:17:47 +00:00
direct_link_customdata ( fd , & mesh - > ldata , mesh - > totloop ) ;
direct_link_customdata ( fd , & mesh - > pdata , mesh - > totpoly ) ;
2009-07-14 06:13:43 +00:00
2012-05-17 12:59:34 +00:00
mesh - > bb = NULL ;
mesh - > edit_btmesh = NULL ;
2008-12-31 17:11:42 +00:00
2006-11-06 01:08:26 +00:00
/* Multires data */
mesh - > mr = newdataadr ( fd , mesh - > mr ) ;
2012-03-24 06:18:31 +00:00
if ( mesh - > mr ) {
2006-11-06 01:08:26 +00:00
MultiresLevel * lvl ;
2007-01-02 19:23:55 +00:00
2006-11-06 01:08:26 +00:00
link_list ( fd , & mesh - > mr - > levels ) ;
2012-05-17 12:59:34 +00:00
lvl = mesh - > mr - > levels . first ;
2007-01-02 19:23:55 +00:00
2006-12-03 22:15:50 +00:00
direct_link_customdata ( fd , & mesh - > mr - > vdata , lvl - > totvert ) ;
2007-01-02 19:23:55 +00:00
direct_link_dverts ( fd , lvl - > totvert , CustomData_get ( & mesh - > mr - > vdata , 0 , CD_MDEFORMVERT ) ) ;
2007-01-10 06:09:10 +00:00
direct_link_customdata ( fd , & mesh - > mr - > fdata , lvl - > totface ) ;
2007-01-02 19:23:55 +00:00
2012-05-17 12:59:34 +00:00
mesh - > mr - > edge_flags = newdataadr ( fd , mesh - > mr - > edge_flags ) ;
mesh - > mr - > edge_creases = newdataadr ( fd , mesh - > mr - > edge_creases ) ;
2007-06-01 02:21:11 +00:00
mesh - > mr - > verts = newdataadr ( fd , mesh - > mr - > verts ) ;
2011-06-27 03:54:22 +00:00
/* If mesh has the same number of vertices as the
2012-04-22 11:54:53 +00:00
* highest multires level , load the current mesh verts
* into multires and discard the old data . Needed
* because some saved files either do not have a verts
* array , or the verts array contains out - of - date
* data . */
2012-03-24 06:18:31 +00:00
if ( mesh - > totvert = = ( ( MultiresLevel * ) mesh - > mr - > levels . last ) - > totvert ) {
if ( mesh - > mr - > verts )
2011-06-27 03:54:22 +00:00
MEM_freeN ( mesh - > mr - > verts ) ;
mesh - > mr - > verts = MEM_dupallocN ( mesh - > mvert ) ;
}
2007-01-02 19:28:54 +00:00
2012-05-21 06:33:32 +00:00
for ( ; lvl ; lvl = lvl - > next ) {
lvl - > verts = newdataadr ( fd , lvl - > verts ) ;
lvl - > faces = newdataadr ( fd , lvl - > faces ) ;
lvl - > edges = newdataadr ( fd , lvl - > edges ) ;
lvl - > colfaces = newdataadr ( fd , lvl - > colfaces ) ;
2006-11-06 01:08:26 +00:00
}
}
2009-06-08 20:08:19 +00:00
2011-06-27 03:54:22 +00:00
/* if multires is present but has no valid vertex data,
2011-11-11 13:09:14 +00:00
* there ' s no way to recover it ; silently remove multires */
2012-03-24 06:18:31 +00:00
if ( mesh - > mr & & ! mesh - > mr - > verts ) {
2011-06-27 03:54:22 +00:00
multires_free ( mesh - > mr ) ;
mesh - > mr = NULL ;
2006-11-06 01:08:26 +00:00
}
2005-07-26 02:44:59 +00:00
2012-03-24 06:18:31 +00:00
if ( ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) & & mesh - > tface ) {
2012-05-21 06:33:32 +00:00
TFace * tf = mesh - > tface ;
2012-02-17 19:21:47 +00:00
int i ;
2012-05-17 12:59:34 +00:00
2012-09-03 09:03:25 +00:00
for ( i = 0 ; i < mesh - > totface ; i + + , tf + + ) {
BLI_endian_switch_uint32_array ( tf - > col , 4 ) ;
2002-10-12 11:37:38 +00:00
}
}
}
2006-09-03 12:16:14 +00:00
/* ************ READ LATTICE ***************** */
static void lib_link_latt ( FileData * fd , Main * main )
{
Lattice * lt ;
2012-05-21 06:33:32 +00:00
for ( lt = main - > latt . first ; lt ; lt = lt - > id . next ) {
2012-08-01 15:32:27 +00:00
if ( lt - > id . flag & LIB_NEED_LINK ) {
2012-03-24 06:18:31 +00:00
if ( lt - > adt ) lib_link_animdata ( fd , & lt - > id , lt - > adt ) ;
2006-09-03 12:16:14 +00:00
2012-09-26 20:05:38 +00:00
lt - > ipo = newlibadr_us ( fd , lt - > id . lib , lt - > ipo ) ; // XXX deprecated - old animation system
2012-05-17 12:59:34 +00:00
lt - > key = newlibadr_us ( fd , lt - > id . lib , lt - > key ) ;
2006-09-03 12:16:14 +00:00
2012-08-01 15:32:27 +00:00
lt - > id . flag - = LIB_NEED_LINK ;
2006-09-03 12:16:14 +00:00
}
}
}
static void direct_link_latt ( FileData * fd , Lattice * lt )
{
2012-05-17 12:59:34 +00:00
lt - > def = newdataadr ( fd , lt - > def ) ;
2006-09-03 12:16:14 +00:00
2012-05-17 12:59:34 +00:00
lt - > dvert = newdataadr ( fd , lt - > dvert ) ;
2006-09-03 12:16:14 +00:00
direct_link_dverts ( fd , lt - > pntsu * lt - > pntsv * lt - > pntsw , lt - > dvert ) ;
2009-01-02 19:10:35 +00:00
2012-05-17 12:59:34 +00:00
lt - > editlatt = NULL ;
2010-12-13 06:31:49 +00:00
lt - > adt = newdataadr ( fd , lt - > adt ) ;
direct_link_animdata ( fd , lt - > adt ) ;
2006-09-03 12:16:14 +00:00
}
2002-10-12 11:37:38 +00:00
/* ************ READ OBJECT ***************** */
2006-08-28 01:12:36 +00:00
static void lib_link_modifiers__linkModifiers ( void * userData , Object * ob ,
2012-06-06 14:48:39 +00:00
ID * * idpoin )
2005-07-19 20:14:17 +00:00
{
- added eModifierTypeFlag_RequiresOriginalData for modifiers that
can only follow deform (for example, they store mesh vertex
indices)
- added ModifierType.foreachObjectLink for iterating over Object
links inside modifier data (used for file load, relinking, etc)
- switched various modifiers_ functions to take object argument
instead of ListBase
- added user editable name field to modifiers
- bug fix, duplicate and make single user didn't relink object
pointers in modifier data
- added modifiers to outliner, needs icon
- added armature, hook, and softbody modifiers (softbody doesn't
do anything atm). added conversion of old hooks to modifiers.
NOTE-THE-FIRST: User name field is not initialized on loading 2.38 files
so if you have saved stuff with a cvs blender you will see blank names.
NOTE-THE-SECOND: Since modifiers aren't evaluated yet for non-Mesh
objects, hooks for lattices and curves are broken. Don't updated if
you actually, say, *use* Blender.
NOTE-THE-THIRD: Old hooks used a quirky weighting system during
deformation which can't be extended to modifiers. On the upside,
I doubt anyone relied on the old quirky system and the new system
makes much more sense. (Although the way falloff works is still
quite stupid I think).
2005-08-10 22:05:52 +00:00
FileData * fd = userData ;
- 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
2006-08-28 01:12:36 +00:00
* idpoin = newlibadr ( fd , ob - > id . lib , * idpoin ) ;
2007-01-18 10:59:23 +00:00
/* hardcoded bad exception; non-object modifier data gets user count (texture, displace) */
2012-03-24 06:18:31 +00:00
if ( * idpoin & & GS ( ( * idpoin ) - > name ) ! = ID_OB )
2007-01-18 10:59:23 +00:00
( * idpoin ) - > us + + ;
- added eModifierTypeFlag_RequiresOriginalData for modifiers that
can only follow deform (for example, they store mesh vertex
indices)
- added ModifierType.foreachObjectLink for iterating over Object
links inside modifier data (used for file load, relinking, etc)
- switched various modifiers_ functions to take object argument
instead of ListBase
- added user editable name field to modifiers
- bug fix, duplicate and make single user didn't relink object
pointers in modifier data
- added modifiers to outliner, needs icon
- added armature, hook, and softbody modifiers (softbody doesn't
do anything atm). added conversion of old hooks to modifiers.
NOTE-THE-FIRST: User name field is not initialized on loading 2.38 files
so if you have saved stuff with a cvs blender you will see blank names.
NOTE-THE-SECOND: Since modifiers aren't evaluated yet for non-Mesh
objects, hooks for lattices and curves are broken. Don't updated if
you actually, say, *use* Blender.
NOTE-THE-THIRD: Old hooks used a quirky weighting system during
deformation which can't be extended to modifiers. On the upside,
I doubt anyone relied on the old quirky system and the new system
makes much more sense. (Although the way falloff works is still
quite stupid I think).
2005-08-10 22:05:52 +00:00
}
static void lib_link_modifiers ( FileData * fd , Object * ob )
{
2006-08-28 01:12:36 +00:00
modifiers_foreachIDLink ( ob , lib_link_modifiers__linkModifiers , fd ) ;
2005-07-19 20:14:17 +00:00
}
2002-10-12 11:37:38 +00:00
static void lib_link_object ( FileData * fd , Main * main )
{
Object * ob ;
Orange branch: Revived hidden treasure, the Groups!
Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.
Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
groups.
- In Object buttons, a new (should become first) Panel was added, showing
not only Object "ID button" and Parent, but also the Groups the Object
Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group
But, the real power of groups is in the following features:
-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).
-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).
-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)
-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).
-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!
In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
2005-12-06 10:55:30 +00:00
PartEff * paf ;
2002-10-12 11:37:38 +00:00
bSensor * sens ;
bController * cont ;
bActuator * act ;
void * poin ;
int warn = 0 , a ;
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
for ( ob = main - > object . first ; ob ; ob = ob - > id . next ) {
2012-08-01 15:32:27 +00:00
if ( ob - > id . flag & LIB_NEED_LINK ) {
2006-11-17 04:46:48 +00:00
if ( ob - > id . properties ) IDP_LibLinkProperty ( ob - > id . properties , ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) , fd ) ;
2009-01-19 02:26:46 +00:00
if ( ob - > adt ) lib_link_animdata ( fd , & ob - > id , ob - > adt ) ;
2012-09-26 20:05:38 +00:00
// XXX deprecated - old animation system <<<
2012-05-17 12:59:34 +00:00
ob - > ipo = newlibadr_us ( fd , ob - > id . lib , ob - > ipo ) ;
2009-01-19 02:26:46 +00:00
ob - > action = newlibadr_us ( fd , ob - > id . lib , ob - > action ) ;
2012-09-26 20:05:38 +00:00
// >>> XXX deprecated - old animation system
2004-06-23 18:22:51 +00:00
2012-05-17 12:59:34 +00:00
ob - > parent = newlibadr ( fd , ob - > id . lib , ob - > parent ) ;
ob - > track = newlibadr ( fd , ob - > id . lib , ob - > track ) ;
ob - > poselib = newlibadr_us ( fd , ob - > id . lib , ob - > poselib ) ;
ob - > dup_group = newlibadr_us ( fd , ob - > id . lib , ob - > dup_group ) ;
2006-11-30 15:54:21 +00:00
2012-05-17 12:59:34 +00:00
ob - > proxy = newlibadr_us ( fd , ob - > id . lib , ob - > proxy ) ;
2012-03-24 06:18:31 +00:00
if ( ob - > proxy ) {
2006-11-30 15:54:21 +00:00
/* paranoia check, actually a proxy_from pointer should never be written... */
2012-05-17 12:59:34 +00:00
if ( ob - > proxy - > id . lib = = NULL ) {
ob - > proxy - > proxy_from = NULL ;
ob - > proxy = NULL ;
2010-04-05 07:20:34 +00:00
if ( ob - > id . lib )
printf ( " Proxy lost from object %s lib %s \n " , ob - > id . name + 2 , ob - > id . lib - > name ) ;
else
printf ( " Proxy lost from object %s lib <NONE> \n " , ob - > id . name + 2 ) ;
2006-11-30 15:54:21 +00:00
}
else {
2006-11-14 15:27:43 +00:00
/* this triggers object_update to always use a copy */
2012-05-17 12:59:34 +00:00
ob - > proxy - > proxy_from = ob ;
2006-11-11 16:45:17 +00:00
/* force proxy updates after load/undo, a bit weak */
2012-05-17 12:59:34 +00:00
ob - > recalc = ob - > proxy - > recalc = ( OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME ) ;
2006-11-11 16:45:17 +00:00
}
2006-11-30 15:54:21 +00:00
}
2012-05-17 12:59:34 +00:00
ob - > proxy_group = newlibadr ( fd , ob - > id . lib , ob - > proxy_group ) ;
poin = ob - > data ;
ob - > data = newlibadr_us ( fd , ob - > id . lib , ob - > data ) ;
2009-01-19 02:26:46 +00:00
2012-03-24 06:18:31 +00:00
if ( ob - > data = = NULL & & poin ! = NULL ) {
if ( ob - > id . lib )
2010-02-19 13:13:21 +00:00
printf ( " Can't find obdata of %s lib %s \n " , ob - > id . name + 2 , ob - > id . lib - > name ) ;
else
printf ( " Object %s lost data. \n " , ob - > id . name + 2 ) ;
2012-05-17 12:59:34 +00:00
ob - > type = OB_EMPTY ;
warn = 1 ;
2012-03-24 06:18:31 +00:00
if ( ob - > pose ) {
2012-05-30 09:27:16 +00:00
/* 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 then crashing immediately
* while bad this _is_ an exceptional case - campbell */
#if 0
2012-05-05 16:03:57 +00:00
BKE_pose_free ( ob - > pose ) ;
2012-05-30 09:27:16 +00:00
# else
MEM_freeN ( ob - > pose ) ;
# endif
2006-11-30 16:44:34 +00:00
ob - > pose = NULL ;
2009-08-16 03:24:23 +00:00
ob - > mode & = ~ OB_MODE_POSE ;
2006-11-30 16:44:34 +00:00
}
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
for ( a = 0 ; a < ob - > totcol ; a + + )
ob - > mat [ a ] = newlibadr_us ( fd , ob - > id . lib , ob - > mat [ a ] ) ;
2009-01-19 02:26:46 +00:00
2010-12-06 02:32:16 +00:00
/* When the object is local and the data is library its possible
* the material list size gets out of sync . [ # 22663 ] */
2012-03-24 06:18:31 +00:00
if ( ob - > data & & ob - > id . lib ! = ( ( ID * ) ob - > data ) - > lib ) {
2012-05-17 12:59:34 +00:00
short * totcol_data = give_totcolp ( ob ) ;
2010-12-06 02:32:16 +00:00
/* Only expand so as not to loose any object materials that might be set. */
2012-05-17 12:59:34 +00:00
if ( totcol_data & & ( * totcol_data > ob - > totcol ) ) {
2010-12-06 02:32:16 +00:00
/* printf("'%s' %d -> %d\n", ob->id.name, ob->totcol, *totcol_data); */
resize_object_material ( ob , * totcol_data ) ;
}
}
2012-05-17 12:59:34 +00:00
ob - > gpd = newlibadr_us ( fd , ob - > id . lib , ob - > gpd ) ;
ob - > duplilist = NULL ;
2012-08-01 15:32:27 +00:00
ob - > id . flag - = LIB_NEED_LINK ;
2003-04-26 18:01:01 +00:00
/* if id.us==0 a new base will be created later on */
2009-01-19 02:26:46 +00:00
2002-10-12 11:37:38 +00:00
/* WARNING! Also check expand_object(), should reflect the stuff below. */
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
lib_link_pose ( fd , ob , ob - > pose ) ;
2002-10-12 11:37:38 +00:00
lib_link_constraints ( fd , & ob - > id , & ob - > constraints ) ;
2009-01-19 02:26:46 +00:00
2012-09-26 20:05:38 +00:00
// XXX deprecated - old animation system <<<
2002-10-12 11:37:38 +00:00
lib_link_constraint_channels ( fd , & ob - > id , & ob - > constraintChannels ) ;
2009-01-19 02:26:46 +00:00
lib_link_nlastrips ( fd , & ob - > id , & ob - > nlastrips ) ;
2012-09-26 20:05:38 +00:00
// >>> XXX deprecated - old animation system
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
for ( paf = ob - > effect . first ; paf ; paf = paf - > next ) {
2012-05-17 12:59:34 +00:00
if ( paf - > type = = EFF_PARTICLE ) {
paf - > group = newlibadr_us ( fd , ob - > id . lib , paf - > group ) ;
Orange branch: Revived hidden treasure, the Groups!
Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.
Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
groups.
- In Object buttons, a new (should become first) Panel was added, showing
not only Object "ID button" and Parent, but also the Groups the Object
Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group
But, the real power of groups is in the following features:
-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).
-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).
-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)
-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).
-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!
In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
2005-12-06 10:55:30 +00:00
}
2012-10-21 05:46:41 +00:00
}
2012-05-17 12:59:34 +00:00
for ( sens = ob - > sensors . first ; sens ; sens = sens - > next ) {
2012-05-21 06:33:32 +00:00
for ( a = 0 ; a < sens - > totlinks ; a + + )
2012-05-17 12:59:34 +00:00
sens - > links [ a ] = newglobadr ( fd , sens - > links [ a ] ) ;
2012-05-21 06:33:32 +00:00
if ( sens - > type = = SENS_TOUCH ) {
2012-05-17 12:59:34 +00:00
bTouchSensor * ts = sens - > data ;
2012-05-21 06:33:32 +00:00
ts - > ma = newlibadr ( fd , ob - > id . lib , ts - > ma ) ;
2002-10-12 11:37:38 +00:00
}
2012-05-21 06:33:32 +00:00
else if ( sens - > type = = SENS_MESSAGE ) {
bMessageSensor * ms = sens - > data ;
2012-05-17 12:59:34 +00:00
ms - > fromObject =
2010-03-22 09:30:00 +00:00
newlibadr ( fd , ob - > id . lib , ms - > fromObject ) ;
2002-10-12 11:37:38 +00:00
}
}
2012-05-17 12:59:34 +00:00
for ( cont = ob - > controllers . first ; cont ; cont = cont - > next ) {
2012-05-21 06:33:32 +00:00
for ( a = 0 ; a < cont - > totlinks ; a + + )
2012-05-17 12:59:34 +00:00
cont - > links [ a ] = newglobadr ( fd , cont - > links [ a ] ) ;
if ( cont - > type = = CONT_PYTHON ) {
bPythonCont * pc = cont - > data ;
pc - > text = newlibadr ( fd , ob - > id . lib , pc - > text ) ;
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
cont - > slinks = NULL ;
cont - > totslinks = 0 ;
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
for ( act = ob - > actuators . first ; act ; act = act - > next ) {
2012-05-17 12:59:34 +00:00
if ( act - > type = = ACT_SOUND ) {
bSoundActuator * sa = act - > data ;
2002-10-12 11:37:38 +00:00
sa - > sound = newlibadr_us ( fd , ob - > id . lib , sa - > sound ) ;
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_GAME ) {
2002-10-12 11:37:38 +00:00
/* bGameActuator *ga= act->data; */
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_CAMERA ) {
bCameraActuator * ca = act - > data ;
2002-10-12 11:37:38 +00:00
ca - > ob = newlibadr ( fd , ob - > id . lib , ca - > ob ) ;
}
/* leave this one, it's obsolete but necessary to read for conversion */
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_ADD_OBJECT ) {
bAddObjectActuator * eoa = act - > data ;
2012-03-24 06:18:31 +00:00
if ( eoa ) eoa - > ob = newlibadr ( fd , ob - > id . lib , eoa - > ob ) ;
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_OBJECT ) {
bObjectActuator * oa = act - > data ;
if ( oa = = NULL ) {
2011-05-01 10:14:09 +00:00
init_actuator ( act ) ;
}
else {
2012-05-17 12:59:34 +00:00
oa - > reference = newlibadr ( fd , ob - > id . lib , oa - > reference ) ;
2011-05-01 10:14:09 +00:00
}
2009-06-08 20:08:19 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_EDIT_OBJECT ) {
bEditObjectActuator * eoa = act - > data ;
if ( eoa = = NULL ) {
2002-10-12 11:37:38 +00:00
init_actuator ( act ) ;
}
2006-12-01 19:52:04 +00:00
else {
eoa - > ob = newlibadr ( fd , ob - > id . lib , eoa - > ob ) ;
eoa - > me = newlibadr ( fd , ob - > id . lib , eoa - > me ) ;
}
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_SCENE ) {
bSceneActuator * sa = act - > data ;
2002-10-12 11:37:38 +00:00
sa - > camera = newlibadr ( fd , ob - > id . lib , sa - > camera ) ;
sa - > scene = newlibadr ( fd , ob - > id . lib , sa - > scene ) ;
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_ACTION ) {
bActionActuator * aa = act - > data ;
2002-10-12 11:37:38 +00:00
aa - > act = newlibadr ( fd , ob - > id . lib , aa - > act ) ;
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_SHAPEACTION ) {
bActionActuator * aa = act - > data ;
2008-06-18 06:46:49 +00:00
aa - > act = newlibadr ( fd , ob - > id . lib , aa - > act ) ;
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_PROPERTY ) {
bPropertyActuator * pa = act - > data ;
2002-10-12 11:37:38 +00:00
pa - > ob = newlibadr ( fd , ob - > id . lib , pa - > ob ) ;
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_MESSAGE ) {
bMessageActuator * ma = act - > data ;
2002-10-12 11:37:38 +00:00
ma - > toObject = newlibadr ( fd , ob - > id . lib , ma - > toObject ) ;
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_2DFILTER ) {
2007-11-06 12:16:12 +00:00
bTwoDFilterActuator * _2dfa = act - > data ;
_2dfa - > text = newlibadr ( fd , ob - > id . lib , _2dfa - > text ) ;
2007-10-22 20:24:26 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_PARENT ) {
2008-04-06 18:30:52 +00:00
bParentActuator * parenta = act - > data ;
parenta - > ob = newlibadr ( fd , ob - > id . lib , parenta - > ob ) ;
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_STATE ) {
BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of
sensor and actuators, full GUI support and selective display of sensors and actuators.
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value;
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers
that belong to active states. Sensors and actuators don't have a state mask but are effectively
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated,
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated,
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more
controllers of a single state) will generate a pulse each time the state becomes active. This feature is
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object.
The Ini button sets the state mask back to the object default state. You can change the default state
of object by first selecting the desired state mask and storing using the menu under the State button.
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender,
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility.
The new Sta button in the sensor and actuator column header allows you to display only the sensors and
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller
of the state as the state name. The GUI will support that convention by displaying as a hint the name
of the first controller of the state when you move the mouse over a state bit of the object state mask
or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are
part of a logical group, it is recommended to put the state engine only in the main object and to
link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1
so that all the controllers belong to this single state. This ensures backward compatibility with
existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are
guaranteed to execute before being eventually disabled due to the state change. This is useful for
example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
are acticated again, they will behave as follow:
* keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive
to new key press.
* collision sensor: objects already colliding won't be detected. Only new collisions are
detected.
* near and radar sensor: same as collision sensor.
2008-06-22 14:23:57 +00:00
/* bStateActuator *statea = act->data; */
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_ARMATURE ) {
2009-10-22 23:22:05 +00:00
bArmatureActuator * arma = act - > data ;
arma - > target = newlibadr ( fd , ob - > id . lib , arma - > target ) ;
arma - > subtarget = newlibadr ( fd , ob - > id . lib , arma - > subtarget ) ;
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_STEERING ) {
2010-05-31 22:35:22 +00:00
bSteeringActuator * steeringa = act - > data ;
steeringa - > target = newlibadr ( fd , ob - > id . lib , steeringa - > target ) ;
steeringa - > navmesh = newlibadr ( fd , ob - > id . lib , steeringa - > navmesh ) ;
}
2002-10-12 11:37:38 +00:00
}
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
2008-08-14 09:19:41 +00:00
{
FluidsimModifierData * fluidmd = ( FluidsimModifierData * ) modifiers_findByType ( ob , eModifierType_Fluidsim ) ;
2012-03-24 06:18:31 +00:00
if ( fluidmd & & fluidmd - > fss )
2008-08-14 09:19:41 +00:00
fluidmd - > fss - > ipo = newlibadr_us ( fd , ob - > id . lib , fluidmd - > fss - > ipo ) ;
Sorry for the big commit, but I've been fixing many of these
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
2006-02-27 11:45:42 +00:00
}
2012-05-17 12:59:34 +00:00
2009-07-30 15:00:26 +00:00
{
SmokeModifierData * smd = ( SmokeModifierData * ) modifiers_findByType ( ob , eModifierType_Smoke ) ;
2012-05-17 12:59:34 +00:00
if ( smd & & ( smd - > type = = MOD_SMOKE_TYPE_DOMAIN ) & & smd - > domain ) {
2010-11-23 14:04:05 +00:00
smd - > domain - > flags | = MOD_SMOKE_FILE_LOAD ; /* flag for refreshing the simulation after loading */
2009-10-22 23:22:05 +00:00
}
}
2012-05-17 12:59:34 +00:00
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
/* texture field */
2012-03-24 06:18:31 +00:00
if ( ob - > pd )
2009-12-18 13:08:11 +00:00
lib_link_partdeflect ( fd , & ob - > id , ob - > pd ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( ob - > soft )
2009-10-22 23:22:05 +00:00
ob - > soft - > effector_weights - > group = newlibadr ( fd , ob - > id . lib , ob - > soft - > effector_weights - > group ) ;
2012-05-17 12:59:34 +00:00
2008-09-16 18:40:54 +00:00
lib_link_particlesystems ( fd , ob , & ob - > id , & ob - > particlesystem ) ;
- 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
lib_link_modifiers ( fd , ob ) ;
2002-10-12 11:37:38 +00:00
}
}
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( warn ) {
2008-12-19 00:50:21 +00:00
BKE_report ( fd - > reports , RPT_WARNING , " Warning in console " ) ;
2012-01-05 09:50:07 +00:00
}
2002-10-12 11:37:38 +00:00
}
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
static void direct_link_pose ( FileData * fd , bPose * pose )
{
2005-10-23 10:08:19 +00:00
bPoseChannel * pchan ;
2002-10-12 11:37:38 +00:00
if ( ! pose )
return ;
link_list ( fd , & pose - > chanbase ) ;
== Bone Groups ==
I'm committing some work-in-progress code for "bone groups" now, as I there have been are some major bugs caused by the timeoffset stuff (some of my test files were not loading, and other files were showing all sorts of weird problems).
Anyway, in this commit, the following things for "bone groups" have been done:
* Bone groups are stored per armature (internally, this is per bPose block)
* Added controls for editing bone-groups per armature - "add", "remove", "rename". These can be found in the "Links and Materials" panel in PoseMode, beside the settings for PoseLib.
* Reorganised buttons for editing selected bones in PoseMode. I've replaced the "dist" and "weight" buttons (they existed in EditMode anyway) with a menu to choose the bone-group and the custom-shape-ob field. In the place of the old custom-shape-ob field, I've restored the "Hide" button. This might break muscle-memory a bit, but there isn't a lot of space to play with there.
Some stuff I'd been originally planning to do before committing:
* When adding keyframes for bones, an action-group with the same name as the bone's group will be added to the action, and the action-channel will be made a member of that.
* New action/bone groups have unique names (renaming/adding new should check if name exists before assigning it)
* There's a setting under Bone-Groups stuff which sets which custom-colour set is used to colour that group's bones. Currently, this is non-functional, as the necessary drawing code for armatures is not in place yet.
2008-01-20 02:55:35 +00:00
link_list ( fd , & pose - > agroups ) ;
2002-10-12 11:37:38 +00:00
2012-05-17 12:59:34 +00:00
pose - > chanhash = NULL ;
2010-03-26 10:33:53 +00:00
2005-10-23 10:08:19 +00:00
for ( pchan = pose - > chanbase . first ; pchan ; pchan = pchan - > next ) {
2012-05-17 12:59:34 +00:00
pchan - > bone = NULL ;
pchan - > parent = newdataadr ( fd , pchan - > parent ) ;
pchan - > child = newdataadr ( fd , pchan - > child ) ;
pchan - > custom_tx = newdataadr ( fd , pchan - > custom_tx ) ;
2009-05-23 03:24:15 +00:00
2005-10-23 10:08:19 +00:00
direct_link_constraints ( fd , & pchan - > constraints ) ;
2009-05-23 03:24:15 +00:00
pchan - > prop = newdataadr ( fd , pchan - > prop ) ;
if ( pchan - > prop )
IDP_DirectLinkProperty ( pchan - > prop , ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) , fd ) ;
2012-05-17 12:59:34 +00:00
pchan - > mpath = newdataadr ( fd , pchan - > mpath ) ;
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
if ( pchan - > mpath )
direct_link_motionpath ( fd , pchan - > mpath ) ;
2012-05-17 12:59:34 +00:00
pchan - > iktree . first = pchan - > iktree . last = NULL ;
pchan - > siktree . first = pchan - > siktree . last = NULL ;
2010-11-16 01:19:37 +00:00
2012-03-09 00:41:09 +00:00
/* in case this value changes in future, clamp else we get undefined behavior */
2010-11-16 01:19:37 +00:00
CLAMP ( pchan - > rotmode , ROT_MODE_MIN , ROT_MODE_MAX ) ;
2002-10-12 11:37:38 +00:00
}
2009-10-22 23:22:05 +00:00
pose - > ikdata = NULL ;
if ( pose - > ikparam ! = NULL ) {
2012-05-21 06:33:32 +00:00
pose - > ikparam = newdataadr ( fd , pose - > ikparam ) ;
2009-10-22 23:22:05 +00:00
}
2002-10-12 11:37:38 +00:00
}
- 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
static void direct_link_modifiers ( FileData * fd , ListBase * lb )
{
ModifierData * md ;
2012-05-17 12:59:34 +00:00
- 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
link_list ( fd , lb ) ;
2012-05-17 12:59:34 +00:00
- 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
for ( md = lb - > first ; md ; md = md - > next ) {
2005-08-04 07:25:43 +00:00
md - > error = NULL ;
2009-01-04 14:14:06 +00:00
md - > scene = NULL ;
2006-06-14 13:25:01 +00:00
/* if modifiers disappear, or for upward compatibility */
2012-05-17 12:59:34 +00:00
if ( NULL = = modifierType_getInfo ( md - > type ) )
md - > type = eModifierType_None ;
if ( md - > type = = eModifierType_Subsurf ) {
SubsurfModifierData * smd = ( SubsurfModifierData * ) md ;
2006-06-14 13:25:01 +00:00
2011-02-13 10:52:18 +00:00
smd - > emCache = smd - > mCache = NULL ;
2008-01-29 21:01:12 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( md - > type = = eModifierType_Armature ) {
ArmatureModifierData * amd = ( ArmatureModifierData * ) md ;
2009-06-08 20:08:19 +00:00
2012-05-17 12:59:34 +00:00
amd - > prevCos = NULL ;
2009-06-08 20:08:19 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( md - > type = = eModifierType_Cloth ) {
ClothModifierData * clmd = ( ClothModifierData * ) md ;
2008-01-29 21:01:12 +00:00
clmd - > clothObject = NULL ;
clmd - > sim_parms = newdataadr ( fd , clmd - > sim_parms ) ;
clmd - > coll_parms = newdataadr ( fd , clmd - > coll_parms ) ;
2012-05-17 12:59:34 +00:00
2010-11-30 21:31:18 +00:00
direct_link_pointcache_list ( fd , & clmd - > ptcaches , & clmd - > point_cache , 0 ) ;
2008-01-29 21:01:12 +00:00
2012-03-24 06:18:31 +00:00
if ( clmd - > sim_parms ) {
if ( clmd - > sim_parms - > presets > 10 )
2008-03-20 18:28:40 +00:00
clmd - > sim_parms - > presets = 0 ;
2012-05-17 12:59:34 +00:00
2009-11-18 13:33:52 +00:00
clmd - > sim_parms - > reset = 0 ;
2012-05-17 12:59:34 +00:00
2011-01-06 01:35:07 +00:00
clmd - > sim_parms - > effector_weights = newdataadr ( fd , clmd - > sim_parms - > effector_weights ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( ! clmd - > sim_parms - > effector_weights ) {
2011-01-22 03:50:09 +00:00
clmd - > sim_parms - > effector_weights = BKE_add_effector_weights ( NULL ) ;
}
}
2008-01-29 21:01:12 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( md - > type = = eModifierType_Fluidsim ) {
FluidsimModifierData * fluidmd = ( FluidsimModifierData * ) md ;
2008-07-25 18:57:16 +00:00
2012-05-17 12:59:34 +00:00
fluidmd - > fss = newdataadr ( fd , fluidmd - > fss ) ;
2012-03-24 06:18:31 +00:00
if ( fluidmd - > fss ) {
2012-05-17 12:59:34 +00:00
fluidmd - > fss - > fmd = fluidmd ;
2011-09-18 11:08:34 +00:00
fluidmd - > fss - > meshVelocities = NULL ;
}
2008-07-25 18:57:16 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( md - > type = = eModifierType_Smoke ) {
SmokeModifierData * smd = ( SmokeModifierData * ) md ;
if ( smd - > type = = MOD_SMOKE_TYPE_DOMAIN ) {
2009-07-30 15:00:26 +00:00
smd - > flow = NULL ;
smd - > coll = NULL ;
2009-07-30 22:11:28 +00:00
smd - > domain = newdataadr ( fd , smd - > domain ) ;
smd - > domain - > smd = smd ;
2012-05-17 12:59:34 +00:00
2009-07-30 15:00:26 +00:00
smd - > domain - > fluid = NULL ;
2009-09-16 17:43:09 +00:00
smd - > domain - > wt = NULL ;
smd - > domain - > shadow = NULL ;
2009-08-20 00:33:59 +00:00
smd - > domain - > tex = NULL ;
2009-09-16 17:43:09 +00:00
smd - > domain - > tex_shadow = NULL ;
smd - > domain - > tex_wt = NULL ;
2012-05-21 06:33:32 +00:00
2009-12-14 19:17:27 +00:00
smd - > domain - > effector_weights = newdataadr ( fd , smd - > domain - > effector_weights ) ;
2012-03-24 06:18:31 +00:00
if ( ! smd - > domain - > effector_weights )
2009-10-22 23:22:05 +00:00
smd - > domain - > effector_weights = BKE_add_effector_weights ( NULL ) ;
2012-05-17 12:59:34 +00:00
2010-11-30 21:31:18 +00:00
direct_link_pointcache_list ( fd , & ( smd - > domain - > ptcaches [ 0 ] ) , & ( smd - > domain - > point_cache [ 0 ] ) , 1 ) ;
2012-05-17 12:59:34 +00:00
2010-11-30 21:31:18 +00:00
/* Smoke uses only one cache from now on, so store pointer convert */
2012-03-24 06:18:31 +00:00
if ( smd - > domain - > ptcaches [ 1 ] . first | | smd - > domain - > point_cache [ 1 ] ) {
if ( smd - > domain - > point_cache [ 1 ] ) {
2011-02-24 13:37:53 +00:00
PointCache * cache = newdataadr ( fd , smd - > domain - > point_cache [ 1 ] ) ;
2012-10-14 13:08:19 +00:00
if ( cache - > flag & PTCACHE_FAKE_SMOKE ) {
/* Smoke was already saved in "new format" and this cache is a fake one. */
}
else {
2011-02-24 13:37:53 +00:00
printf ( " High resolution smoke cache not available due to pointcache update. Please reset the simulation. \n " ) ;
2012-10-14 13:08:19 +00:00
}
2011-02-24 13:37:53 +00:00
BKE_ptcache_free ( cache ) ;
}
2010-12-01 02:40:13 +00:00
smd - > domain - > ptcaches [ 1 ] . first = NULL ;
smd - > domain - > ptcaches [ 1 ] . last = NULL ;
2010-11-30 21:31:18 +00:00
smd - > domain - > point_cache [ 1 ] = NULL ;
}
2009-07-30 15:00:26 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( smd - > type = = MOD_SMOKE_TYPE_FLOW ) {
2009-07-30 15:00:26 +00:00
smd - > domain = NULL ;
smd - > coll = NULL ;
smd - > flow = newdataadr ( fd , smd - > flow ) ;
2009-07-30 22:11:28 +00:00
smd - > flow - > smd = smd ;
2012-10-10 13:18:07 +00:00
smd - > flow - > dm = NULL ;
smd - > flow - > verts_old = NULL ;
smd - > flow - > numverts = 0 ;
2009-07-30 15:00:26 +00:00
smd - > flow - > psys = newdataadr ( fd , smd - > flow - > psys ) ;
}
2012-05-17 12:59:34 +00:00
else if ( smd - > type = = MOD_SMOKE_TYPE_COLL ) {
2009-07-30 15:00:26 +00:00
smd - > flow = NULL ;
smd - > domain = NULL ;
smd - > coll = newdataadr ( fd , smd - > coll ) ;
2012-04-28 06:31:57 +00:00
if ( smd - > coll ) {
2012-10-01 15:26:48 +00:00
smd - > coll - > smd = smd ;
2012-10-10 13:18:07 +00:00
smd - > coll - > verts_old = NULL ;
smd - > coll - > numverts = 0 ;
smd - > coll - > dm = NULL ;
2009-10-22 23:22:05 +00:00
}
2012-10-01 15:26:48 +00:00
else {
2009-10-22 23:22:05 +00:00
smd - > type = 0 ;
2012-10-10 13:18:07 +00:00
smd - > flow = NULL ;
smd - > domain = NULL ;
smd - > coll = NULL ;
2012-10-01 15:26:48 +00:00
}
2009-07-30 15:00:26 +00:00
}
}
2012-05-17 12:59:34 +00:00
else if ( md - > type = = eModifierType_DynamicPaint ) {
DynamicPaintModifierData * pmd = ( DynamicPaintModifierData * ) md ;
2012-04-28 06:31:57 +00:00
if ( pmd - > canvas ) {
2011-05-24 07:08:58 +00:00
pmd - > canvas = newdataadr ( fd , pmd - > canvas ) ;
pmd - > canvas - > pmd = pmd ;
pmd - > canvas - > dm = NULL ;
2011-06-16 10:41:00 +00:00
pmd - > canvas - > flags & = ~ MOD_DPAINT_BAKING ; /* just in case */
2012-05-17 12:59:34 +00:00
2011-06-16 10:41:00 +00:00
if ( pmd - > canvas - > surfaces . first ) {
DynamicPaintSurface * surface ;
link_list ( fd , & pmd - > canvas - > surfaces ) ;
2012-05-17 12:59:34 +00:00
2011-06-16 10:41:00 +00:00
for ( surface = pmd - > canvas - > surfaces . first ; surface ; surface = surface - > next ) {
surface - > canvas = pmd - > canvas ;
surface - > data = NULL ;
direct_link_pointcache_list ( fd , & ( surface - > ptcaches ) , & ( surface - > pointcache ) , 1 ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( ! ( surface - > effector_weights = newdataadr ( fd , surface - > effector_weights ) ) )
2011-06-27 07:30:58 +00:00
surface - > effector_weights = BKE_add_effector_weights ( NULL ) ;
2011-06-16 10:41:00 +00:00
}
}
2011-05-24 07:08:58 +00:00
}
2012-04-28 06:31:57 +00:00
if ( pmd - > brush ) {
2011-10-22 16:16:14 +00:00
pmd - > brush = newdataadr ( fd , pmd - > brush ) ;
pmd - > brush - > pmd = pmd ;
pmd - > brush - > psys = newdataadr ( fd , pmd - > brush - > psys ) ;
pmd - > brush - > paint_ramp = newdataadr ( fd , pmd - > brush - > paint_ramp ) ;
pmd - > brush - > vel_ramp = newdataadr ( fd , pmd - > brush - > vel_ramp ) ;
pmd - > brush - > dm = NULL ;
2011-05-24 07:08:58 +00:00
}
}
2012-05-17 12:59:34 +00:00
else if ( md - > type = = eModifierType_Collision ) {
CollisionModifierData * collmd = ( CollisionModifierData * ) md ;
2012-06-30 22:49:33 +00:00
#if 0
2008-01-29 21:01:12 +00:00
// TODO: CollisionModifier should use pointcache
// + have proper reset events before enabling this
collmd - > x = newdataadr ( fd , collmd - > x ) ;
collmd - > xnew = newdataadr ( fd , collmd - > xnew ) ;
collmd - > mfaces = newdataadr ( fd , collmd - > mfaces ) ;
2012-04-29 15:47:02 +00:00
collmd - > current_x = MEM_callocN ( sizeof ( MVert ) * collmd - > numverts , " current_x " ) ;
collmd - > current_xnew = MEM_callocN ( sizeof ( MVert ) * collmd - > numverts , " current_xnew " ) ;
collmd - > current_v = MEM_callocN ( sizeof ( MVert ) * collmd - > numverts , " current_v " ) ;
2012-06-30 22:49:33 +00:00
# endif
2008-01-29 21:01:12 +00:00
collmd - > x = NULL ;
collmd - > xnew = NULL ;
collmd - > current_x = NULL ;
collmd - > current_xnew = NULL ;
collmd - > current_v = NULL ;
2011-03-18 15:31:32 +00:00
collmd - > time_x = collmd - > time_xnew = - 1000 ;
2008-01-29 21:01:12 +00:00
collmd - > numverts = 0 ;
2008-05-07 20:42:16 +00:00
collmd - > bvhtree = NULL ;
2008-01-29 21:01:12 +00:00
collmd - > mfaces = NULL ;
}
2012-05-17 12:59:34 +00:00
else if ( md - > type = = eModifierType_Surface ) {
SurfaceModifierData * surmd = ( SurfaceModifierData * ) md ;
2009-05-23 03:24:15 +00:00
surmd - > dm = NULL ;
surmd - > bvhtree = NULL ;
2009-07-20 23:52:53 +00:00
surmd - > x = NULL ;
surmd - > v = NULL ;
surmd - > numverts = 0 ;
2009-05-23 03:24:15 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( md - > type = = eModifierType_Hook ) {
HookModifierData * hmd = ( HookModifierData * ) md ;
hmd - > indexar = newdataadr ( fd , hmd - > indexar ) ;
2012-03-24 06:18:31 +00:00
if ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) {
2012-09-03 09:03:25 +00:00
BLI_endian_switch_int32_array ( hmd - > indexar , hmd - > totindex ) ;
- added eModifierTypeFlag_RequiresOriginalData for modifiers that
can only follow deform (for example, they store mesh vertex
indices)
- added ModifierType.foreachObjectLink for iterating over Object
links inside modifier data (used for file load, relinking, etc)
- switched various modifiers_ functions to take object argument
instead of ListBase
- added user editable name field to modifiers
- bug fix, duplicate and make single user didn't relink object
pointers in modifier data
- added modifiers to outliner, needs icon
- added armature, hook, and softbody modifiers (softbody doesn't
do anything atm). added conversion of old hooks to modifiers.
NOTE-THE-FIRST: User name field is not initialized on loading 2.38 files
so if you have saved stuff with a cvs blender you will see blank names.
NOTE-THE-SECOND: Since modifiers aren't evaluated yet for non-Mesh
objects, hooks for lattices and curves are broken. Don't updated if
you actually, say, *use* Blender.
NOTE-THE-THIRD: Old hooks used a quirky weighting system during
deformation which can't be extended to modifiers. On the upside,
I doubt anyone relied on the old quirky system and the new system
makes much more sense. (Although the way falloff works is still
quite stupid I think).
2005-08-10 22:05:52 +00:00
}
2012-03-24 06:18:31 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( md - > type = = eModifierType_ParticleSystem ) {
ParticleSystemModifierData * psmd = ( ParticleSystemModifierData * ) md ;
2011-01-07 17:27:27 +00:00
psmd - > dm = NULL ;
psmd - > psys = newdataadr ( fd , psmd - > psys ) ;
2007-11-27 16:16:47 +00:00
psmd - > flag & = ~ eParticleSystemFlag_psys_updated ;
2011-01-07 17:27:27 +00:00
psmd - > flag | = eParticleSystemFlag_file_loaded ;
2012-03-24 06:18:31 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( md - > type = = eModifierType_Explode ) {
ExplodeModifierData * psmd = ( ExplodeModifierData * ) md ;
psmd - > facepa = NULL ;
- 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
}
2012-05-17 12:59:34 +00:00
else if ( md - > type = = eModifierType_MeshDeform ) {
MeshDeformModifierData * mmd = ( MeshDeformModifierData * ) md ;
mmd - > bindinfluences = newdataadr ( fd , mmd - > bindinfluences ) ;
mmd - > bindoffsets = newdataadr ( fd , mmd - > bindoffsets ) ;
mmd - > bindcagecos = newdataadr ( fd , mmd - > bindcagecos ) ;
mmd - > dyngrid = newdataadr ( fd , mmd - > dyngrid ) ;
mmd - > dyninfluences = newdataadr ( fd , mmd - > dyninfluences ) ;
mmd - > dynverts = newdataadr ( fd , mmd - > dynverts ) ;
mmd - > bindweights = newdataadr ( fd , mmd - > bindweights ) ;
mmd - > bindcos = newdataadr ( fd , mmd - > bindcos ) ;
2012-03-24 06:18:31 +00:00
if ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) {
2012-09-03 09:03:25 +00:00
if ( mmd - > bindoffsets ) BLI_endian_switch_int32_array ( mmd - > bindoffsets , mmd - > totvert + 1 ) ;
if ( mmd - > bindcagecos ) BLI_endian_switch_float_array ( mmd - > bindcagecos , mmd - > totcagevert * 3 ) ;
if ( mmd - > dynverts ) BLI_endian_switch_int32_array ( mmd - > dynverts , mmd - > totvert ) ;
if ( mmd - > bindweights ) BLI_endian_switch_float_array ( mmd - > bindweights , mmd - > totvert ) ;
if ( mmd - > bindcos ) BLI_endian_switch_float_array ( mmd - > bindcos , mmd - > totcagevert * 3 ) ;
2007-11-04 22:00:24 +00:00
}
}
2012-05-17 12:59:34 +00:00
else if ( md - > type = = eModifierType_Ocean ) {
OceanModifierData * omd = ( OceanModifierData * ) md ;
2011-11-13 12:17:27 +00:00
omd - > oceancache = NULL ;
omd - > ocean = NULL ;
omd - > refresh = ( MOD_OCEAN_REFRESH_ADD | MOD_OCEAN_REFRESH_RESET | MOD_OCEAN_REFRESH_SIM ) ;
}
2012-05-17 12:59:34 +00:00
else if ( md - > type = = eModifierType_Warp ) {
WarpModifierData * tmd = ( WarpModifierData * ) md ;
2011-05-01 15:16:59 +00:00
tmd - > curfalloff = newdataadr ( fd , tmd - > curfalloff ) ;
2012-03-24 06:18:31 +00:00
if ( tmd - > curfalloff )
2011-05-01 15:16:59 +00:00
direct_link_curvemapping ( fd , tmd - > curfalloff ) ;
}
2012-05-17 12:59:34 +00:00
else if ( md - > type = = eModifierType_WeightVGEdit ) {
WeightVGEditModifierData * wmd = ( WeightVGEditModifierData * ) md ;
2011-07-25 15:27:01 +00:00
wmd - > cmap_curve = newdataadr ( fd , wmd - > cmap_curve ) ;
2012-03-24 06:18:31 +00:00
if ( wmd - > cmap_curve )
2011-07-25 15:27:01 +00:00
direct_link_curvemapping ( fd , wmd - > cmap_curve ) ;
}
- 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
}
}
2002-10-12 11:37:38 +00:00
static void direct_link_object ( FileData * fd , Object * ob )
{
PartEff * paf ;
bProperty * prop ;
bSensor * sens ;
bController * cont ;
bActuator * act ;
2004-09-14 19:03:11 +00:00
2011-05-19 06:17:44 +00:00
/* weak weak... this was only meant as draw flag, now is used in give_base_to_objects too */
2006-06-02 20:48:22 +00:00
ob - > flag & = ~ OB_FROMGROUP ;
2012-05-17 12:59:34 +00:00
2010-04-26 10:12:03 +00:00
/* loading saved files with editmode enabled works, but for undo we like
2012-04-22 11:54:53 +00:00
* to stay in object mode during undo presses so keep editmode disabled */
2012-03-24 06:18:31 +00:00
if ( fd - > memfile )
2012-05-17 12:59:34 +00:00
ob - > mode & = ~ ( OB_MODE_EDIT | OB_MODE_PARTICLE_EDIT ) ;
2009-10-22 23:22:05 +00:00
2012-05-17 12:59:34 +00:00
ob - > disp . first = ob - > disp . last = NULL ;
2009-01-19 02:26:46 +00:00
2012-05-17 12:59:34 +00:00
ob - > adt = newdataadr ( fd , ob - > adt ) ;
2009-01-19 02:26:46 +00:00
direct_link_animdata ( fd , ob - > adt ) ;
2012-05-17 12:59:34 +00:00
ob - > pose = newdataadr ( fd , ob - > pose ) ;
2002-10-12 11:37:38 +00:00
direct_link_pose ( fd , ob - > pose ) ;
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
2012-05-17 12:59:34 +00:00
ob - > mpath = newdataadr ( fd , ob - > mpath ) ;
Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)
Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...
Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
if ( ob - > mpath )
direct_link_motionpath ( fd , ob - > mpath ) ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
link_list ( fd , & ob - > defbase ) ;
2012-09-26 20:05:38 +00:00
// XXX deprecated - old animation system <<<
Two wonderful new NLA & Armature editing features!
- FORWARD CYCLING & MATCHING
Up to no now, adding multiple actions in NLA with walkcycles required to
animate them standing still, as if walking on a conveyor belt. The stride
option then makes the object itself move forward, trying to keep the foot
stuck on the floor (with poor results!).
This option now allows to make walk cycles moving forward. By
indicating a reference Offset Bone, the NLA system will use that bone to
detect the correct offset for the Armature Pose to make it seamlessly going
forward.
Best of all, this option works as for cyclic Action Strips as well as for
individual Action Strips. Note that for individual strips, you have to set
the strip on "Hold". (Might become automatic detected later).
Here's an example edit image for NLA:
http://www.blender.org/bf/nla_match-cycle.jpg
And the animation for it:
http://download.blender.org/demo/test/2.43/0001_0150_match.avi
Blender file:
http://download.blender.org/demo/test/2.43/mancandy_matching.blend
Using this kind of cycling works pretty straightforward, and is a lot
easier to setup than Stride Bones.
To be further tested:
- Blending cycles
- matching rotation for the bones as well.
- ACTION MODIFIERS (motion deformors)
The above option was actually required for this feature. Typically walk
cycles are constructed with certain Bones to be the handles, controlling
for example the torso or feet.
An Action Modifier allows you to use a Curve Path to deform the motion of
these controlling bones. This uses the existing Curve Deformation option.
Modifiers can be added per Action Strip, each controlling a channel (bone)
by choice, and even allows to layer multiple modifiers on top of each other
(several paths deforming motion). This option is using the dependency graph,
so editing the Curve will give realtime changes in the Armature.
The previous walkcycle, controlled by two curves:
http://download.blender.org/demo/test/2.43/0001_0150_deform.avi
Blender file:
http://download.blender.org/demo/test/2.43/mancandy_actiondeform.blend
Action Modifiers can be added in the NLA Properties Panel. Per Modifier you
have to indicate the channel and a Curve Object. You can copy modifiers from
one strip to another using CTRL+C (only copies to active Object strips).
Setting up a correct Curve Path has to be carefully done:
- Use SHIFT+A "Curve Path" in top view, or ensure the path is not rotated.
- make sure the center point of the Curve Object is at the center of the
Armature (or above)
- move the first point of the curve to the center point as well.
- check if the path starts from this first point, you can change it using
(in Curve EditMode) the option Wkey -> "Switch Direction"
- Make sure alignment uses the correct axis; if the Armature walks into
the negative Y direction, you have to set in Object Buttons, "Anim settings"
Panel, the correct Track option. (Note; option will probably move to the
Modifier later).
This is a good reason to make such paths automatic (on a command). Is on the
todo list.
Also note this:
- the Curve Path extends in beginning and ending, that's (for now) the default,
and allows to use multiple paths. Make sure paths begin and end horizontal.
- Moving the Curve in Object Mode will change the "mapping" (as if the landscape
a character walks over moves). Moving the Curve in Edit Mode will change the
actual position of the deformation.
- Speed (Ipos) on paths is not supported yet, will be done.
- The Curve "Stretch" deform option doesn't work.
- Modifiers are executed *after* all actions in NLA are evaluated, there's no
support yet for blending multiple strips with Modifiers.
- This doesn't work yet for time-mapping...
This commit is mostly for review by character animators... some details or
working methods might change.
This feature can also be used for other modifiers, such as noise (Perlin) or
the mythical "Oomph" (frequency control) and of course Python.
Special thanks to Bassam & Matt for research & design help. Have fun!
2006-10-31 15:51:57 +00:00
direct_link_nlastrips ( fd , & ob - > nlastrips ) ;
2002-10-12 11:37:38 +00:00
link_list ( fd , & ob - > constraintChannels ) ;
2012-09-26 20:05:38 +00:00
// >>> XXX deprecated - old animation system
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
ob - > mat = newdataadr ( fd , ob - > mat ) ;
test_pointer_array ( fd , ( void * * ) & ob - > mat ) ;
2009-07-13 00:40:20 +00:00
ob - > matbits = newdataadr ( fd , ob - > matbits ) ;
2005-09-22 19:12:53 +00:00
/* do it here, below old data gets converted */
direct_link_modifiers ( fd , & ob - > modifiers ) ;
2002-10-12 11:37:38 +00:00
link_list ( fd , & ob - > effect ) ;
paf = ob - > effect . first ;
2012-03-24 07:52:14 +00:00
while ( paf ) {
2012-05-17 12:59:34 +00:00
if ( paf - > type = = EFF_PARTICLE ) {
paf - > keys = NULL ;
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
if ( paf - > type = = EFF_WAVE ) {
2005-07-26 02:44:59 +00:00
WaveEff * wav = ( WaveEff * ) paf ;
PartEff * next = paf - > next ;
WaveModifierData * wmd = ( WaveModifierData * ) modifier_new ( eModifierType_Wave ) ;
2012-05-17 12:59:34 +00:00
2005-07-26 02:44:59 +00:00
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 ;
2012-05-17 12:59:34 +00:00
2005-07-26 02:44:59 +00:00
BLI_addtail ( & ob - > modifiers , wmd ) ;
2012-05-17 12:59:34 +00:00
2005-07-26 02:44:59 +00:00
BLI_remlink ( & ob - > effect , paf ) ;
MEM_freeN ( paf ) ;
2012-05-17 12:59:34 +00:00
2005-07-26 02:44:59 +00:00
paf = next ;
continue ;
2005-07-20 04:14:21 +00:00
}
2012-05-17 12:59:34 +00:00
if ( paf - > type = = EFF_BUILD ) {
2005-07-20 04:14:21 +00:00
BuildEff * baf = ( BuildEff * ) paf ;
PartEff * next = paf - > next ;
- 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
BuildModifierData * bmd = ( BuildModifierData * ) modifier_new ( eModifierType_Build ) ;
2012-05-17 12:59:34 +00:00
2005-07-20 04:14:21 +00:00
bmd - > start = baf - > sfra ;
bmd - > length = baf - > len ;
bmd - > randomize = 0 ;
bmd - > seed = 1 ;
2012-05-17 12:59:34 +00:00
2005-07-20 04:14:21 +00:00
BLI_addtail ( & ob - > modifiers , bmd ) ;
2012-05-17 12:59:34 +00:00
2005-07-20 04:14:21 +00:00
BLI_remlink ( & ob - > effect , paf ) ;
MEM_freeN ( paf ) ;
2012-05-17 12:59:34 +00:00
2005-07-20 04:14:21 +00:00
paf = next ;
continue ;
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
paf = paf - > next ;
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
2004-06-26 18:18:11 +00:00
ob - > pd = newdataadr ( fd , ob - > pd ) ;
2009-12-18 13:08:11 +00:00
direct_link_partdeflect ( ob - > pd ) ;
2005-04-02 13:57:23 +00:00
ob - > soft = newdataadr ( fd , ob - > soft ) ;
2012-03-24 06:18:31 +00:00
if ( ob - > soft ) {
2012-10-21 05:46:41 +00:00
SoftBody * sb = ob - > soft ;
2005-05-02 13:28:13 +00:00
2012-05-17 12:59:34 +00:00
sb - > bpoint = NULL ; // init pointers so it gets rebuilt nicely
sb - > bspring = NULL ;
sb - > scratch = NULL ;
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
/* although not used anymore */
/* still have to be loaded to be compatible with old files */
2012-05-17 12:59:34 +00:00
sb - > keys = newdataadr ( fd , sb - > keys ) ;
2005-05-02 13:28:13 +00:00
test_pointer_array ( fd , ( void * * ) & sb - > keys ) ;
2012-03-24 06:18:31 +00:00
if ( sb - > keys ) {
2011-05-23 08:14:29 +00:00
int a ;
2012-05-21 06:33:32 +00:00
for ( a = 0 ; a < sb - > totkey ; a + + ) {
sb - > keys [ a ] = newdataadr ( fd , sb - > keys [ a ] ) ;
2005-05-02 13:28:13 +00:00
}
}
2012-05-17 12:59:34 +00:00
2009-12-14 19:17:27 +00:00
sb - > effector_weights = newdataadr ( fd , sb - > effector_weights ) ;
2012-03-24 06:18:31 +00:00
if ( ! sb - > effector_weights )
2009-10-22 23:22:05 +00:00
sb - > effector_weights = BKE_add_effector_weights ( NULL ) ;
2012-05-17 12:59:34 +00:00
2010-11-30 21:31:18 +00:00
direct_link_pointcache_list ( fd , & sb - > ptcaches , & sb - > pointcache , 0 ) ;
2005-04-02 13:57:23 +00:00
}
2012-05-17 12:59:34 +00:00
ob - > bsoft = newdataadr ( fd , ob - > bsoft ) ;
2005-09-18 13:27:12 +00:00
ob - > fluidsimSettings = newdataadr ( fd , ob - > fluidsimSettings ) ; /* NT */
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
link_list ( fd , & ob - > particlesystem ) ;
2012-04-29 15:47:02 +00:00
direct_link_particlesystems ( fd , & ob - > particlesystem ) ;
2004-10-01 14:04:17 +00:00
2002-10-12 11:37:38 +00:00
link_list ( fd , & ob - > prop ) ;
2012-05-17 12:59:34 +00:00
for ( prop = ob - > prop . first ; prop ; prop = prop - > next ) {
prop - > poin = newdataadr ( fd , prop - > poin ) ;
if ( prop - > poin = = NULL )
prop - > poin = & prop - > data ;
2002-10-12 11:37:38 +00:00
}
link_list ( fd , & ob - > sensors ) ;
2012-05-17 12:59:34 +00:00
for ( sens = ob - > sensors . first ; sens ; sens = sens - > next ) {
sens - > data = newdataadr ( fd , sens - > data ) ;
sens - > links = newdataadr ( fd , sens - > links ) ;
2002-10-12 11:37:38 +00:00
test_pointer_array ( fd , ( void * * ) & sens - > links ) ;
}
direct_link_constraints ( fd , & ob - > constraints ) ;
link_glob_list ( fd , & ob - > controllers ) ;
BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of
sensor and actuators, full GUI support and selective display of sensors and actuators.
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value;
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers
that belong to active states. Sensors and actuators don't have a state mask but are effectively
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated,
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated,
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more
controllers of a single state) will generate a pulse each time the state becomes active. This feature is
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object.
The Ini button sets the state mask back to the object default state. You can change the default state
of object by first selecting the desired state mask and storing using the menu under the State button.
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender,
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility.
The new Sta button in the sensor and actuator column header allows you to display only the sensors and
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller
of the state as the state name. The GUI will support that convention by displaying as a hint the name
of the first controller of the state when you move the mouse over a state bit of the object state mask
or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are
part of a logical group, it is recommended to put the state engine only in the main object and to
link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1
so that all the controllers belong to this single state. This ensures backward compatibility with
existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are
guaranteed to execute before being eventually disabled due to the state change. This is useful for
example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
are acticated again, they will behave as follow:
* keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive
to new key press.
* collision sensor: objects already colliding won't be detected. Only new collisions are
detected.
* near and radar sensor: same as collision sensor.
2008-06-22 14:23:57 +00:00
if ( ob - > init_state ) {
/* if a known first state is specified, set it so that the game will start ok */
ob - > state = ob - > init_state ;
2012-03-24 06:18:31 +00:00
}
else if ( ! ob - > state ) {
BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of
sensor and actuators, full GUI support and selective display of sensors and actuators.
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value;
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers
that belong to active states. Sensors and actuators don't have a state mask but are effectively
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated,
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated,
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more
controllers of a single state) will generate a pulse each time the state becomes active. This feature is
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object.
The Ini button sets the state mask back to the object default state. You can change the default state
of object by first selecting the desired state mask and storing using the menu under the State button.
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender,
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility.
The new Sta button in the sensor and actuator column header allows you to display only the sensors and
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller
of the state as the state name. The GUI will support that convention by displaying as a hint the name
of the first controller of the state when you move the mouse over a state bit of the object state mask
or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are
part of a logical group, it is recommended to put the state engine only in the main object and to
link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1
so that all the controllers belong to this single state. This ensures backward compatibility with
existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are
guaranteed to execute before being eventually disabled due to the state change. This is useful for
example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
are acticated again, they will behave as follow:
* keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive
to new key press.
* collision sensor: objects already colliding won't be detected. Only new collisions are
detected.
* near and radar sensor: same as collision sensor.
2008-06-22 14:23:57 +00:00
ob - > state = 1 ;
}
2012-05-17 12:59:34 +00:00
for ( cont = ob - > controllers . first ; cont ; cont = cont - > next ) {
cont - > data = newdataadr ( fd , cont - > data ) ;
cont - > links = newdataadr ( fd , cont - > links ) ;
2002-10-12 11:37:38 +00:00
test_pointer_array ( fd , ( void * * ) & cont - > links ) ;
BGE patch: add state engine support in the logic bricks.
This patch introduces a simple state engine system with the logic bricks. This system features full
backward compatibility, multiple active states, multiple state transitions, automatic disabling of
sensor and actuators, full GUI support and selective display of sensors and actuators.
Note: Python API is available but not documented yet. It will be added asap.
State internals
===============
The state system is object based. The current state mask is stored in the object as a 32 bit value;
each bit set in the mask is an active state. The controllers have a state mask too but only one bit
can be set: a controller belongs to a single state. The game engine will only execute controllers
that belong to active states. Sensors and actuators don't have a state mask but are effectively
attached to states via their links to the controllers. Sensors and actuators can be connected to more
than one state. When a controller becomes inactive because of a state change, its links to sensors
and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated,
i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated,
the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that
it can react as if the game just started when it gets reconnected to an active controller. For example,
an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more
controllers of a single state) will generate a pulse each time the state becomes active. This feature is
not available on all sensors, see the notes below.
GUI
===
This system system is fully configurable through the GUI: the object state mask is visible under the
object bar in the controller's colum as an array of buttons just like the 3D view layer mask.
Click on a state bit to only display the controllers of that state. You can select more than one state
with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object.
The Ini button sets the state mask back to the object default state. You can change the default state
of object by first selecting the desired state mask and storing using the menu under the State button.
If you define a default state mask, it will be loaded into the object state make when you load the blend
file or when you run the game under the blenderplayer. However, when you run the game under Blender,
the current selected state mask will be used as the startup state for the object. This allows you to test
specific state during the game design.
The controller display the state they belong to with a new button in the controller header. When you add
a new controller, it is added by default in the lowest enabled state. You can change the controller state
by clicking on the button and selecting another state. If more than one state is enabled in the object
state mask, controllers are grouped by state for more readibility.
The new Sta button in the sensor and actuator column header allows you to display only the sensors and
actuators that are linked to visible controllers.
A new state actuator is available to modify the state during the game. It defines a bit mask and
the operation to apply on the current object state mask:
Cpy: the bit mask is copied to the object state mask.
Add: the bits that set in the bit mask will be turned on in the object state mask.
Sub: the bits that set in the bit mask will be turned off in the object state mask.
Inv: the bits that set in the bit mask will be inverted in the objecyy state mask.
Notes
=====
- Although states have no name, a simply convention consists in using the name of the first controller
of the state as the state name. The GUI will support that convention by displaying as a hint the name
of the first controller of the state when you move the mouse over a state bit of the object state mask
or of the state actuator bit mask.
- Each object has a state mask and each object can have a state engine but if several objects are
part of a logical group, it is recommended to put the state engine only in the main object and to
link the controllers of that object to the sensors and actuators of the different objects.
- When loading an old blend file, the state mask of all objects and controllers are initialized to 1
so that all the controllers belong to this single state. This ensures backward compatibility with
existing game.
- When the state actuator is activated at the same time as other actuators, these actuators are
guaranteed to execute before being eventually disabled due to the state change. This is useful for
example to send a message or update a property at the time of changing the state.
- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they
are acticated again, they will behave as follow:
* keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive
to new key press.
* collision sensor: objects already colliding won't be detected. Only new collisions are
detected.
* near and radar sensor: same as collision sensor.
2008-06-22 14:23:57 +00:00
if ( cont - > state_mask = = 0 )
cont - > state_mask = 1 ;
2002-10-12 11:37:38 +00:00
}
link_glob_list ( fd , & ob - > actuators ) ;
2012-05-17 12:59:34 +00:00
for ( act = ob - > actuators . first ; act ; act = act - > next ) {
act - > data = newdataadr ( fd , act - > data ) ;
2002-10-12 11:37:38 +00:00
}
2004-09-14 19:03:11 +00:00
link_list ( fd , & ob - > hooks ) ;
2005-08-11 02:23:52 +00:00
while ( ob - > hooks . first ) {
ObHook * hook = ob - > hooks . first ;
2012-05-17 12:59:34 +00:00
HookModifierData * hmd = ( HookModifierData * ) modifier_new ( eModifierType_Hook ) ;
2004-09-14 19:03:11 +00:00
hook - > indexar = newdataadr ( fd , hook - > indexar ) ;
2012-03-24 06:18:31 +00:00
if ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) {
2012-09-03 09:03:25 +00:00
BLI_endian_switch_int32_array ( hook - > indexar , hook - > totindex ) ;
2004-09-14 19:03:11 +00:00
}
2012-05-17 12:59:34 +00:00
/* Do conversion here because if we have loaded
* a hook we need to make sure it gets converted
* and freed , regardless of version .
*/
2011-11-06 16:38:21 +00:00
copy_v3_v3 ( hmd - > cent , hook - > cent ) ;
2005-08-11 02:23:52 +00:00
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 - > totindex = hook - > totindex ;
2012-05-17 12:59:34 +00:00
2005-08-11 02:23:52 +00:00
BLI_addhead ( & ob - > modifiers , hmd ) ;
BLI_remlink ( & ob - > hooks , hook ) ;
2009-10-22 23:22:05 +00:00
modifier_unique_name ( & ob - > modifiers , ( ModifierData * ) hmd ) ;
2012-05-17 12:59:34 +00:00
2005-08-11 02:23:52 +00:00
MEM_freeN ( hook ) ;
}
2004-09-14 19:03:11 +00:00
2012-05-17 12:59:34 +00:00
ob - > customdata_mask = 0 ;
ob - > bb = NULL ;
ob - > derivedDeform = NULL ;
ob - > derivedFinal = NULL ;
ob - > gpulamp . first = ob - > gpulamp . last = NULL ;
2009-08-25 18:41:36 +00:00
link_list ( fd , & ob - > pc_ids ) ;
2009-08-15 18:58:01 +00:00
2012-03-09 00:41:09 +00:00
/* in case this value changes in future, clamp else we get undefined behavior */
2010-11-16 01:19:37 +00:00
CLAMP ( ob - > rotmode , ROT_MODE_MIN , ROT_MODE_MAX ) ;
2012-03-24 06:18:31 +00:00
if ( ob - > sculpt ) {
2012-05-17 12:59:34 +00:00
ob - > sculpt = MEM_callocN ( sizeof ( SculptSession ) , " reload sculpt session " ) ;
2010-10-02 11:39:11 +00:00
}
2002-10-12 11:37:38 +00:00
}
/* ************ READ SCENE ***************** */
2009-02-04 17:40:50 +00:00
/* patch for missing scene IDs, can't be in do-versions */
static void composite_patch ( bNodeTree * ntree , Scene * scene )
{
bNode * node ;
2012-05-17 12:59:34 +00:00
for ( node = ntree - > nodes . first ; node ; node = node - > next ) {
2012-03-24 06:18:31 +00:00
if ( node - > id = = NULL & & ELEM4 ( node - > type , CMP_NODE_R_LAYERS , CMP_NODE_COMPOSITE , CMP_NODE_DEFOCUS , CMP_NODE_OUTPUT_FILE ) )
2012-05-17 12:59:34 +00:00
node - > id = & scene - > id ;
}
2009-02-04 17:40:50 +00:00
}
2009-08-17 00:39:00 +00:00
static void link_paint ( FileData * fd , Scene * sce , Paint * p )
{
2012-03-24 06:18:31 +00:00
if ( p ) {
2012-05-17 12:59:34 +00:00
p - > brush = newlibadr_us ( fd , sce - > id . lib , p - > brush ) ;
p - > paint_cursor = NULL ;
2009-08-17 00:39:00 +00:00
}
}
2009-02-04 17:40:50 +00:00
2012-08-19 15:41:56 +00:00
static void lib_link_sequence_modifiers ( FileData * fd , Scene * scene , ListBase * lb )
{
SequenceModifierData * smd ;
for ( smd = lb - > first ; smd ; smd = smd - > next ) {
if ( smd - > mask_id )
smd - > mask_id = newlibadr_us ( fd , scene - > id . lib , smd - > mask_id ) ;
}
}
2002-10-12 11:37:38 +00:00
static void lib_link_scene ( FileData * fd , Main * main )
{
Scene * sce ;
Base * base , * next ;
Sequence * seq ;
2006-12-07 14:17:38 +00:00
SceneRenderLayer * srl ;
2009-12-16 19:49:33 +00:00
TimeMarker * marker ;
2006-11-06 01:08:26 +00:00
2012-05-21 06:33:32 +00:00
for ( sce = main - > scene . first ; sce ; sce = sce - > id . next ) {
2012-08-01 15:32:27 +00:00
if ( sce - > id . flag & LIB_NEED_LINK ) {
2012-04-22 11:54:53 +00:00
/* Link ID Properties -- and copy this comment EXACTLY for easy finding
* of library blocks that implement this . */
2006-11-17 06:14:15 +00:00
if ( sce - > id . properties ) IDP_LibLinkProperty ( sce - > id . properties , ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) , fd ) ;
2009-01-19 02:26:46 +00:00
if ( sce - > adt ) lib_link_animdata ( fd , & sce - > id , sce - > adt ) ;
2009-02-11 12:19:42 +00:00
lib_link_keyingsets ( fd , & sce - > id , & sce - > keyingsets ) ;
2012-05-17 12:59:34 +00:00
sce - > camera = newlibadr ( fd , sce - > id . lib , sce - > camera ) ;
sce - > world = newlibadr_us ( fd , sce - > id . lib , sce - > world ) ;
sce - > set = newlibadr ( fd , sce - > id . lib , sce - > set ) ;
sce - > gpd = newlibadr_us ( fd , sce - > id . lib , sce - > gpd ) ;
2009-06-10 15:09:44 +00:00
2009-08-17 00:39:00 +00:00
link_paint ( fd , sce , & sce - > toolsettings - > sculpt - > paint ) ;
2009-08-17 02:49:31 +00:00
link_paint ( fd , sce , & sce - > toolsettings - > vpaint - > paint ) ;
link_paint ( fd , sce , & sce - > toolsettings - > wpaint - > paint ) ;
2009-08-17 04:40:59 +00:00
link_paint ( fd , sce , & sce - > toolsettings - > imapaint . paint ) ;
2012-01-17 16:31:13 +00:00
link_paint ( fd , sce , & sce - > toolsettings - > uvsculpt - > paint ) ;
2008-11-13 18:57:10 +00:00
sce - > toolsettings - > skgen_template = newlibadr ( fd , sce - > id . lib , sce - > toolsettings - > skgen_template ) ;
2012-05-17 12:59:34 +00:00
for ( base = sce - > base . first ; base ; base = next ) {
next = base - > next ;
2002-10-12 11:37:38 +00:00
/* base->object= newlibadr_us(fd, sce->id.lib, base->object); */
2012-05-17 12:59:34 +00:00
base - > object = newlibadr_us ( fd , sce - > id . lib , base - > object ) ;
2004-10-18 22:39:14 +00:00
2012-05-17 12:59:34 +00:00
if ( base - > object = = NULL ) {
2012-10-26 17:32:50 +00:00
BKE_reportf_wrap ( fd - > reports , RPT_WARNING , TIP_ ( " LIB ERROR: object lost from scene: '%s' " ) ,
2012-05-17 10:31:06 +00:00
sce - > id . name + 2 ) ;
2002-10-12 11:37:38 +00:00
BLI_remlink ( & sce - > base , base ) ;
2012-05-17 12:59:34 +00:00
if ( base = = sce - > basact ) sce - > basact = NULL ;
2002-10-12 11:37:38 +00:00
MEM_freeN ( base ) ;
}
}
2012-05-17 12:59:34 +00:00
2012-04-30 16:22:40 +00:00
SEQ_BEGIN ( sce - > ed , seq )
{
2012-05-17 12:59:34 +00:00
if ( seq - > ipo ) seq - > ipo = newlibadr_us ( fd , sce - > id . lib , seq - > ipo ) ;
2011-02-22 16:32:05 +00:00
seq - > scene_sound = NULL ;
2012-03-24 06:18:31 +00:00
if ( seq - > scene ) {
2012-05-17 12:59:34 +00:00
seq - > scene = newlibadr ( fd , sce - > id . lib , seq - > scene ) ;
2012-03-24 06:18:31 +00:00
if ( seq - > scene ) {
2012-01-05 10:34:50 +00:00
seq - > scene_sound = sound_scene_add_scene_sound_defaults ( sce , seq ) ;
2011-10-10 00:38:32 +00:00
}
2010-03-20 11:15:16 +00:00
}
2012-03-24 06:18:31 +00:00
if ( seq - > clip ) {
2012-03-21 18:02:29 +00:00
seq - > clip = newlibadr ( fd , sce - > id . lib , seq - > clip ) ;
2012-08-13 17:25:03 +00:00
if ( seq - > clip ) {
seq - > clip - > id . us + + ;
}
2012-03-21 18:02:29 +00:00
}
2012-06-07 18:24:36 +00:00
if ( seq - > mask ) {
seq - > mask = newlibadr ( fd , sce - > id . lib , seq - > mask ) ;
2012-08-13 17:25:03 +00:00
if ( seq - > mask ) {
seq - > mask - > id . us + + ;
}
}
if ( seq - > scene_camera ) {
seq - > scene_camera = newlibadr ( fd , sce - > id . lib , seq - > scene_camera ) ;
2012-06-07 18:24:36 +00:00
}
2012-03-24 06:18:31 +00:00
if ( seq - > sound ) {
2010-02-07 23:41:17 +00:00
seq - > scene_sound = NULL ;
2012-08-13 17:25:03 +00:00
if ( seq - > type = = SEQ_TYPE_SOUND_HD ) {
2012-06-07 15:49:02 +00:00
seq - > type = SEQ_TYPE_SOUND_RAM ;
2012-08-13 17:25:03 +00:00
}
else {
2012-05-17 12:59:34 +00:00
seq - > sound = newlibadr ( fd , sce - > id . lib , seq - > sound ) ;
2012-08-13 17:25:03 +00:00
}
2008-12-15 05:21:44 +00:00
if ( seq - > sound ) {
seq - > sound - > id . us + + ;
2012-01-05 10:34:50 +00:00
seq - > scene_sound = sound_add_scene_sound_defaults ( sce , seq ) ;
Commit message and the brunt of the code courtesy of intrr, apologies for the
size of this;
Finally, the Sequencer audio support and global audio/animation sync stuff!
(See http://intrr.org/blender/audiosequencer.html)
Stuff that has been done:
./source/blender/blenloader/intern/writefile.c
./source/blender/blenloader/intern/readfile.c
Added code to make it handle sounds used by audio strips, and to convert
Scene data from older (<2.28) versions to init Scene global audio settings
(Scene->audio) to defaults.
./source/blender/include/BSE_seqaudio.h
./source/blender/src/seqaudio.c
The main audio routines that start/stop/scrub the audio stream at
a certain frame position, provide the frame reference for the current
stream position, mix the audio, convert the audio, mixdown the audio
into a file.
./source/blender/makesdna/DNA_sound_types.h
Introduced new variables in the bSound struct to accomodate the sample
data after converted to the scene's global mixing format (stream, streamlen).
Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound
belongs to a sequence strip.
./source/blender/makesdna/DNA_scene_types.h
Added AudioData struct, which holds scene-global audio settings.
./source/blender/makesdna/DNA_sequence_types.h
Added support for audio strips. Some variables to hold Panning/Attenuation
information, position information, reference to the sample, and some flags.
./source/blender/makesdna/DNA_userdef_types.h
./source/blender/src/usiblender.c
Added a "Mixing buffer size" userpref. Made the versions stuff initialize
it to a default for versions <2.28.
./source/blender/makesdna/DNA_space_types.h
./source/blender/src/filesel.c
Added a Cyan dot to .WAV files. Any other suggestions on a better color? :)
./source/blender/src/editsound.c
Changes (fixes) to the WAV file loader, re-enabled some gameengine code that
is needed for dealing with bSounds and bSamples.
./source/blender/src/editipo.c
./source/blender/src/drawseq.c
./source/blender/src/editnla.c
./source/blender/src/space.c
./source/blender/src/drawview.c
./source/blender/src/renderwin.c
./source/blender/src/headerbuttons.c
- Created two different wrappers for update_for_newframe(), one which scrubs
the audio, one which doesn't.
- Replaced some of the occurences of update_for_newframe() with
update_for_newframe_muted(), which doesn't scrub the audio.
- In drawview.c: Changed the synchronization scheme to get the current audio
position from the audio engine, and use that as a reference for setting
CFRA. Implements a/v sync and framedrop.
- In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as
volume envelopes.
- In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing
(update_for_newframe()) for moving the sequence editor framebar.
./source/blender/src/editseq.c
Added support for audio strips and a default directory for WAV files which
gets saved from the last Shift-A operation.
./source/blender/src/buttons.c
Added Scene-global audio sequencer settings in Sound buttons.
./source/blender/src/sequence.c
Various stuff that deals with handling audio strips differently than
usual strips.
2003-07-13 20:16:56 +00:00
}
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
seq - > anim = NULL ;
2012-08-19 15:41:56 +00:00
lib_link_sequence_modifiers ( fd , sce , & seq - > modifiers ) ;
2002-10-12 11:37:38 +00:00
}
2008-12-15 05:21:44 +00:00
SEQ_END
2009-12-08 13:57:51 +00:00
2009-12-16 19:49:33 +00:00
# ifdef DURIAN_CAMERA_SWITCH
2012-05-17 12:59:34 +00:00
for ( marker = sce - > markers . first ; marker ; marker = marker - > next ) {
2012-03-24 06:18:31 +00:00
if ( marker - > camera ) {
2012-05-17 12:59:34 +00:00
marker - > camera = newlibadr ( fd , sce - > id . lib , marker - > camera ) ;
2009-12-16 19:49:33 +00:00
}
}
2011-11-05 14:26:18 +00:00
# else
( void ) marker ;
2009-12-16 19:49:33 +00:00
# endif
2012-05-17 12:59:34 +00:00
2012-08-08 11:15:40 +00:00
BKE_sequencer_update_muting ( sce - > ed ) ;
BKE_sequencer_update_sound_bounds_all ( sce ) ;
2004-11-21 11:44:50 +00:00
2012-03-24 06:18:31 +00:00
if ( sce - > nodetree ) {
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
lib_link_ntree ( fd , & sce - > id , sce - > nodetree ) ;
2009-02-04 17:40:50 +00:00
composite_patch ( sce - > nodetree , sce ) ;
}
2006-12-07 14:17:38 +00:00
2012-05-21 06:33:32 +00:00
for ( srl = sce - > r . layers . first ; srl ; srl = srl - > next ) {
2012-05-17 12:59:34 +00:00
srl - > mat_override = newlibadr_us ( fd , sce - > id . lib , srl - > mat_override ) ;
srl - > light_override = newlibadr_us ( fd , sce - > id . lib , srl - > light_override ) ;
2006-12-07 14:17:38 +00:00
}
2009-05-23 03:24:15 +00:00
/*Game Settings: Dome Warp Text*/
2012-05-17 12:59:34 +00:00
sce - > gm . dome . warptext = newlibadr ( fd , sce - > id . lib , sce - > gm . dome . warptext ) ;
2011-11-20 11:34:25 +00:00
/* Motion Tracking */
2012-05-17 12:59:34 +00:00
sce - > clip = newlibadr_us ( fd , sce - > id . lib , sce - > clip ) ;
2012-08-01 15:32:27 +00:00
sce - > id . flag - = LIB_NEED_LINK ;
2002-10-12 11:37:38 +00:00
}
}
}
static void link_recurs_seq ( FileData * fd , ListBase * lb )
{
Sequence * seq ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
link_list ( fd , lb ) ;
2012-05-17 12:59:34 +00:00
for ( seq = lb - > first ; seq ; seq = seq - > next ) {
2012-03-24 06:18:31 +00:00
if ( seq - > seqbase . first )
2008-12-15 05:21:44 +00:00
link_recurs_seq ( fd , & seq - > seqbase ) ;
2012-05-17 12:59:34 +00:00
}
2002-10-12 11:37:38 +00:00
}
2009-08-17 00:39:00 +00:00
static void direct_link_paint ( FileData * fd , Paint * * paint )
{
2012-05-21 23:32:46 +00:00
/* TODO. is this needed */
2012-05-17 12:59:34 +00:00
( * paint ) = newdataadr ( fd , ( * paint ) ) ;
2012-05-21 23:32:46 +00:00
if ( * paint & & ( * paint ) - > num_input_samples < 1 )
( * paint ) - > num_input_samples = 1 ;
2009-08-17 00:39:00 +00:00
}
2012-08-19 15:41:56 +00:00
static void direct_link_sequence_modifiers ( FileData * fd , ListBase * lb )
{
SequenceModifierData * smd ;
link_list ( fd , lb ) ;
for ( smd = lb - > first ; smd ; smd = smd - > next ) {
if ( smd - > mask_sequence )
smd - > mask_sequence = newdataadr ( fd , smd - > mask_sequence ) ;
if ( smd - > type = = seqModifierType_Curves ) {
CurvesModifierData * cmd = ( CurvesModifierData * ) smd ;
direct_link_curvemapping ( fd , & cmd - > curve_mapping ) ;
}
else if ( smd - > type = = seqModifierType_HueCorrect ) {
HueCorrectModifierData * hcmd = ( HueCorrectModifierData * ) smd ;
direct_link_curvemapping ( fd , & hcmd - > curve_mapping ) ;
}
}
}
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
static void direct_link_view_settings ( FileData * fd , ColorManagedViewSettings * view_settings )
{
view_settings - > curve_mapping = newdataadr ( fd , view_settings - > curve_mapping ) ;
if ( view_settings - > curve_mapping )
direct_link_curvemapping ( fd , view_settings - > curve_mapping ) ;
}
2002-10-12 11:37:38 +00:00
static void direct_link_scene ( FileData * fd , Scene * sce )
{
Editing * ed ;
Sequence * seq ;
2004-11-13 12:55:59 +00:00
MetaStack * ms ;
2012-05-17 12:59:34 +00:00
2005-05-29 19:41:03 +00:00
sce - > theDag = NULL ;
sce - > dagisvalid = 0 ;
2012-05-17 12:59:34 +00:00
sce - > obedit = NULL ;
sce - > stats = NULL ;
sce - > fps_info = NULL ;
sce - > customdata_mask_modal = 0 ;
2011-03-23 14:06:44 +00:00
sce - > lay_updated = 0 ;
2012-05-17 12:59:34 +00:00
2010-02-07 23:41:17 +00:00
sound_create_scene ( sce ) ;
2012-05-17 12:59:34 +00:00
2006-03-20 20:52:04 +00:00
/* set users to one by default, not in lib-link, this will increase it for compo nodes */
2012-05-17 12:59:34 +00:00
sce - > id . us = 1 ;
2002-10-12 11:37:38 +00:00
link_list ( fd , & ( sce - > base ) ) ;
2009-01-19 02:26:46 +00:00
2012-05-17 12:59:34 +00:00
sce - > adt = newdataadr ( fd , sce - > adt ) ;
2009-01-19 02:26:46 +00:00
direct_link_animdata ( fd , sce - > adt ) ;
2009-02-11 12:19:42 +00:00
link_list ( fd , & sce - > keyingsets ) ;
direct_link_keyingsets ( fd , & sce - > keyingsets ) ;
2012-05-17 12:59:34 +00:00
sce - > basact = newdataadr ( fd , sce - > basact ) ;
2005-08-24 20:37:25 +00:00
sce - > toolsettings = newdataadr ( fd , sce - > toolsettings ) ;
2012-03-24 06:18:31 +00:00
if ( sce - > toolsettings ) {
2009-08-17 00:39:00 +00:00
direct_link_paint ( fd , ( Paint * * ) & sce - > toolsettings - > sculpt ) ;
2009-08-17 02:49:31 +00:00
direct_link_paint ( fd , ( Paint * * ) & sce - > toolsettings - > vpaint ) ;
direct_link_paint ( fd , ( Paint * * ) & sce - > toolsettings - > wpaint ) ;
2012-01-17 16:31:13 +00:00
direct_link_paint ( fd , ( Paint * * ) & sce - > toolsettings - > uvsculpt ) ;
2012-05-17 12:59:34 +00:00
sce - > toolsettings - > imapaint . paintcursor = NULL ;
sce - > toolsettings - > particle . paintcursor = NULL ;
2009-01-10 14:19:14 +00:00
}
2006-11-06 01:08:26 +00:00
2012-03-24 06:18:31 +00:00
if ( sce - > ed ) {
2012-05-21 06:33:32 +00:00
ListBase * old_seqbasep = & ( ( Editing * ) sce - > ed ) - > seqbase ;
2006-11-22 19:59:17 +00:00
2012-05-21 06:33:32 +00:00
ed = sce - > ed = newdataadr ( fd , sce - > ed ) ;
2012-05-17 12:59:34 +00:00
ed - > act_seq = newdataadr ( fd , ed - > act_seq ) ;
2003-04-26 18:01:01 +00:00
/* recursive link sequences, lb will be correctly initialized */
2002-10-12 11:37:38 +00:00
link_recurs_seq ( fd , & ed - > seqbase ) ;
2012-05-17 12:59:34 +00:00
2012-04-30 16:22:40 +00:00
SEQ_BEGIN ( ed , seq )
{
2002-10-12 11:37:38 +00:00
seq - > seq1 = newdataadr ( fd , seq - > seq1 ) ;
seq - > seq2 = newdataadr ( fd , seq - > seq2 ) ;
seq - > seq3 = newdataadr ( fd , seq - > seq3 ) ;
2003-04-26 18:01:01 +00:00
/* a patch: after introduction of effects with 3 input strips */
2012-05-17 12:59:34 +00:00
if ( seq - > seq3 = = NULL ) seq - > seq3 = seq - > seq2 ;
seq - > effectdata = newdataadr ( fd , seq - > effectdata ) ;
2006-03-07 20:01:12 +00:00
2012-06-07 15:49:02 +00:00
if ( seq - > type & SEQ_TYPE_EFFECT )
2006-03-07 20:01:12 +00:00
seq - > flag | = SEQ_EFFECT_NOT_LOADED ;
2012-05-17 12:59:34 +00:00
2012-06-07 15:49:02 +00:00
if ( seq - > type = = SEQ_TYPE_SPEED ) {
2012-05-17 12:59:34 +00:00
SpeedControlVars * s = seq - > effectdata ;
s - > frameMap = NULL ;
2006-03-07 20:01:12 +00:00
}
2012-05-17 12:59:34 +00:00
seq - > strip = newdataadr ( fd , seq - > strip ) ;
2012-03-24 06:18:31 +00:00
if ( seq - > strip & & seq - > strip - > done = = 0 ) {
2012-05-19 13:28:19 +00:00
seq - > strip - > done = TRUE ;
2012-05-17 12:59:34 +00:00
2012-06-07 15:49:02 +00:00
if ( ELEM4 ( seq - > type , SEQ_TYPE_IMAGE , SEQ_TYPE_MOVIE , SEQ_TYPE_SOUND_RAM , SEQ_TYPE_SOUND_HD ) ) {
2012-05-20 19:49:27 +00:00
seq - > strip - > stripdata = newdataadr ( fd , seq - > strip - > stripdata ) ;
2012-03-24 06:18:31 +00:00
}
else {
2011-02-13 10:52:18 +00:00
seq - > strip - > stripdata = NULL ;
2004-06-23 18:22:51 +00:00
}
2007-12-25 15:31:36 +00:00
if ( seq - > flag & SEQ_USE_CROP ) {
seq - > strip - > crop = newdataadr (
fd , seq - > strip - > crop ) ;
2012-03-24 06:18:31 +00:00
}
else {
2011-02-13 10:52:18 +00:00
seq - > strip - > crop = NULL ;
2007-12-25 15:31:36 +00:00
}
if ( seq - > flag & SEQ_USE_TRANSFORM ) {
seq - > strip - > transform = newdataadr (
fd , seq - > strip - > transform ) ;
2012-03-24 06:18:31 +00:00
}
else {
2011-02-13 10:52:18 +00:00
seq - > strip - > transform = NULL ;
2007-12-25 15:31:36 +00:00
}
if ( seq - > flag & SEQ_USE_PROXY ) {
seq - > strip - > proxy = newdataadr (
fd , seq - > strip - > proxy ) ;
2011-02-13 10:52:18 +00:00
seq - > strip - > proxy - > anim = NULL ;
2012-03-24 06:18:31 +00:00
}
else {
2011-02-13 10:52:18 +00:00
seq - > strip - > proxy = NULL ;
2007-12-25 15:31:36 +00:00
}
2012-09-04 13:37:53 +00:00
/* need to load color balance to it could be converted to modifier */
seq - > strip - > color_balance = newdataadr ( fd , seq - > strip - > color_balance ) ;
2002-10-12 11:37:38 +00:00
}
2012-08-19 15:41:56 +00:00
direct_link_sequence_modifiers ( fd , & seq - > modifiers ) ;
2002-10-12 11:37:38 +00:00
}
2008-12-15 05:21:44 +00:00
SEQ_END
2006-06-05 19:04:19 +00:00
2004-11-13 12:55:59 +00:00
/* link metastack, slight abuse of structs here, have to restore pointer to internal part in struct */
{
Sequence temp ;
char * poin ;
2008-08-30 14:32:16 +00:00
intptr_t offset ;
2004-11-13 12:55:59 +00:00
2012-05-17 12:59:34 +00:00
offset = ( ( intptr_t ) & ( temp . seqbase ) ) - ( ( intptr_t ) & temp ) ;
2004-11-13 12:55:59 +00:00
2006-11-22 19:59:17 +00:00
/* root pointer */
2012-03-24 06:18:31 +00:00
if ( ed - > seqbasep = = old_seqbasep ) {
2012-05-17 12:59:34 +00:00
ed - > seqbasep = & ed - > seqbase ;
2006-11-22 19:59:17 +00:00
}
else {
2012-05-17 12:59:34 +00:00
poin = ( char * ) ed - > seqbasep ;
2006-11-22 19:59:17 +00:00
poin - = offset ;
2012-05-17 12:59:34 +00:00
poin = newdataadr ( fd , poin ) ;
if ( poin )
ed - > seqbasep = ( ListBase * ) ( poin + offset ) ;
else
ed - > seqbasep = & ed - > seqbase ;
2012-10-21 05:46:41 +00:00
}
2004-11-13 12:55:59 +00:00
/* stack */
link_list ( fd , & ( ed - > metastack ) ) ;
2012-05-17 12:59:34 +00:00
for ( ms = ed - > metastack . first ; ms ; ms = ms - > next ) {
ms - > parseq = newdataadr ( fd , ms - > parseq ) ;
2004-11-13 12:55:59 +00:00
2012-03-24 06:18:31 +00:00
if ( ms - > oldbasep = = old_seqbasep )
2006-11-22 19:59:17 +00:00
ms - > oldbasep = & ed - > seqbase ;
else {
2012-05-17 12:59:34 +00:00
poin = ( char * ) ms - > oldbasep ;
2006-11-22 19:59:17 +00:00
poin - = offset ;
2012-05-17 12:59:34 +00:00
poin = newdataadr ( fd , poin ) ;
if ( poin )
ms - > oldbasep = ( ListBase * ) ( poin + offset ) ;
else
ms - > oldbasep = & ed - > seqbase ;
2006-11-22 19:59:17 +00:00
}
2004-11-13 12:55:59 +00:00
}
}
2002-10-12 11:37:38 +00:00
}
Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb.
Main change is that it's an own Space type now, not part of the Audio
window... the audio window should restrict to own options. This way
functionality is nicely separated.
Since it's the first time I added a new space (since long!) I've made an
extensive tutorial as well. You can find that here:
http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html
Notes for using timewindow;
- Add time markers with MKey
- CTRL+M gives option to name Marker
- Markers cannot be moved yet...
- Pageup-Pagedown keys moves current frame to next-prev Marker
- Xkey removes Markers
- If an object has Ipos or an Action, it draws key lines
- CTRL+Pageup-Pagedown moves current frame to next-prev Key
- Press S or E to set start/end frame for playback
Notes about the implementation in Tuhopuu:
- Add new Marker now selects new, deselects others
- Selecting Marker didn't work like elsewhere in Blender, on click it
should deselect all, except the indicated Marker. Not when holding SHIFT
of course
- Not exported functions are static now
- Removed unused defines (MARKER_NONE NEXT_AVAIL)
- Drawing order was confusing, doing too many matrix calls
- Removed not needed scrollbar, added new function to draw time values.
(Has advantage the MMB scroll works not confusing on a scrollbar)
- Added proper support for 'frame mapping'
- The string button (name Marker) had a bug (checked str[64] while str
was only 64 long)
- String button itself didn't allow "OK on enter"
- Made frame buttons in header larger, the arrows overlapped
- Removed support for negative frame values, that won't work so simple!
2005-05-05 17:19:21 +00:00
sce - > r . avicodecdata = newdataadr ( fd , sce - > r . avicodecdata ) ;
if ( sce - > r . avicodecdata ) {
sce - > r . avicodecdata - > lpFormat = newdataadr ( fd , sce - > r . avicodecdata - > lpFormat ) ;
sce - > r . avicodecdata - > lpParms = newdataadr ( fd , sce - > r . avicodecdata - > lpParms ) ;
}
sce - > r . qtcodecdata = newdataadr ( fd , sce - > r . qtcodecdata ) ;
if ( sce - > r . qtcodecdata ) {
sce - > r . qtcodecdata - > cdParms = newdataadr ( fd , sce - > r . qtcodecdata - > cdParms ) ;
}
2008-05-11 20:40:55 +00:00
if ( sce - > r . ffcodecdata . properties ) {
2012-05-17 12:59:34 +00:00
sce - > r . ffcodecdata . properties = newdataadr ( fd , sce - > r . ffcodecdata . properties ) ;
2012-10-21 05:46:41 +00:00
if ( sce - > r . ffcodecdata . properties ) {
2012-05-17 12:59:34 +00:00
IDP_DirectLinkProperty ( sce - > r . ffcodecdata . properties ,
2008-05-11 20:40:55 +00:00
( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) , fd ) ;
}
}
2012-05-17 12:59:34 +00:00
Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb.
Main change is that it's an own Space type now, not part of the Audio
window... the audio window should restrict to own options. This way
functionality is nicely separated.
Since it's the first time I added a new space (since long!) I've made an
extensive tutorial as well. You can find that here:
http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html
Notes for using timewindow;
- Add time markers with MKey
- CTRL+M gives option to name Marker
- Markers cannot be moved yet...
- Pageup-Pagedown keys moves current frame to next-prev Marker
- Xkey removes Markers
- If an object has Ipos or an Action, it draws key lines
- CTRL+Pageup-Pagedown moves current frame to next-prev Key
- Press S or E to set start/end frame for playback
Notes about the implementation in Tuhopuu:
- Add new Marker now selects new, deselects others
- Selecting Marker didn't work like elsewhere in Blender, on click it
should deselect all, except the indicated Marker. Not when holding SHIFT
of course
- Not exported functions are static now
- Removed unused defines (MARKER_NONE NEXT_AVAIL)
- Drawing order was confusing, doing too many matrix calls
- Removed not needed scrollbar, added new function to draw time values.
(Has advantage the MMB scroll works not confusing on a scrollbar)
- Added proper support for 'frame mapping'
- The string button (name Marker) had a bug (checked str[64] while str
was only 64 long)
- String button itself didn't allow "OK on enter"
- Made frame buttons in header larger, the arrows overlapped
- Removed support for negative frame values, that won't work so simple!
2005-05-05 17:19:21 +00:00
link_list ( fd , & ( sce - > markers ) ) ;
=== Custom Transform Orientation ===
Custom Orientations can be added with Ctrl-Shift-C (hotkey suggestions are welcomed), this adds and select the new alignment. Custom Orientations can also be added, deleted, selected from the Transform Orientations panel (View -> Transform Orientations). Standard orientations (global, local, normal, view) can also be selected from this panel.
If you plan on using only a single custom orientation and don't really need a list, I suggest you use the hotkey as it adds and selects at the same time.
Custom Orientations are save in the scene and are selected per 3D view (like normal orientation).
Adding from an object, the orientation is a normalized version of the object's orientation.
Adding from mesh data, a single element (vertex, edge, face) must be selected in its respective selection mode. Vertex orientation Z-axis is based on the normal, edge Z-axis on the edge itself (X-axis is on the XoY plane when possible, Y-axis is perpendicular to the rest). Face orientation Z-axis is the face normal, X-axis is perpendicular to the first edge, Y-axis is perpendicular to the rest.
(More logical orientations can be suggested).
I plan to add: 2 vertice (connected or not) => edge orientation , 3 vertice = face orientation
Differences from the patch:
- orientations no longer link back to the object they came from, everything is copy on creation.
- orientations are overwritten based on name (if you add an orientation with the same name as one that already exists, it overwrites the old one)
2008-01-13 18:24:09 +00:00
link_list ( fd , & ( sce - > transform_spaces ) ) ;
Orange; more render & compo stuff!
-> Rendering in RenderLayers
It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.
Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)
Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.
Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.
-> New Blur options
The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.
Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg
BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
link_list ( fd , & ( sce - > r . layers ) ) ;
2012-05-17 12:59:34 +00:00
sce - > nodetree = newdataadr ( fd , sce - > nodetree ) ;
2012-10-23 12:38:47 +00:00
if ( sce - > nodetree ) {
direct_link_id ( fd , & sce - > nodetree - > id ) ;
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
direct_link_nodetree ( fd , sce - > nodetree ) ;
2012-10-23 12:38:47 +00:00
}
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
direct_link_view_settings ( fd , & sce - > view_settings ) ;
2002-10-12 11:37:38 +00:00
}
2007-12-24 18:53:37 +00:00
/* ************ READ WM ***************** */
static void direct_link_windowmanager ( FileData * fd , wmWindowManager * wm )
{
wmWindow * win ;
2012-05-17 12:59:34 +00:00
wm - > id . us = 1 ;
link_list ( fd , & wm - > windows ) ;
2007-12-24 18:53:37 +00:00
2012-05-17 12:59:34 +00:00
for ( win = wm - > windows . first ; win ; win = win - > next ) {
win - > ghostwin = NULL ;
win - > eventstate = NULL ;
win - > curswin = NULL ;
win - > tweak = NULL ;
win - > queue . first = win - > queue . last = NULL ;
win - > handlers . first = win - > handlers . last = NULL ;
win - > modalhandlers . first = win - > modalhandlers . last = NULL ;
win - > subwindows . first = win - > subwindows . last = NULL ;
win - > gesture . first = win - > gesture . last = NULL ;
win - > drawdata = NULL ;
win - > drawmethod = - 1 ;
win - > drawfail = 0 ;
2007-12-24 18:53:37 +00:00
}
2012-05-17 12:59:34 +00:00
wm - > timers . first = wm - > timers . last = NULL ;
wm - > operators . first = wm - > operators . last = NULL ;
wm - > paintcursors . first = wm - > paintcursors . last = NULL ;
wm - > queue . first = wm - > queue . last = NULL ;
2009-07-16 22:47:27 +00:00
BKE_reports_init ( & wm - > reports , RPT_STORE ) ;
2008-01-10 18:56:24 +00:00
2012-05-17 12:59:34 +00:00
wm - > keyconfigs . first = wm - > keyconfigs . last = NULL ;
wm - > defaultconf = NULL ;
wm - > addonconf = NULL ;
wm - > userconf = NULL ;
wm - > jobs . first = wm - > jobs . last = NULL ;
wm - > drags . first = wm - > drags . last = NULL ;
wm - > windrawable = NULL ;
wm - > winactive = NULL ;
wm - > initialized = 0 ;
wm - > op_undo_depth = 0 ;
2007-12-24 18:53:37 +00:00
}
static void lib_link_windowmanager ( FileData * fd , Main * main )
{
wmWindowManager * wm ;
2009-09-16 17:43:09 +00:00
wmWindow * win ;
2007-12-24 18:53:37 +00:00
2012-05-17 12:59:34 +00:00
for ( wm = main - > wm . first ; wm ; wm = wm - > id . next ) {
2012-08-01 15:32:27 +00:00
if ( wm - > id . flag & LIB_NEED_LINK ) {
2012-05-17 12:59:34 +00:00
for ( win = wm - > windows . first ; win ; win = win - > next )
win - > screen = newlibadr ( fd , NULL , win - > screen ) ;
2012-08-01 15:32:27 +00:00
wm - > id . flag - = LIB_NEED_LINK ;
2007-12-24 18:53:37 +00:00
}
}
}
2008-12-29 13:38:08 +00:00
/* ****************** READ GREASE PENCIL ***************** */
2002-10-12 11:37:38 +00:00
2009-05-23 03:24:15 +00:00
/* relinks grease-pencil data - used for direct_link and old file linkage */
static void direct_link_gpencil ( FileData * fd , bGPdata * gpd )
2008-07-22 09:53:25 +00:00
{
bGPDlayer * gpl ;
bGPDframe * gpf ;
bGPDstroke * gps ;
2009-05-23 03:24:15 +00:00
/* we must firstly have some grease-pencil data to link! */
if ( gpd = = NULL )
return ;
2008-07-22 09:53:25 +00:00
/* relink layers */
link_list ( fd , & gpd - > layers ) ;
2012-05-17 12:59:34 +00:00
for ( gpl = gpd - > layers . first ; gpl ; gpl = gpl - > next ) {
2008-07-22 09:53:25 +00:00
/* relink frames */
link_list ( fd , & gpl - > frames ) ;
2012-05-17 12:59:34 +00:00
gpl - > actframe = newdataadr ( fd , gpl - > actframe ) ;
2008-07-22 09:53:25 +00:00
2012-05-17 12:59:34 +00:00
for ( gpf = gpl - > frames . first ; gpf ; gpf = gpf - > next ) {
2008-07-22 09:53:25 +00:00
/* relink strokes (and their points) */
link_list ( fd , & gpf - > strokes ) ;
2012-05-17 12:59:34 +00:00
for ( gps = gpf - > strokes . first ; gps ; gps = gps - > next ) {
gps - > points = newdataadr ( fd , gps - > points ) ;
2008-07-22 09:53:25 +00:00
}
}
}
}
2008-12-29 13:38:08 +00:00
/* ****************** READ SCREEN ***************** */
static void butspace_version_132 ( SpaceButs * buts )
{
2012-03-24 02:51:46 +00:00
buts - > v2d . tot . xmin = 0.0f ;
buts - > v2d . tot . ymin = 0.0f ;
buts - > v2d . tot . xmax = 1279.0f ;
buts - > v2d . tot . ymax = 228.0f ;
2012-05-17 12:59:34 +00:00
buts - > v2d . min [ 0 ] = 256.0f ;
buts - > v2d . min [ 1 ] = 42.0f ;
buts - > v2d . max [ 0 ] = 2048.0f ;
buts - > v2d . max [ 1 ] = 450.0f ;
buts - > v2d . minzoom = 0.5f ;
buts - > v2d . maxzoom = 1.21f ;
buts - > v2d . scroll = 0 ;
buts - > v2d . keepzoom = 1 ;
buts - > v2d . keeptot = 1 ;
2008-12-29 13:38:08 +00:00
}
2004-09-05 13:43:51 +00:00
/* note: file read without screens option G_FILE_NO_UI;
2012-04-22 11:54:53 +00:00
* check lib pointers in call below */
2002-10-12 11:37:38 +00:00
static void lib_link_screen ( FileData * fd , Main * main )
{
bScreen * sc ;
ScrArea * sa ;
2012-05-17 12:59:34 +00:00
for ( sc = main - > screen . first ; sc ; sc = sc - > id . next ) {
2012-08-01 15:32:27 +00:00
if ( sc - > id . flag & LIB_NEED_LINK ) {
2012-05-17 12:59:34 +00:00
sc - > id . us = 1 ;
2012-05-21 06:33:32 +00:00
sc - > scene = newlibadr ( fd , sc - > id . lib , sc - > scene ) ;
2012-05-17 12:59:34 +00:00
sc - > animtimer = NULL ; /* saved in rare cases */
2008-07-22 09:53:25 +00:00
2012-05-21 06:33:32 +00:00
for ( sa = sc - > areabase . first ; sa ; sa = sa - > next ) {
2002-10-12 11:37:38 +00:00
SpaceLink * sl ;
2008-07-22 09:53:25 +00:00
2012-05-17 12:59:34 +00:00
sa - > full = newlibadr ( fd , sc - > id . lib , sa - > full ) ;
2008-07-22 09:53:25 +00:00
2012-05-17 12:59:34 +00:00
for ( sl = sa - > spacedata . first ; sl ; sl = sl - > next ) {
if ( sl - > spacetype = = SPACE_VIEW3D ) {
View3D * v3d = ( View3D * ) sl ;
2010-01-25 11:06:55 +00:00
BGpic * bgpic = NULL ;
2008-07-22 09:53:25 +00:00
2002-10-12 11:37:38 +00:00
v3d - > camera = newlibadr ( fd , sc - > id . lib , v3d - > camera ) ;
2006-11-07 15:47:10 +00:00
v3d - > ob_centre = newlibadr ( fd , sc - > id . lib , v3d - > ob_centre ) ;
2008-07-22 09:53:25 +00:00
2010-01-19 22:44:43 +00:00
/* should be do_versions but not easy adding into the listbase */
2012-03-24 06:18:31 +00:00
if ( v3d - > bgpic ) {
2012-05-17 12:59:34 +00:00
v3d - > bgpic = newlibadr ( fd , sc - > id . lib , v3d - > bgpic ) ;
2010-01-19 22:44:43 +00:00
BLI_addtail ( & v3d - > bgpicbase , bgpic ) ;
2012-05-17 12:59:34 +00:00
v3d - > bgpic = NULL ;
2010-01-19 22:44:43 +00:00
}
2012-05-17 12:59:34 +00:00
for ( bgpic = v3d - > bgpicbase . first ; bgpic ; bgpic = bgpic - > next ) {
bgpic - > ima = newlibadr_us ( fd , sc - > id . lib , bgpic - > ima ) ;
bgpic - > clip = newlibadr_us ( fd , sc - > id . lib , bgpic - > clip ) ;
2002-10-12 11:37:38 +00:00
}
2012-03-24 06:18:31 +00:00
if ( v3d - > localvd ) {
2012-05-17 12:59:34 +00:00
v3d - > localvd - > camera = newlibadr ( fd , sc - > id . lib , v3d - > localvd - > camera ) ;
2002-10-12 11:37:38 +00:00
}
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_IPO ) {
SpaceIpo * sipo = ( SpaceIpo * ) sl ;
bDopeSheet * ads = sipo - > ads ;
2004-11-13 12:55:59 +00:00
2010-01-23 03:57:11 +00:00
if ( ads ) {
2012-05-17 12:59:34 +00:00
ads - > source = newlibadr ( fd , sc - > id . lib , ads - > source ) ;
ads - > filter_grp = newlibadr ( fd , sc - > id . lib , ads - > filter_grp ) ;
2010-01-23 03:57:11 +00:00
}
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_BUTS ) {
SpaceButs * sbuts = ( SpaceButs * ) sl ;
sbuts - > pinid = newlibadr ( fd , sc - > id . lib , sbuts - > pinid ) ;
sbuts - > mainbo = sbuts - > mainb ;
sbuts - > mainbuser = sbuts - > mainb ;
if ( main - > versionfile < 132 )
2008-12-29 13:38:08 +00:00
butspace_version_132 ( sbuts ) ;
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_FILE ) {
SpaceFile * sfile = ( SpaceFile * ) sl ;
sfile - > files = NULL ;
sfile - > op = NULL ;
sfile - > layout = NULL ;
sfile - > folders_prev = NULL ;
sfile - > folders_next = NULL ;
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_ACTION ) {
SpaceAction * saction = ( SpaceAction * ) sl ;
bDopeSheet * ads = & saction - > ads ;
2010-01-23 03:57:11 +00:00
if ( ads ) {
2012-05-17 12:59:34 +00:00
ads - > source = newlibadr ( fd , sc - > id . lib , ads - > source ) ;
ads - > filter_grp = newlibadr ( fd , sc - > id . lib , ads - > filter_grp ) ;
2010-01-23 03:57:11 +00:00
}
2002-10-12 11:37:38 +00:00
saction - > action = newlibadr ( fd , sc - > id . lib , saction - > action ) ;
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_IMAGE ) {
SpaceImage * sima = ( SpaceImage * ) sl ;
sima - > image = newlibadr_us ( fd , sc - > id . lib , sima - > image ) ;
2012-07-24 20:33:55 +00:00
sima - > mask_info . mask = newlibadr_us ( fd , sc - > id . lib , sima - > mask_info . mask ) ;
2010-04-05 06:52:27 +00:00
/* NOTE: pre-2.5, this was local data not lib data, but now we need this as lib data
* so fingers crossed this works fine !
*/
2012-05-17 12:59:34 +00:00
sima - > gpd = newlibadr_us ( fd , sc - > id . lib , sima - > gpd ) ;
2002-10-12 11:37:38 +00:00
}
2012-06-11 03:03:36 +00:00
else if ( sl - > spacetype = = SPACE_SEQ ) {
SpaceSeq * sseq = ( SpaceSeq * ) sl ;
/* NOTE: pre-2.5, this was local data not lib data, but now we need this as lib data
* so fingers crossed this works fine !
*/
sseq - > gpd = newlibadr_us ( fd , sc - > id . lib , sseq - > gpd ) ;
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
sseq - > scopes . reference_ibuf = NULL ;
sseq - > scopes . zebra_ibuf = NULL ;
sseq - > scopes . waveform_ibuf = NULL ;
sseq - > scopes . sep_waveform_ibuf = NULL ;
sseq - > scopes . vector_ibuf = NULL ;
sseq - > scopes . histogram_ibuf = NULL ;
2012-06-11 03:03:36 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_NLA ) {
2010-01-23 03:57:11 +00:00
SpaceNla * snla = ( SpaceNla * ) sl ;
bDopeSheet * ads = snla - > ads ;
if ( ads ) {
2012-05-17 12:59:34 +00:00
ads - > source = newlibadr ( fd , sc - > id . lib , ads - > source ) ;
ads - > filter_grp = newlibadr ( fd , sc - > id . lib , ads - > filter_grp ) ;
2010-01-23 03:57:11 +00:00
}
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_TEXT ) {
2002-10-12 11:37:38 +00:00
SpaceText * st = ( SpaceText * ) sl ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
st - > text = newlibadr ( fd , sc - > id . lib , st - > text ) ;
2010-10-13 06:06:39 +00:00
st - > drawcache = NULL ;
2003-12-14 01:18:09 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_SCRIPT ) {
SpaceScript * scpt = ( SpaceScript * ) sl ;
2008-03-07 22:39:45 +00:00
/*scpt->script = NULL; - 2.45 set to null, better re-run the script */
2008-03-06 21:25:15 +00:00
if ( scpt - > script ) {
2012-05-17 12:59:34 +00:00
scpt - > script = newlibadr ( fd , sc - > id . lib , scpt - > script ) ;
2008-03-07 22:39:45 +00:00
if ( scpt - > script ) {
2012-03-28 01:06:43 +00:00
SCRIPT_SET_NULL ( scpt - > script ) ;
2008-03-07 22:39:45 +00:00
}
2008-03-06 21:25:15 +00:00
}
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_OUTLINER ) {
2002-10-12 11:37:38 +00:00
SpaceOops * so = ( SpaceOops * ) sl ;
Version 1.0 of the new Outliner
The outliner is a hierarchical diagram displaying a list of data in Blender
and its dependencies. The 'databrowse' doesn't really show it, and Oops is
too chaotic still. And most of all, the former two don't offer much tools.
After discussions on irc, Matt came with this design proposal;
http://mke3.net/blender/interface/layout/outliner/
Which is closely followed for the implementation.
The current version only shows all 'library data' in Blender (objects,
meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA.
I decided to make it inside the Oopw window, as an option. You can find the
option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9
Here's a quick overview of the Outliner GUI:
- Header pulldown has options what it can show (Visible = in current layers)
- click on triangle arrow to open/close
- press AKEY to open/close all
- Leftmouse click on an item activates; and does based on type a couple of
extra things:
- activates a scene
- selects/activates the Object
- enters editmode (if clicked on Mesh, Curve, etc)
- shows the appropriate Shading buttons (Lamp, Material, Texture)
- sets the IpoWindow to the current IPO
- activates the Ipo-channel in an Action
- Selected and Active objects are drawn in its Theme selection color
- SHIFT+click on Object does extend-select
- Press DOTkey to get the current active data in center of view
TODO;
- rightmouse selection; for indicating operations like delete or duplicate
- showing more data types
- icon (re)design...
- lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
TreeStoreElem * tselem ;
int a ;
2012-05-17 12:59:34 +00:00
so - > tree . first = so - > tree . last = NULL ;
so - > search_tse . id = newlibadr ( fd , NULL , so - > search_tse . id ) ;
Version 1.0 of the new Outliner
The outliner is a hierarchical diagram displaying a list of data in Blender
and its dependencies. The 'databrowse' doesn't really show it, and Oops is
too chaotic still. And most of all, the former two don't offer much tools.
After discussions on irc, Matt came with this design proposal;
http://mke3.net/blender/interface/layout/outliner/
Which is closely followed for the implementation.
The current version only shows all 'library data' in Blender (objects,
meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA.
I decided to make it inside the Oopw window, as an option. You can find the
option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9
Here's a quick overview of the Outliner GUI:
- Header pulldown has options what it can show (Visible = in current layers)
- click on triangle arrow to open/close
- press AKEY to open/close all
- Leftmouse click on an item activates; and does based on type a couple of
extra things:
- activates a scene
- selects/activates the Object
- enters editmode (if clicked on Mesh, Curve, etc)
- shows the appropriate Shading buttons (Lamp, Material, Texture)
- sets the IpoWindow to the current IPO
- activates the Ipo-channel in an Action
- Selected and Active objects are drawn in its Theme selection color
- SHIFT+click on Object does extend-select
- Press DOTkey to get the current active data in center of view
TODO;
- rightmouse selection; for indicating operations like delete or duplicate
- showing more data types
- icon (re)design...
- lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
2012-03-24 06:18:31 +00:00
if ( so - > treestore ) {
2012-05-17 12:59:34 +00:00
tselem = so - > treestore - > data ;
for ( a = 0 ; a < so - > treestore - > usedelem ; a + + , tselem + + ) {
tselem - > id = newlibadr ( fd , NULL , tselem - > id ) ;
Version 1.0 of the new Outliner
The outliner is a hierarchical diagram displaying a list of data in Blender
and its dependencies. The 'databrowse' doesn't really show it, and Oops is
too chaotic still. And most of all, the former two don't offer much tools.
After discussions on irc, Matt came with this design proposal;
http://mke3.net/blender/interface/layout/outliner/
Which is closely followed for the implementation.
The current version only shows all 'library data' in Blender (objects,
meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA.
I decided to make it inside the Oopw window, as an option. You can find the
option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9
Here's a quick overview of the Outliner GUI:
- Header pulldown has options what it can show (Visible = in current layers)
- click on triangle arrow to open/close
- press AKEY to open/close all
- Leftmouse click on an item activates; and does based on type a couple of
extra things:
- activates a scene
- selects/activates the Object
- enters editmode (if clicked on Mesh, Curve, etc)
- shows the appropriate Shading buttons (Lamp, Material, Texture)
- sets the IpoWindow to the current IPO
- activates the Ipo-channel in an Action
- Selected and Active objects are drawn in its Theme selection color
- SHIFT+click on Object does extend-select
- Press DOTkey to get the current active data in center of view
TODO;
- rightmouse selection; for indicating operations like delete or duplicate
- showing more data types
- icon (re)design...
- lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
}
}
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_NODE ) {
SpaceNode * snode = ( SpaceNode * ) sl ;
2009-01-27 17:12:40 +00:00
2012-05-17 12:59:34 +00:00
snode - > id = newlibadr ( fd , sc - > id . lib , snode - > id ) ;
snode - > edittree = NULL ;
2009-01-27 17:12:40 +00:00
2011-09-05 21:01:50 +00:00
if ( ELEM3 ( snode - > treetype , NTREE_COMPOSIT , NTREE_SHADER , NTREE_TEXTURE ) ) {
/* internal data, a bit patchy */
2012-05-17 12:59:34 +00:00
snode - > nodetree = NULL ;
2012-03-24 06:18:31 +00:00
if ( snode - > id ) {
if ( GS ( snode - > id - > name ) = = ID_MA )
2012-05-17 12:59:34 +00:00
snode - > nodetree = ( ( Material * ) snode - > id ) - > nodetree ;
2012-03-24 06:18:31 +00:00
else if ( GS ( snode - > id - > name ) = = ID_WO )
2012-05-17 12:59:34 +00:00
snode - > nodetree = ( ( World * ) snode - > id ) - > nodetree ;
2012-03-24 06:18:31 +00:00
else if ( GS ( snode - > id - > name ) = = ID_LA )
2012-05-17 12:59:34 +00:00
snode - > nodetree = ( ( Lamp * ) snode - > id ) - > nodetree ;
2012-03-24 06:18:31 +00:00
else if ( GS ( snode - > id - > name ) = = ID_SCE )
2012-05-17 12:59:34 +00:00
snode - > nodetree = ( ( Scene * ) snode - > id ) - > nodetree ;
2012-03-24 06:18:31 +00:00
else if ( GS ( snode - > id - > name ) = = ID_TE )
2012-05-17 12:59:34 +00:00
snode - > nodetree = ( ( Tex * ) snode - > id ) - > nodetree ;
2011-09-05 21:01:50 +00:00
}
}
else {
2012-05-17 12:59:34 +00:00
snode - > nodetree = newlibadr_us ( fd , sc - > id . lib , snode - > nodetree ) ;
2009-01-27 17:12:40 +00:00
}
2011-03-14 07:30:49 +00:00
snode - > linkdrag . first = snode - > linkdrag . last = NULL ;
2009-01-27 17:12:40 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_CLIP ) {
SpaceClip * sclip = ( SpaceClip * ) sl ;
2012-06-11 03:03:36 +00:00
2012-05-17 12:59:34 +00:00
sclip - > clip = newlibadr_us ( fd , sc - > id . lib , sclip - > clip ) ;
2012-07-24 20:33:55 +00:00
sclip - > mask_info . mask = newlibadr_us ( fd , sc - > id . lib , sclip - > mask_info . mask ) ;
2012-06-11 03:03:36 +00:00
Planar tracking support for motion tracking
===========================================
Major list of changes done in tomato branch:
- Add a planar tracking implementation to libmv
This adds a new planar tracking implementation to libmv. The
tracker is based on Ceres[1], the new nonlinear minimizer that
myself and Sameer released from Google as open source. Since
the motion model is more involved, the interface is
different than the RegionTracker interface used previously
in Blender.
The start of a C API in libmv-capi.{cpp,h} is also included.
- Migrate from pat_{min,max} for markers to 4 corners representation
Convert markers in the movie clip editor / 2D tracker from using
pat_min and pat_max notation to using the a more general, 4-corner
representation.
There is still considerable porting work to do; in particular
sliding from preview widget does not work correct for rotated
markers.
All other areas should be ported to new representation:
* Added support of sliding individual corners. LMB slide + Ctrl
would scale the whole pattern
* S would scale the whole marker, S-S would scale pattern only
* Added support of marker's rotation which is currently rotates
only patterns around their centers or all markers around median,
Rotation or other non-translation/scaling transformation of search
area doesn't make sense.
* Track Preview widget would display transformed pattern which
libmv actually operates with.
- "Efficient Second-order Minimization" for the planar tracker
This implements the "Efficient Second-order Minimization"
scheme, as supported by the existing translation tracker.
This increases the amount of per-iteration work, but
decreases the number of iterations required to converge and
also increases the size of the basin of attraction for the
optimization.
- Remove the use of the legacy RegionTracker API from Blender,
and replaces it with the new TrackRegion API. This also
adds several features to the planar tracker in libmv:
* Do a brute-force initialization of tracking similar to "Hybrid"
mode in the stable release, but using all floats. This is slower
but more accurate. It is still necessary to evaluate if the
performance loss is worth it. In particular, this change is
necessary to support high bit depth imagery.
* Add support for masks over the search window. This is a step
towards supporting user-defined tracker masks. The tracker masks
will make it easy for users to make a mask for e.g. a ball.
Not exposed into interface yet/
* Add Pearson product moment correlation coefficient checking (aka
"Correlation" in the UI. This causes tracking failure if the
tracked patch is not linearly related to the template.
* Add support for warping a few points in addition to the supplied
points. This is useful because the tracking code deliberately
does not expose the underlying warp representation. Instead,
warps are specified in an aparametric way via the correspondences.
- Replace the old style tracker configuration panel with the
new planar tracking panel. From a users perspective, this means:
* The old "tracking algorithm" picker is gone. There is only 1
algorithm now. We may revisit this later, but I would much
prefer to have only 1 algorithm. So far no optimization work
has been done so the speed is not there yet.
* There is now a dropdown to select the motion model. Choices:
* Translation
* Translation, rotation
* Translation, scale
* Translation, rotation, scale
* Affine
* Perspective
* The old "Hybrid" mode is gone; instead there is a toggle to
enable or disable translation-only tracker initialization. This
is the equivalent of the hyrbid mode before, but rewritten to work
with the new planar tracking modes.
* The pyramid levels setting is gone. At a future date, the planar
tracker will decide to use pyramids or not automatically. The
pyramid setting was ultimately a mistake; with the brute force
initialization it is unnecessary.
- Add light-normalized tracking
Added the ability to normalize patterns by their average value while
tracking, to make them invariant to global illumination changes.
Additional details could be found at wiki page [2]
[1] http://code.google.com/p/ceres-solver
[2] http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Motion_Tracker
2012-06-10 15:28:19 +00:00
sclip - > scopes . track_search = NULL ;
2011-11-07 12:55:18 +00:00
sclip - > scopes . track_preview = NULL ;
2012-04-30 16:19:12 +00:00
sclip - > draw_context = NULL ;
2011-11-07 12:55:18 +00:00
sclip - > scopes . ok = 0 ;
}
2012-06-11 03:03:36 +00:00
else if ( sl - > spacetype = = SPACE_LOGIC ) {
SpaceLogic * slogic = ( SpaceLogic * ) sl ;
slogic - > gpd = newlibadr_us ( fd , sc - > id . lib , slogic - > gpd ) ;
}
2002-10-12 11:37:38 +00:00
}
}
2012-08-01 15:32:27 +00:00
sc - > id . flag - = LIB_NEED_LINK ;
2002-10-12 11:37:38 +00:00
}
}
}
2006-11-29 08:57:32 +00:00
/* Only for undo files, or to restore a screen after reading without UI... */
2004-11-05 17:18:17 +00:00
static void * restore_pointer_by_name ( Main * mainp , ID * id , int user )
2004-09-05 13:43:51 +00:00
{
2012-03-24 06:18:31 +00:00
if ( id ) {
2012-05-17 12:59:34 +00:00
ListBase * lb = which_libbase ( mainp , GS ( id - > name ) ) ;
2004-12-08 18:36:48 +00:00
2012-03-24 06:18:31 +00:00
if ( lb ) { // there's still risk of checking corrupt mem (freed Ids in oops)
2012-05-17 12:59:34 +00:00
ID * idn = lb - > first ;
char * name = id - > name + 2 ;
2006-11-29 08:57:32 +00:00
2012-05-21 06:33:32 +00:00
for ( ; idn ; idn = idn - > next ) {
2012-05-17 12:59:34 +00:00
if ( idn - > name [ 2 ] = = name [ 0 ] & & strcmp ( idn - > name + 2 , name ) = = 0 ) {
if ( idn - > lib = = id - > lib ) {
if ( user & & idn - > us = = 0 ) idn - > us + + ;
2006-11-29 08:57:32 +00:00
break ;
}
2004-12-08 18:36:48 +00:00
}
2004-09-05 13:43:51 +00:00
}
2012-05-21 06:33:32 +00:00
2006-11-29 08:57:32 +00:00
return idn ;
2004-09-05 13:43:51 +00:00
}
}
2006-11-29 08:57:32 +00:00
return NULL ;
2004-09-05 13:43:51 +00:00
}
2012-02-03 13:08:44 +00:00
static int lib_link_seq_clipboard_cb ( Sequence * seq , void * arg_pt )
{
Main * newmain = ( Main * ) arg_pt ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( seq - > sound ) {
2012-02-03 13:08:44 +00:00
seq - > sound = restore_pointer_by_name ( newmain , ( ID * ) seq - > sound , 0 ) ;
seq - > sound - > id . us + + ;
}
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( seq - > scene )
2012-02-03 13:08:44 +00:00
seq - > scene = restore_pointer_by_name ( newmain , ( ID * ) seq - > scene , 1 ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( seq - > scene_camera )
2012-02-03 13:08:44 +00:00
seq - > scene_camera = restore_pointer_by_name ( newmain , ( ID * ) seq - > scene_camera , 1 ) ;
2012-05-17 12:59:34 +00:00
2012-02-03 13:08:44 +00:00
return 1 ;
}
static void lib_link_clipboard_restore ( Main * newmain )
{
/* update IDs stored in sequencer clipboard */
2012-08-08 11:15:40 +00:00
BKE_sequencer_base_recursive_apply ( & seqbase_clipboard , lib_link_seq_clipboard_cb , newmain ) ;
2012-02-03 13:08:44 +00:00
}
2004-09-05 13:43:51 +00:00
/* called from kernel/blender.c */
2005-07-28 11:05:21 +00:00
/* used to link a file (without UI) to the current UI */
2006-07-02 12:03:07 +00:00
/* note that it assumes the old pointers in UI are still valid, so old Main is not freed */
2012-09-15 01:52:28 +00:00
void blo_lib_link_screen_restore ( Main * newmain , bScreen * curscreen , Scene * curscene )
2004-09-05 13:43:51 +00:00
{
2008-12-31 18:52:15 +00:00
wmWindow * win ;
wmWindowManager * wm ;
2004-09-05 13:43:51 +00:00
bScreen * sc ;
ScrArea * sa ;
2012-05-17 12:59:34 +00:00
2008-12-31 18:52:15 +00:00
/* first windowmanager */
2012-05-17 12:59:34 +00:00
for ( wm = newmain - > wm . first ; wm ; wm = wm - > id . next ) {
2012-03-24 06:18:31 +00:00
for ( win = wm - > windows . first ; win ; win = win - > next ) {
2012-05-17 12:59:34 +00:00
win - > screen = restore_pointer_by_name ( newmain , ( ID * ) win - > screen , 1 ) ;
2008-12-31 18:52:15 +00:00
2012-05-17 12:59:34 +00:00
if ( win - > screen = = NULL )
win - > screen = curscreen ;
win - > screen - > winid = win - > winid ;
2008-12-31 18:52:15 +00:00
}
}
2012-05-17 12:59:34 +00:00
for ( sc = newmain - > screen . first ; sc ; sc = sc - > id . next ) {
Scene * oldscene = sc - > scene ;
2008-04-14 13:09:08 +00:00
sc - > scene = restore_pointer_by_name ( newmain , ( ID * ) sc - > scene , 1 ) ;
2012-05-17 12:59:34 +00:00
if ( sc - > scene = = NULL )
sc - > scene = curscene ;
2010-01-27 15:30:20 +00:00
/* keep cursor location through undo */
copy_v3_v3 ( sc - > scene - > cursor , oldscene - > cursor ) ;
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
for ( sa = sc - > areabase . first ; sa ; sa = sa - > next ) {
2004-09-05 13:43:51 +00:00
SpaceLink * sl ;
2012-05-17 12:59:34 +00:00
for ( sl = sa - > spacedata . first ; sl ; sl = sl - > next ) {
if ( sl - > spacetype = = SPACE_VIEW3D ) {
View3D * v3d = ( View3D * ) sl ;
2010-01-19 22:44:43 +00:00
BGpic * bgpic ;
2011-11-02 18:20:53 +00:00
ARegion * ar ;
2004-11-14 12:56:56 +00:00
2012-03-24 06:18:31 +00:00
if ( v3d - > scenelock )
2012-05-17 12:59:34 +00:00
v3d - > camera = NULL ; /* always get from scene */
2010-04-06 01:18:52 +00:00
else
2012-05-17 12:59:34 +00:00
v3d - > camera = restore_pointer_by_name ( newmain , ( ID * ) v3d - > camera , 1 ) ;
if ( v3d - > camera = = NULL )
v3d - > camera = sc - > scene - > camera ;
v3d - > ob_centre = restore_pointer_by_name ( newmain , ( ID * ) v3d - > ob_centre , 1 ) ;
2004-09-05 13:43:51 +00:00
2012-03-24 06:18:31 +00:00
for ( bgpic = v3d - > bgpicbase . first ; bgpic ; bgpic = bgpic - > next ) {
2012-05-17 12:59:34 +00:00
bgpic - > ima = restore_pointer_by_name ( newmain , ( ID * ) bgpic - > ima , 1 ) ;
bgpic - > clip = restore_pointer_by_name ( newmain , ( ID * ) bgpic - > clip , 1 ) ;
2004-09-05 13:43:51 +00:00
}
2012-03-24 06:18:31 +00:00
if ( v3d - > localvd ) {
2009-03-13 13:38:41 +00:00
/*Base *base;*/
2012-05-17 12:59:34 +00:00
v3d - > localvd - > camera = sc - > scene - > camera ;
2004-11-14 12:56:56 +00:00
/* localview can become invalid during undo/redo steps, so we exit it when no could be found */
2012-06-30 22:49:33 +00:00
#if 0 /* XXX regionlocalview ? */
2012-03-24 06:18:31 +00:00
for ( base = sc - > scene - > base . first ; base ; base = base - > next ) {
if ( base - > lay & v3d - > lay ) break ;
2004-11-14 12:56:56 +00:00
}
2012-03-24 06:18:31 +00:00
if ( base = = NULL ) {
2004-11-14 16:06:24 +00:00
v3d - > lay = v3d - > localvd - > lay ;
v3d - > layact = v3d - > localvd - > layact ;
2009-02-14 10:03:24 +00:00
MEM_freeN ( v3d - > localvd ) ;
2004-11-14 16:06:24 +00:00
v3d - > localvd = NULL ;
}
2012-06-30 22:49:33 +00:00
# endif
2004-09-05 13:43:51 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( v3d - > scenelock ) v3d - > lay = sc - > scene - > lay ;
2005-09-29 19:52:42 +00:00
/* not very nice, but could help */
2012-05-17 12:59:34 +00:00
if ( ( v3d - > layact & v3d - > lay ) = = 0 ) v3d - > layact = v3d - > lay ;
2005-09-29 19:52:42 +00:00
2011-11-02 18:20:53 +00:00
/* free render engines for now */
2012-05-17 12:59:34 +00:00
for ( ar = sa - > regionbase . first ; ar ; ar = ar - > next ) {
2011-11-02 18:20:53 +00:00
RegionView3D * rv3d = ar - > regiondata ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( rv3d & & rv3d - > render_engine ) {
2011-11-02 18:20:53 +00:00
RE_engine_free ( rv3d - > render_engine ) ;
2012-05-17 12:59:34 +00:00
rv3d - > render_engine = NULL ;
2011-11-02 18:20:53 +00:00
}
}
2004-09-05 13:43:51 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_IPO ) {
SpaceIpo * sipo = ( SpaceIpo * ) sl ;
bDopeSheet * ads = sipo - > ads ;
2004-11-13 12:55:59 +00:00
2010-01-27 23:20:32 +00:00
if ( ads ) {
2012-05-17 12:59:34 +00:00
ads - > source = restore_pointer_by_name ( newmain , ( ID * ) ads - > source , 1 ) ;
2010-01-27 23:20:32 +00:00
if ( ads - > filter_grp )
2012-05-17 12:59:34 +00:00
ads - > filter_grp = restore_pointer_by_name ( newmain , ( ID * ) ads - > filter_grp , 0 ) ;
2010-01-25 17:24:04 +00:00
}
2012-07-03 13:47:13 +00:00
/* force recalc of list of channels (i.e. includes calculating F-Curve colors)
* thus preventing the " black curves " problem post - undo
*/
sipo - > flag | = SIPO_TEMP_NEEDCHANSYNC ;
2004-09-05 13:43:51 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_BUTS ) {
SpaceButs * sbuts = ( SpaceButs * ) sl ;
2009-06-03 23:33:56 +00:00
sbuts - > pinid = restore_pointer_by_name ( newmain , sbuts - > pinid , 0 ) ;
2008-01-01 18:16:10 +00:00
//XXX if (sbuts->ri) sbuts->ri->curtile = 0;
2004-09-05 13:43:51 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_FILE ) {
SpaceFile * sfile = ( SpaceFile * ) sl ;
sfile - > op = NULL ;
2004-09-05 13:43:51 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_ACTION ) {
SpaceAction * saction = ( SpaceAction * ) sl ;
2010-01-27 23:20:32 +00:00
2004-11-05 17:18:17 +00:00
saction - > action = restore_pointer_by_name ( newmain , ( ID * ) saction - > action , 1 ) ;
2012-07-03 13:47:13 +00:00
saction - > ads . source = restore_pointer_by_name ( newmain , ( ID * ) saction - > ads . source , 1 ) ;
2012-05-17 12:59:34 +00:00
2010-01-27 23:20:32 +00:00
if ( saction - > ads . filter_grp )
2012-07-03 13:47:13 +00:00
saction - > ads . filter_grp = restore_pointer_by_name ( newmain , ( ID * ) saction - > ads . filter_grp , 0 ) ;
2012-06-11 04:13:39 +00:00
/* force recalc of list of channels, potentially updating the active action
* while we ' re at it ( as it can only be updated that way ) [ # 28962 ]
*/
saction - > flag | = SACTION_TEMP_NEEDCHANSYNC ;
2004-09-05 13:43:51 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_IMAGE ) {
SpaceImage * sima = ( SpaceImage * ) sl ;
sima - > image = restore_pointer_by_name ( newmain , ( ID * ) sima - > image , 1 ) ;
2012-03-26 08:06:13 +00:00
/* this will be freed, not worth attempting to find same scene,
* since it gets initialized later */
sima - > iuser . scene = NULL ;
2012-05-17 12:59:34 +00:00
2010-04-07 10:12:24 +00:00
sima - > scopes . waveform_1 = NULL ;
sima - > scopes . waveform_2 = NULL ;
sima - > scopes . waveform_3 = NULL ;
2010-04-09 00:44:35 +00:00
sima - > scopes . vecscope = NULL ;
2010-04-06 02:05:54 +00:00
sima - > scopes . ok = 0 ;
2010-04-05 06:52:27 +00:00
/* NOTE: pre-2.5, this was local data not lib data, but now we need this as lib data
* so assume that here we ' re doing for undo only . . .
*/
2012-05-17 12:59:34 +00:00
sima - > gpd = restore_pointer_by_name ( newmain , ( ID * ) sima - > gpd , 1 ) ;
2012-07-27 13:24:08 +00:00
sima - > mask_info . mask = restore_pointer_by_name ( newmain , ( ID * ) sima - > mask_info . mask , 1 ) ;
2004-09-05 13:43:51 +00:00
}
2012-06-11 03:03:36 +00:00
else if ( sl - > spacetype = = SPACE_SEQ ) {
SpaceSeq * sseq = ( SpaceSeq * ) sl ;
/* NOTE: pre-2.5, this was local data not lib data, but now we need this as lib data
* so assume that here we ' re doing for undo only . . .
*/
sseq - > gpd = restore_pointer_by_name ( newmain , ( ID * ) sseq - > gpd , 1 ) ;
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_NLA ) {
SpaceNla * snla = ( SpaceNla * ) sl ;
bDopeSheet * ads = snla - > ads ;
2010-01-27 23:20:32 +00:00
if ( ads ) {
2012-05-17 12:59:34 +00:00
ads - > source = restore_pointer_by_name ( newmain , ( ID * ) ads - > source , 1 ) ;
2010-01-27 23:20:32 +00:00
if ( ads - > filter_grp )
2012-05-17 12:59:34 +00:00
ads - > filter_grp = restore_pointer_by_name ( newmain , ( ID * ) ads - > filter_grp , 0 ) ;
2010-01-25 17:24:04 +00:00
}
2004-09-05 13:43:51 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_TEXT ) {
SpaceText * st = ( SpaceText * ) sl ;
2012-05-21 06:33:32 +00:00
2012-05-17 12:59:34 +00:00
st - > text = restore_pointer_by_name ( newmain , ( ID * ) st - > text , 1 ) ;
if ( st - > text = = NULL ) st - > text = newmain - > text . first ;
2004-09-05 13:43:51 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_SCRIPT ) {
SpaceScript * scpt = ( SpaceScript * ) sl ;
2008-03-06 21:25:15 +00:00
2012-05-17 12:59:34 +00:00
scpt - > script = restore_pointer_by_name ( newmain , ( ID * ) scpt - > script , 1 ) ;
2008-03-06 21:25:15 +00:00
/*sc->script = NULL; - 2.45 set to null, better re-run the script */
if ( scpt - > script ) {
2012-03-28 01:06:43 +00:00
SCRIPT_SET_NULL ( scpt - > script ) ;
2008-03-06 21:25:15 +00:00
}
2004-09-05 13:43:51 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_OUTLINER ) {
2004-09-05 13:43:51 +00:00
SpaceOops * so = ( SpaceOops * ) sl ;
Version 1.0 of the new Outliner
The outliner is a hierarchical diagram displaying a list of data in Blender
and its dependencies. The 'databrowse' doesn't really show it, and Oops is
too chaotic still. And most of all, the former two don't offer much tools.
After discussions on irc, Matt came with this design proposal;
http://mke3.net/blender/interface/layout/outliner/
Which is closely followed for the implementation.
The current version only shows all 'library data' in Blender (objects,
meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA.
I decided to make it inside the Oopw window, as an option. You can find the
option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9
Here's a quick overview of the Outliner GUI:
- Header pulldown has options what it can show (Visible = in current layers)
- click on triangle arrow to open/close
- press AKEY to open/close all
- Leftmouse click on an item activates; and does based on type a couple of
extra things:
- activates a scene
- selects/activates the Object
- enters editmode (if clicked on Mesh, Curve, etc)
- shows the appropriate Shading buttons (Lamp, Material, Texture)
- sets the IpoWindow to the current IPO
- activates the Ipo-channel in an Action
- Selected and Active objects are drawn in its Theme selection color
- SHIFT+click on Object does extend-select
- Press DOTkey to get the current active data in center of view
TODO;
- rightmouse selection; for indicating operations like delete or duplicate
- showing more data types
- icon (re)design...
- lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
int a ;
Patch #4980, by Joshua Leung (aligorith)
This enables finding data in the Outliner.
Usage: Fkey (partial strings), CTRL+Fkey (partial strings, case sensitive).
SHIFT+Fkey to repeat a search, this cycles around.
Extra changes:
- button popups to enter strings now starts activated.
- outliner either shows for Armature the Bones, or Posechannels or
Editbones, depending the mode. Was needed to make searches meaningful.
Although Joshua did very good work on the key functions, there were a couple
of issues in his code, and problems in Outliner code, that didn't make it
all work nicely. So, this is quite a revised patch. :)
Full review log can be found in the patch tracker.
2006-11-07 14:25:58 +00:00
2012-05-17 12:59:34 +00:00
so - > search_tse . id = restore_pointer_by_name ( newmain , so - > search_tse . id , 0 ) ;
Version 1.0 of the new Outliner
The outliner is a hierarchical diagram displaying a list of data in Blender
and its dependencies. The 'databrowse' doesn't really show it, and Oops is
too chaotic still. And most of all, the former two don't offer much tools.
After discussions on irc, Matt came with this design proposal;
http://mke3.net/blender/interface/layout/outliner/
Which is closely followed for the implementation.
The current version only shows all 'library data' in Blender (objects,
meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA.
I decided to make it inside the Oopw window, as an option. You can find the
option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9
Here's a quick overview of the Outliner GUI:
- Header pulldown has options what it can show (Visible = in current layers)
- click on triangle arrow to open/close
- press AKEY to open/close all
- Leftmouse click on an item activates; and does based on type a couple of
extra things:
- activates a scene
- selects/activates the Object
- enters editmode (if clicked on Mesh, Curve, etc)
- shows the appropriate Shading buttons (Lamp, Material, Texture)
- sets the IpoWindow to the current IPO
- activates the Ipo-channel in an Action
- Selected and Active objects are drawn in its Theme selection color
- SHIFT+click on Object does extend-select
- Press DOTkey to get the current active data in center of view
TODO;
- rightmouse selection; for indicating operations like delete or duplicate
- showing more data types
- icon (re)design...
- lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
2012-03-24 06:18:31 +00:00
if ( so - > treestore ) {
2012-05-17 12:59:34 +00:00
TreeStore * ts = so - > treestore ;
TreeStoreElem * tselem = ts - > data ;
for ( a = 0 ; a < ts - > usedelem ; a + + , tselem + + ) {
tselem - > id = restore_pointer_by_name ( newmain , tselem - > id , 0 ) ;
Version 1.0 of the new Outliner
The outliner is a hierarchical diagram displaying a list of data in Blender
and its dependencies. The 'databrowse' doesn't really show it, and Oops is
too chaotic still. And most of all, the former two don't offer much tools.
After discussions on irc, Matt came with this design proposal;
http://mke3.net/blender/interface/layout/outliner/
Which is closely followed for the implementation.
The current version only shows all 'library data' in Blender (objects,
meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA.
I decided to make it inside the Oopw window, as an option. You can find the
option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9
Here's a quick overview of the Outliner GUI:
- Header pulldown has options what it can show (Visible = in current layers)
- click on triangle arrow to open/close
- press AKEY to open/close all
- Leftmouse click on an item activates; and does based on type a couple of
extra things:
- activates a scene
- selects/activates the Object
- enters editmode (if clicked on Mesh, Curve, etc)
- shows the appropriate Shading buttons (Lamp, Material, Texture)
- sets the IpoWindow to the current IPO
- activates the Ipo-channel in an Action
- Selected and Active objects are drawn in its Theme selection color
- SHIFT+click on Object does extend-select
- Press DOTkey to get the current active data in center of view
TODO;
- rightmouse selection; for indicating operations like delete or duplicate
- showing more data types
- icon (re)design...
- lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
}
}
2004-09-05 13:43:51 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_NODE ) {
Christmas coding work!
********* Node editor work:
- To enable Nodes for Materials, you have to set the "Use Nodes"
button, in the new Material buttons "Nodes" Panel or in header
of the Node editor. Doing this will disable Material-Layers.
- Nodes now execute materials ("shaders"), but still only using the
previewrender code.
- Nodes have (optional) previews for rendered images.
- Node headers allow to hide buttons and/or preview image
- Nodes can be dragged larger/smaller (right-bottom corner)
- Nodes can be hidden (minimized) with hotkey H
- CTRL+click on an Input Socket gives a popup with default values.
- Changing Material/Texture or Mix node will adjust Node title.
- Click-drag outside of a Node changes cursor to "Knife' and allows to
draw a rect where to cut Links.
- Added new node types RGBtoBW, Texture, In/Output, ColorRamp
- Material Nodes have options to ouput diffuse or specular, or to use
a negative normal. The input socket 'Normal' will force the material
to use that normal, otherwise it uses the normal from the Material
that has the node tree.
- When drawing a link between two not-matching sockets, Blender inserts
a converting node (now only for value/rgb combos)
- When drawing a link to an input socket that's already in use, the
old link will either disappear or flip to another unused socket.
- A click on a Material Node will activate it, and show all its settings
in the Material Buttons. Active Material Nodes draw the material icon
in red.
- A click on any node will show its options in the Node Panel in the
Material buttons.
- Multiple Output Nodes can be used, to sample contents of a tree, but
only one Output is the real one, which is indicated in a different
color and red material icon.
- Added ThemeColors for node types
- ALT+C will convert existing Material-Layers to Node... this currently
only adds the material/mix nodes and connects them. Dunno if this is
worth a lot of coding work to make perfect?
- Press C to call another "Solve order", which will show all possible
cyclic conflicts (if there are).
- Technical: nodes now use "Type" structs which define the
structure of nodes and in/output sockets. The Type structs store all
fixed info, callbacks, and allow to reconstruct saved Nodes to match
what is required by Blender.
- Defining (new) nodes now is as simple as filling in a fixed
Type struct, plus code some callbacks. A doc will be made!
- Node preview images are by default float
********* Icon drawing:
- Cleanup of how old icons were implemented in new system, making
them 16x16 too, correctly centered *and* scaled.
- Made drawing Icons use float coordinates
- Moved BIF_calcpreview_image() into interface_icons.c, renamed it
icon_from_image(). Removed a lot of unneeded Imbuf magic here! :)
- Skipped scaling and imbuf copying when icons are OK size
********* Preview render:
- Huge cleanup of code....
- renaming BIF_xxx calls that only were used internally
- BIF_previewrender() now accepts an argument for rendering method,
so it supports icons, buttonwindow previewrender and node editor
- Only a single BIF_preview_changed() call now exists, supporting all
signals as needed for buttos and node editor
********* More stuff:
- glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format
argument for GL_FLOAT rects
- Made the ColorBand become a built-in button for interface.c
Was a load of cleanup work in buttons_shading.c...
- removed a load of unneeded glBlendFunc() calls
- Fixed bug in calculating text length for buttons (ancient!)
2005-12-28 15:42:51 +00:00
SpaceNode * snode = ( SpaceNode * ) sl ;
2012-05-17 12:59:34 +00:00
snode - > id = restore_pointer_by_name ( newmain , snode - > id , 1 ) ;
snode - > edittree = NULL ;
2009-01-27 17:12:40 +00:00
2011-09-05 21:01:50 +00:00
if ( ELEM3 ( snode - > treetype , NTREE_COMPOSIT , NTREE_SHADER , NTREE_TEXTURE ) ) {
2012-05-17 12:59:34 +00:00
snode - > nodetree = NULL ;
2012-03-24 06:18:31 +00:00
if ( snode - > id ) {
if ( GS ( snode - > id - > name ) = = ID_MA )
2012-05-17 12:59:34 +00:00
snode - > nodetree = ( ( Material * ) snode - > id ) - > nodetree ;
2012-03-24 06:18:31 +00:00
else if ( GS ( snode - > id - > name ) = = ID_SCE )
2012-05-17 12:59:34 +00:00
snode - > nodetree = ( ( Scene * ) snode - > id ) - > nodetree ;
2012-03-24 06:18:31 +00:00
else if ( GS ( snode - > id - > name ) = = ID_TE )
2012-05-17 12:59:34 +00:00
snode - > nodetree = ( ( Tex * ) snode - > id ) - > nodetree ;
2011-09-05 21:01:50 +00:00
}
}
2009-01-27 17:12:40 +00:00
else {
2011-09-05 21:01:50 +00:00
snode - > nodetree = restore_pointer_by_name ( newmain , & snode - > nodetree - > id , 1 ) ;
2009-01-27 17:12:40 +00:00
}
Christmas coding work!
********* Node editor work:
- To enable Nodes for Materials, you have to set the "Use Nodes"
button, in the new Material buttons "Nodes" Panel or in header
of the Node editor. Doing this will disable Material-Layers.
- Nodes now execute materials ("shaders"), but still only using the
previewrender code.
- Nodes have (optional) previews for rendered images.
- Node headers allow to hide buttons and/or preview image
- Nodes can be dragged larger/smaller (right-bottom corner)
- Nodes can be hidden (minimized) with hotkey H
- CTRL+click on an Input Socket gives a popup with default values.
- Changing Material/Texture or Mix node will adjust Node title.
- Click-drag outside of a Node changes cursor to "Knife' and allows to
draw a rect where to cut Links.
- Added new node types RGBtoBW, Texture, In/Output, ColorRamp
- Material Nodes have options to ouput diffuse or specular, or to use
a negative normal. The input socket 'Normal' will force the material
to use that normal, otherwise it uses the normal from the Material
that has the node tree.
- When drawing a link between two not-matching sockets, Blender inserts
a converting node (now only for value/rgb combos)
- When drawing a link to an input socket that's already in use, the
old link will either disappear or flip to another unused socket.
- A click on a Material Node will activate it, and show all its settings
in the Material Buttons. Active Material Nodes draw the material icon
in red.
- A click on any node will show its options in the Node Panel in the
Material buttons.
- Multiple Output Nodes can be used, to sample contents of a tree, but
only one Output is the real one, which is indicated in a different
color and red material icon.
- Added ThemeColors for node types
- ALT+C will convert existing Material-Layers to Node... this currently
only adds the material/mix nodes and connects them. Dunno if this is
worth a lot of coding work to make perfect?
- Press C to call another "Solve order", which will show all possible
cyclic conflicts (if there are).
- Technical: nodes now use "Type" structs which define the
structure of nodes and in/output sockets. The Type structs store all
fixed info, callbacks, and allow to reconstruct saved Nodes to match
what is required by Blender.
- Defining (new) nodes now is as simple as filling in a fixed
Type struct, plus code some callbacks. A doc will be made!
- Node preview images are by default float
********* Icon drawing:
- Cleanup of how old icons were implemented in new system, making
them 16x16 too, correctly centered *and* scaled.
- Made drawing Icons use float coordinates
- Moved BIF_calcpreview_image() into interface_icons.c, renamed it
icon_from_image(). Removed a lot of unneeded Imbuf magic here! :)
- Skipped scaling and imbuf copying when icons are OK size
********* Preview render:
- Huge cleanup of code....
- renaming BIF_xxx calls that only were used internally
- BIF_previewrender() now accepts an argument for rendering method,
so it supports icons, buttonwindow previewrender and node editor
- Only a single BIF_preview_changed() call now exists, supporting all
signals as needed for buttos and node editor
********* More stuff:
- glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format
argument for GL_FLOAT rects
- Made the ColorBand become a built-in button for interface.c
Was a load of cleanup work in buttons_shading.c...
- removed a load of unneeded glBlendFunc() calls
- Fixed bug in calculating text length for buttons (ancient!)
2005-12-28 15:42:51 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_CLIP ) {
SpaceClip * sclip = ( SpaceClip * ) sl ;
2012-06-11 02:23:26 +00:00
2012-05-17 12:59:34 +00:00
sclip - > clip = restore_pointer_by_name ( newmain , ( ID * ) sclip - > clip , 1 ) ;
2012-07-24 20:33:55 +00:00
sclip - > mask_info . mask = restore_pointer_by_name ( newmain , ( ID * ) sclip - > mask_info . mask , 1 ) ;
2012-06-11 02:23:26 +00:00
2011-11-07 12:55:18 +00:00
sclip - > scopes . ok = 0 ;
}
2012-06-11 03:03:36 +00:00
else if ( sl - > spacetype = = SPACE_LOGIC ) {
SpaceLogic * slogic = ( SpaceLogic * ) sl ;
slogic - > gpd = restore_pointer_by_name ( newmain , ( ID * ) slogic - > gpd , 1 ) ;
}
2004-09-05 13:43:51 +00:00
}
}
}
2012-02-03 13:08:44 +00:00
/* update IDs stored in all possible clipboards */
lib_link_clipboard_restore ( newmain ) ;
2004-09-05 13:43:51 +00:00
}
2.5
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:
- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes
Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).
To see it work; also added new feature for region split,
press SHIFT+ALT+CTRL+S for four-split.
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.
Note about the code:
- currently view3d still stores some depricated settings, to
convert from older files. Not all settings are copied over
though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
for it should keep track of that.
Bugfix in transform: quat initialize in operator-invoke missed
one zero.
Als brought back GE to compile for missing Ipos and channels.
2009-01-19 16:54:41 +00:00
static void direct_link_region ( FileData * fd , ARegion * ar , int spacetype )
2008-12-19 00:18:16 +00:00
{
2008-12-26 13:11:04 +00:00
Panel * pa ;
2012-05-17 12:59:34 +00:00
link_list ( fd , & ar - > panels ) ;
2008-12-26 13:11:04 +00:00
2012-05-17 12:59:34 +00:00
for ( pa = ar - > panels . first ; pa ; pa = pa - > next ) {
pa - > paneltab = newdataadr ( fd , pa - > paneltab ) ;
pa - > runtime_flag = 0 ;
pa - > activedata = NULL ;
pa - > type = NULL ;
2008-12-26 13:11:04 +00:00
}
2.5
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:
- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes
Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).
To see it work; also added new feature for region split,
press SHIFT+ALT+CTRL+S for four-split.
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.
Note about the code:
- currently view3d still stores some depricated settings, to
convert from older files. Not all settings are copied over
though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
for it should keep track of that.
Bugfix in transform: quat initialize in operator-invoke missed
one zero.
Als brought back GE to compile for missing Ipos and channels.
2009-01-19 16:54:41 +00:00
2012-05-17 12:59:34 +00:00
ar - > regiondata = newdataadr ( fd , ar - > regiondata ) ;
2012-03-24 06:18:31 +00:00
if ( ar - > regiondata ) {
2012-05-17 12:59:34 +00:00
if ( spacetype = = SPACE_VIEW3D ) {
RegionView3D * rv3d = ar - > regiondata ;
rv3d - > localvd = newdataadr ( fd , rv3d - > localvd ) ;
rv3d - > clipbb = newdataadr ( fd , rv3d - > clipbb ) ;
rv3d - > depths = NULL ;
rv3d - > ri = NULL ;
rv3d - > render_engine = NULL ;
rv3d - > sms = NULL ;
rv3d - > smooth_timer = NULL ;
}
}
ar - > v2d . tab_offset = NULL ;
ar - > v2d . tab_num = 0 ;
ar - > v2d . tab_cur = 0 ;
2012-08-12 01:07:31 +00:00
ar - > v2d . sms = NULL ;
2012-05-17 12:59:34 +00:00
ar - > handlers . first = ar - > handlers . last = NULL ;
ar - > uiblocks . first = ar - > uiblocks . last = NULL ;
ar - > headerstr = NULL ;
ar - > swinid = 0 ;
ar - > type = NULL ;
ar - > swap = 0 ;
2012-05-19 13:28:19 +00:00
ar - > do_draw = FALSE ;
2.5: WM Compositing
* Triple Buffer is now more complete:
- Proper handling of window resize, duplicate, etc.
- It now uses 3x3 textures (or less) if the power of two sizes
do not match well. That still has a worst case wast of 23.4%,
but better than 300%.
- It can also use the ARB/NV/EXT_texture_rectangle extension
now, which may be supported on hardware that does not support
ARB_texture_non_power_of_two.
- Gesture, menu and brushe redraws now require no redraws at all
from the area regions. So even on a high poly scene just moving
the paint cursor or opening a menu should be fast.
* Testing can be done by setting the "Window Draw Method" in the
User Preferences in the outliner. "Overlap" is still default,
since "Triple Buffer" has not been tested on computers other than
mine, would like to avoid crashing Blender on startup in case
there is a common bug, but it's ready for testing now.
- For reference "Full" draws the full window each time.
- "Triple Buffer" should work for both swap copy and swap exchange
systems, the latter still need the -E command line option for
"Overlap".
- Resizing and going fullscreen still gives flicker here but no
more than "Full" drawing.
* Partial Redraw was added. ED_region_tag_redraw_partial takes a
rect in window coordinates to define a subarea of the region.
On region draw it will then set glScissor to a smaller area, and
ar->drawrct will always be set to either the partial or full
window rect. The latter can then be used for clipping in the 3D
view or clipping interface drawing. Neither is implemented yet.
2009-01-23 03:52:52 +00:00
memset ( & ar - > drawrct , 0 , sizeof ( ar - > drawrct ) ) ;
2008-12-19 00:18:16 +00:00
}
2.5
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:
- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes
Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).
To see it work; also added new feature for region split,
press SHIFT+ALT+CTRL+S for four-split.
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.
Note about the code:
- currently view3d still stores some depricated settings, to
convert from older files. Not all settings are copied over
though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
for it should keep track of that.
Bugfix in transform: quat initialize in operator-invoke missed
one zero.
Als brought back GE to compile for missing Ipos and channels.
2009-01-19 16:54:41 +00:00
/* for the saved 2.50 files without regiondata */
/* and as patch for 2.48 and older */
2012-05-04 15:42:49 +00:00
void blo_do_versions_view3d_split_250 ( View3D * v3d , ListBase * regions )
2.5
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:
- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes
Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).
To see it work; also added new feature for region split,
press SHIFT+ALT+CTRL+S for four-split.
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.
Note about the code:
- currently view3d still stores some depricated settings, to
convert from older files. Not all settings are copied over
though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
for it should keep track of that.
Bugfix in transform: quat initialize in operator-invoke missed
one zero.
Als brought back GE to compile for missing Ipos and channels.
2009-01-19 16:54:41 +00:00
{
ARegion * ar ;
2012-05-17 12:59:34 +00:00
for ( ar = regions - > first ; ar ; ar = ar - > next ) {
2012-03-24 06:18:31 +00:00
if ( ar - > regiontype = = RGN_TYPE_WINDOW & & ar - > regiondata = = NULL ) {
2.5
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:
- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes
Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).
To see it work; also added new feature for region split,
press SHIFT+ALT+CTRL+S for four-split.
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.
Note about the code:
- currently view3d still stores some depricated settings, to
convert from older files. Not all settings are copied over
though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
for it should keep track of that.
Bugfix in transform: quat initialize in operator-invoke missed
one zero.
Als brought back GE to compile for missing Ipos and channels.
2009-01-19 16:54:41 +00:00
RegionView3D * rv3d ;
2012-05-17 12:59:34 +00:00
rv3d = ar - > regiondata = MEM_callocN ( sizeof ( RegionView3D ) , " region v3d patch " ) ;
rv3d - > persp = ( char ) v3d - > persp ;
rv3d - > view = ( char ) v3d - > view ;
rv3d - > dist = v3d - > dist ;
2011-10-28 12:40:15 +00:00
copy_v3_v3 ( rv3d - > ofs , v3d - > ofs ) ;
copy_qt_qt ( rv3d - > viewquat , v3d - > viewquat ) ;
2.5
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:
- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes
Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).
To see it work; also added new feature for region split,
press SHIFT+ALT+CTRL+S for four-split.
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.
Note about the code:
- currently view3d still stores some depricated settings, to
convert from older files. Not all settings are copied over
though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
for it should keep track of that.
Bugfix in transform: quat initialize in operator-invoke missed
one zero.
Als brought back GE to compile for missing Ipos and channels.
2009-01-19 16:54:41 +00:00
}
}
2012-05-17 12:59:34 +00:00
2009-09-16 17:43:09 +00:00
/* this was not initialized correct always */
2012-03-24 06:18:31 +00:00
if ( v3d - > twtype = = 0 )
2012-05-17 12:59:34 +00:00
v3d - > twtype = V3D_MANIP_TRANSLATE ;
2.5
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:
- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes
Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).
To see it work; also added new feature for region split,
press SHIFT+ALT+CTRL+S for four-split.
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.
Note about the code:
- currently view3d still stores some depricated settings, to
convert from older files. Not all settings are copied over
though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
for it should keep track of that.
Bugfix in transform: quat initialize in operator-invoke missed
one zero.
Als brought back GE to compile for missing Ipos and channels.
2009-01-19 16:54:41 +00:00
}
2002-10-12 11:37:38 +00:00
static void direct_link_screen ( FileData * fd , bScreen * sc )
{
ScrArea * sa ;
ScrVert * sv ;
ScrEdge * se ;
2005-10-27 13:56:41 +00:00
2002-10-12 11:37:38 +00:00
link_list ( fd , & ( sc - > vertbase ) ) ;
link_list ( fd , & ( sc - > edgebase ) ) ;
link_list ( fd , & ( sc - > areabase ) ) ;
2012-05-17 12:59:34 +00:00
sc - > regionbase . first = sc - > regionbase . last = NULL ;
sc - > context = NULL ;
sc - > mainwin = sc - > subwinactive = 0 ; /* indices */
sc - > swap = 0 ;
2012-09-06 00:33:59 +00:00
2002-10-12 11:37:38 +00:00
/* edges */
2012-05-17 12:59:34 +00:00
for ( se = sc - > edgebase . first ; se ; se = se - > next ) {
se - > v1 = newdataadr ( fd , se - > v1 ) ;
se - > v2 = newdataadr ( fd , se - > v2 ) ;
if ( ( intptr_t ) se - > v1 > ( intptr_t ) se - > v2 ) {
sv = se - > v1 ;
se - > v1 = se - > v2 ;
se - > v2 = sv ;
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
if ( se - > v1 = = NULL ) {
2002-10-12 11:37:38 +00:00
printf ( " error reading screen... file corrupt \n " ) ;
2012-05-17 12:59:34 +00:00
se - > v1 = se - > v2 ;
2002-10-12 11:37:38 +00:00
}
}
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
/* areas */
2012-05-17 12:59:34 +00:00
for ( sa = sc - > areabase . first ; sa ; sa = sa - > next ) {
2002-10-12 11:37:38 +00:00
SpaceLink * sl ;
2008-01-01 15:53:38 +00:00
ARegion * ar ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
link_list ( fd , & ( sa - > spacedata ) ) ;
2008-01-01 15:53:38 +00:00
link_list ( fd , & ( sa - > regionbase ) ) ;
2007-12-24 18:53:37 +00:00
2012-05-17 12:59:34 +00:00
sa - > handlers . first = sa - > handlers . last = NULL ;
sa - > type = NULL ; /* spacetype callbacks */
for ( ar = sa - > regionbase . first ; ar ; ar = ar - > next )
2.5
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:
- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes
Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).
To see it work; also added new feature for region split,
press SHIFT+ALT+CTRL+S for four-split.
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.
Note about the code:
- currently view3d still stores some depricated settings, to
convert from older files. Not all settings are copied over
though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
for it should keep track of that.
Bugfix in transform: quat initialize in operator-invoke missed
one zero.
Als brought back GE to compile for missing Ipos and channels.
2009-01-19 16:54:41 +00:00
direct_link_region ( fd , ar , sa - > spacetype ) ;
2006-12-12 11:13:43 +00:00
/* accident can happen when read/save new file with older version */
2008-12-14 10:52:48 +00:00
/* 2.50: we now always add spacedata for info */
2012-03-24 06:18:31 +00:00
if ( sa - > spacedata . first = = NULL ) {
2008-12-14 10:52:48 +00:00
SpaceInfo * sinfo = MEM_callocN ( sizeof ( SpaceInfo ) , " spaceinfo " ) ;
2009-02-07 19:37:29 +00:00
sa - > spacetype = sinfo - > spacetype = SPACE_INFO ;
2008-12-14 10:52:48 +00:00
BLI_addtail ( & sa - > spacedata , sinfo ) ;
}
2.5
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:
- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes
Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).
To see it work; also added new feature for region split,
press SHIFT+ALT+CTRL+S for four-split.
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.
Note about the code:
- currently view3d still stores some depricated settings, to
convert from older files. Not all settings are copied over
though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
for it should keep track of that.
Bugfix in transform: quat initialize in operator-invoke missed
one zero.
Als brought back GE to compile for missing Ipos and channels.
2009-01-19 16:54:41 +00:00
/* add local view3d too */
2012-05-17 12:59:34 +00:00
else if ( sa - > spacetype = = SPACE_VIEW3D )
2012-05-04 15:42:49 +00:00
blo_do_versions_view3d_split_250 ( sa - > spacedata . first , & sa - > regionbase ) ;
2006-12-12 11:13:43 +00:00
2012-05-17 12:59:34 +00:00
for ( sl = sa - > spacedata . first ; sl ; sl = sl - > next ) {
2008-12-19 00:18:16 +00:00
link_list ( fd , & ( sl - > regionbase ) ) ;
2012-05-17 12:59:34 +00:00
for ( ar = sl - > regionbase . first ; ar ; ar = ar - > next )
2.5
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:
- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes
Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).
To see it work; also added new feature for region split,
press SHIFT+ALT+CTRL+S for four-split.
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.
Note about the code:
- currently view3d still stores some depricated settings, to
convert from older files. Not all settings are copied over
though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
for it should keep track of that.
Bugfix in transform: quat initialize in operator-invoke missed
one zero.
Als brought back GE to compile for missing Ipos and channels.
2009-01-19 16:54:41 +00:00
direct_link_region ( fd , ar , sl - > spacetype ) ;
2012-05-17 12:59:34 +00:00
if ( sl - > spacetype = = SPACE_VIEW3D ) {
2002-10-12 11:37:38 +00:00
View3D * v3d = ( View3D * ) sl ;
2010-01-19 22:44:43 +00:00
BGpic * bgpic ;
2012-05-17 12:59:34 +00:00
2009-12-17 14:38:30 +00:00
v3d - > flag | = V3D_INVALID_BACKBUF ;
2012-05-17 12:59:34 +00:00
link_list ( fd , & v3d - > bgpicbase ) ;
2010-01-19 22:44:43 +00:00
/* should be do_versions except this doesnt fit well there */
2012-03-24 06:18:31 +00:00
if ( v3d - > bgpic ) {
2012-05-17 12:59:34 +00:00
bgpic = newdataadr ( fd , v3d - > bgpic ) ;
2010-01-19 22:44:43 +00:00
BLI_addtail ( & v3d - > bgpicbase , bgpic ) ;
2012-05-17 12:59:34 +00:00
v3d - > bgpic = NULL ;
2010-01-19 22:44:43 +00:00
}
2012-05-17 12:59:34 +00:00
for ( bgpic = v3d - > bgpicbase . first ; bgpic ; bgpic = bgpic - > next )
bgpic - > iuser . ok = 1 ;
2012-03-24 06:18:31 +00:00
if ( v3d - > gpd ) {
2012-05-17 12:59:34 +00:00
v3d - > gpd = newdataadr ( fd , v3d - > gpd ) ;
2009-05-23 03:24:15 +00:00
direct_link_gpencil ( fd , v3d - > gpd ) ;
2008-07-22 09:53:25 +00:00
}
2012-05-17 12:59:34 +00:00
v3d - > localvd = newdataadr ( fd , v3d - > localvd ) ;
v3d - > afterdraw_transp . first = v3d - > afterdraw_transp . last = NULL ;
v3d - > afterdraw_xray . first = v3d - > afterdraw_xray . last = NULL ;
v3d - > afterdraw_xraytransp . first = v3d - > afterdraw_xraytransp . last = NULL ;
v3d - > properties_storage = NULL ;
2011-11-02 18:20:53 +00:00
/* render can be quite heavy, set to wire on load */
2012-03-24 06:18:31 +00:00
if ( v3d - > drawtype = = OB_RENDER )
2011-11-02 18:20:53 +00:00
v3d - > drawtype = OB_WIRE ;
2.5
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:
- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes
Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).
To see it work; also added new feature for region split,
press SHIFT+ALT+CTRL+S for four-split.
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.
Note about the code:
- currently view3d still stores some depricated settings, to
convert from older files. Not all settings are copied over
though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
for it should keep track of that.
Bugfix in transform: quat initialize in operator-invoke missed
one zero.
Als brought back GE to compile for missing Ipos and channels.
2009-01-19 16:54:41 +00:00
2012-05-04 15:42:49 +00:00
blo_do_versions_view3d_split_250 ( v3d , & sl - > regionbase ) ;
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_IPO ) {
SpaceIpo * sipo = ( SpaceIpo * ) sl ;
Animato/2.5 - Graph Editor (i.e. the new 'IPO Editor')
This commit brings back the drawing code for the 'Graph Editor'. I've decided to call it this, as currently it can show either F-Curves for Animation stored in Actions, or F-Curves for Drivers.
Currently, it shows all curves, since some of the necessary filtering code (i.e. for limiting curve visibility) hasn't been put in place yet. At least this serves as good proof that we can have F-Curves from multiple sources at least.
It should be noted that the code still has to be modified to work with some of the new Animato features, such as F-Curve Modifiers (cycles are an example of one of the features that use this). Also, a nicer way to set the colours of the curves needs to be investigated.
Notes:
* Fixed a few bugs in RNA User-Preferences wrapping
* The keyframe drawing uses the new-style drawing for handles from AnimSys2. There's a minor bug that sometimes occurs, where a distorted handle gets drawn at the origin of the grid on the first run. Hints anyone?
* Removed most of the old data from SpaceIpo struct, as the new code uses that. Maybe later, the directories/files at least should get renamed.
* Removed ancient hack for NVidia/TNT drivers. It is probably no longer needed, but could be restored if someone needs it.
2009-01-26 11:33:16 +00:00
2012-05-17 12:59:34 +00:00
sipo - > ads = newdataadr ( fd , sipo - > ads ) ;
sipo - > ghostCurves . first = sipo - > ghostCurves . last = NULL ;
Animato/2.5 - Graph Editor (i.e. the new 'IPO Editor')
This commit brings back the drawing code for the 'Graph Editor'. I've decided to call it this, as currently it can show either F-Curves for Animation stored in Actions, or F-Curves for Drivers.
Currently, it shows all curves, since some of the necessary filtering code (i.e. for limiting curve visibility) hasn't been put in place yet. At least this serves as good proof that we can have F-Curves from multiple sources at least.
It should be noted that the code still has to be modified to work with some of the new Animato features, such as F-Curve Modifiers (cycles are an example of one of the features that use this). Also, a nicer way to set the colours of the curves needs to be investigated.
Notes:
* Fixed a few bugs in RNA User-Preferences wrapping
* The keyframe drawing uses the new-style drawing for handles from AnimSys2. There's a minor bug that sometimes occurs, where a distorted handle gets drawn at the origin of the grid on the first run. Hints anyone?
* Removed most of the old data from SpaceIpo struct, as the new code uses that. Maybe later, the directories/files at least should get renamed.
* Removed ancient hack for NVidia/TNT drivers. It is probably no longer needed, but could be restored if someone needs it.
2009-01-26 11:33:16 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_NLA ) {
SpaceNla * snla = ( SpaceNla * ) sl ;
2009-05-25 13:07:54 +00:00
2012-05-17 12:59:34 +00:00
snla - > ads = newdataadr ( fd , snla - > ads ) ;
2009-05-25 13:07:54 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_OUTLINER ) {
SpaceOops * soops = ( SpaceOops * ) sl ;
Version 1.0 of the new Outliner
The outliner is a hierarchical diagram displaying a list of data in Blender
and its dependencies. The 'databrowse' doesn't really show it, and Oops is
too chaotic still. And most of all, the former two don't offer much tools.
After discussions on irc, Matt came with this design proposal;
http://mke3.net/blender/interface/layout/outliner/
Which is closely followed for the implementation.
The current version only shows all 'library data' in Blender (objects,
meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA.
I decided to make it inside the Oopw window, as an option. You can find the
option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9
Here's a quick overview of the Outliner GUI:
- Header pulldown has options what it can show (Visible = in current layers)
- click on triangle arrow to open/close
- press AKEY to open/close all
- Leftmouse click on an item activates; and does based on type a couple of
extra things:
- activates a scene
- selects/activates the Object
- enters editmode (if clicked on Mesh, Curve, etc)
- shows the appropriate Shading buttons (Lamp, Material, Texture)
- sets the IpoWindow to the current IPO
- activates the Ipo-channel in an Action
- Selected and Active objects are drawn in its Theme selection color
- SHIFT+click on Object does extend-select
- Press DOTkey to get the current active data in center of view
TODO;
- rightmouse selection; for indicating operations like delete or duplicate
- showing more data types
- icon (re)design...
- lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
2012-05-17 12:59:34 +00:00
soops - > treestore = newdataadr ( fd , soops - > treestore ) ;
2012-03-24 06:18:31 +00:00
if ( soops - > treestore ) {
2012-05-17 12:59:34 +00:00
soops - > treestore - > data = newdataadr ( fd , soops - > treestore - > data ) ;
Version 1.0 of the new Outliner
The outliner is a hierarchical diagram displaying a list of data in Blender
and its dependencies. The 'databrowse' doesn't really show it, and Oops is
too chaotic still. And most of all, the former two don't offer much tools.
After discussions on irc, Matt came with this design proposal;
http://mke3.net/blender/interface/layout/outliner/
Which is closely followed for the implementation.
The current version only shows all 'library data' in Blender (objects,
meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA.
I decided to make it inside the Oopw window, as an option. You can find the
option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9
Here's a quick overview of the Outliner GUI:
- Header pulldown has options what it can show (Visible = in current layers)
- click on triangle arrow to open/close
- press AKEY to open/close all
- Leftmouse click on an item activates; and does based on type a couple of
extra things:
- activates a scene
- selects/activates the Object
- enters editmode (if clicked on Mesh, Curve, etc)
- shows the appropriate Shading buttons (Lamp, Material, Texture)
- sets the IpoWindow to the current IPO
- activates the Ipo-channel in an Action
- Selected and Active objects are drawn in its Theme selection color
- SHIFT+click on Object does extend-select
- Press DOTkey to get the current active data in center of view
TODO;
- rightmouse selection; for indicating operations like delete or duplicate
- showing more data types
- icon (re)design...
- lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
/* we only saved what was used */
2012-05-17 12:59:34 +00:00
soops - > treestore - > totelem = soops - > treestore - > usedelem ;
Version 1.0 of the new Outliner
The outliner is a hierarchical diagram displaying a list of data in Blender
and its dependencies. The 'databrowse' doesn't really show it, and Oops is
too chaotic still. And most of all, the former two don't offer much tools.
After discussions on irc, Matt came with this design proposal;
http://mke3.net/blender/interface/layout/outliner/
Which is closely followed for the implementation.
The current version only shows all 'library data' in Blender (objects,
meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA.
I decided to make it inside the Oopw window, as an option. You can find the
option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9
Here's a quick overview of the Outliner GUI:
- Header pulldown has options what it can show (Visible = in current layers)
- click on triangle arrow to open/close
- press AKEY to open/close all
- Leftmouse click on an item activates; and does based on type a couple of
extra things:
- activates a scene
- selects/activates the Object
- enters editmode (if clicked on Mesh, Curve, etc)
- shows the appropriate Shading buttons (Lamp, Material, Texture)
- sets the IpoWindow to the current IPO
- activates the Ipo-channel in an Action
- Selected and Active objects are drawn in its Theme selection color
- SHIFT+click on Object does extend-select
- Press DOTkey to get the current active data in center of view
TODO;
- rightmouse selection; for indicating operations like delete or duplicate
- showing more data types
- icon (re)design...
- lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
soops - > storeflag | = SO_TREESTORE_CLEANUP ; // at first draw
}
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_IMAGE ) {
SpaceImage * sima = ( SpaceImage * ) sl ;
2006-01-09 23:52:51 +00:00
2012-05-17 12:59:34 +00:00
sima - > cumap = newdataadr ( fd , sima - > cumap ) ;
2012-03-24 06:18:31 +00:00
if ( sima - > cumap )
2009-05-23 03:24:15 +00:00
direct_link_curvemapping ( fd , sima - > cumap ) ;
2010-04-05 06:52:27 +00:00
2012-05-17 12:59:34 +00:00
sima - > iuser . scene = NULL ;
sima - > iuser . ok = 1 ;
2010-04-07 10:12:24 +00:00
sima - > scopes . waveform_1 = NULL ;
sima - > scopes . waveform_2 = NULL ;
sima - > scopes . waveform_3 = NULL ;
2010-04-09 00:44:35 +00:00
sima - > scopes . vecscope = NULL ;
2010-04-06 02:05:54 +00:00
sima - > scopes . ok = 0 ;
2010-04-05 06:52:27 +00:00
/* WARNING: gpencil data is no longer stored directly in sima after 2.5
* so sacrifice a few old files for now to avoid crashes with new files !
2011-04-13 14:40:50 +00:00
* committed : r28002 */
#if 0
2012-05-17 12:59:34 +00:00
sima - > gpd = newdataadr ( fd , sima - > gpd ) ;
2011-04-13 14:40:50 +00:00
if ( sima - > gpd )
direct_link_gpencil ( fd , sima - > gpd ) ;
# endif
2006-01-09 23:52:51 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_NODE ) {
SpaceNode * snode = ( SpaceNode * ) sl ;
2008-07-22 09:53:25 +00:00
2012-03-24 06:18:31 +00:00
if ( snode - > gpd ) {
2012-05-17 12:59:34 +00:00
snode - > gpd = newdataadr ( fd , snode - > gpd ) ;
2009-05-23 03:24:15 +00:00
direct_link_gpencil ( fd , snode - > gpd ) ;
2008-07-22 09:53:25 +00:00
}
2005-12-18 13:46:01 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_TIME ) {
SpaceTime * stime = ( SpaceTime * ) sl ;
stime - > caches . first = stime - > caches . last = NULL ;
2010-06-22 14:10:45 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_LOGIC ) {
SpaceLogic * slogic = ( SpaceLogic * ) sl ;
2012-06-11 03:03:36 +00:00
/* XXX: this is new stuff, which shouldn't be directly linking to gpd... */
2012-03-24 06:18:31 +00:00
if ( slogic - > gpd ) {
2012-05-17 12:59:34 +00:00
slogic - > gpd = newdataadr ( fd , slogic - > gpd ) ;
2009-06-16 13:09:36 +00:00
direct_link_gpencil ( fd , slogic - > gpd ) ;
}
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_SEQ ) {
2012-07-02 08:30:29 +00:00
/* grease pencil data is not a direct data and can't be linked from direct_link*
2012-07-16 23:23:33 +00:00
* functions , it should be linked from lib_link * functions instead
2012-07-02 08:30:29 +00:00
*
* otherwise it ' ll lead to lost grease data on open because it ' ll likely be
* read from file after all other users of grease pencil and newdataadr would
* simple return NULL here ( sergey )
*/
#if 0
2012-05-17 12:59:34 +00:00
SpaceSeq * sseq = ( SpaceSeq * ) sl ;
2012-03-24 06:18:31 +00:00
if ( sseq - > gpd ) {
2012-05-17 12:59:34 +00:00
sseq - > gpd = newdataadr ( fd , sseq - > gpd ) ;
2009-05-23 03:24:15 +00:00
direct_link_gpencil ( fd , sseq - > gpd ) ;
2008-07-22 09:53:25 +00:00
}
2012-07-02 08:30:29 +00:00
# endif
2008-07-22 09:53:25 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_BUTS ) {
SpaceButs * sbuts = ( SpaceButs * ) sl ;
2009-06-03 23:33:56 +00:00
sbuts - > path = NULL ;
2011-11-08 18:49:12 +00:00
sbuts - > texuser = NULL ;
2009-06-03 23:33:56 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_CONSOLE ) {
SpaceConsole * sconsole = ( SpaceConsole * ) sl ;
2010-04-24 21:14:05 +00:00
ConsoleLine * cl , * cl_next ;
2009-07-16 00:50:27 +00:00
link_list ( fd , & sconsole - > scrollback ) ;
link_list ( fd , & sconsole - > history ) ;
2012-03-24 07:52:14 +00:00
//for (cl= sconsole->scrollback.first; cl; cl= cl->next)
2009-07-16 00:50:27 +00:00
// cl->line= newdataadr(fd, cl->line);
2012-07-16 23:23:33 +00:00
/* comma expressions, (e.g. expr1, expr2, expr3) evaluate each expression,
2012-04-22 11:54:53 +00:00
* from left to right . the right - most expression sets the result of the comma
* expression as a whole */
2012-05-17 12:59:34 +00:00
for ( cl = sconsole - > history . first ; cl ; cl = cl_next ) {
cl_next = cl - > next ;
cl - > line = newdataadr ( fd , cl - > line ) ;
2011-01-25 01:51:28 +00:00
if ( cl - > line ) {
/* the allocted length is not written, so reset here */
2012-05-17 12:59:34 +00:00
cl - > len_alloc = cl - > len + 1 ;
2011-01-25 01:51:28 +00:00
}
else {
2010-04-23 09:24:22 +00:00
BLI_remlink ( & sconsole - > history , cl ) ;
MEM_freeN ( cl ) ;
}
}
2009-07-16 00:50:27 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_FILE ) {
SpaceFile * sfile = ( SpaceFile * ) sl ;
2010-03-01 06:23:59 +00:00
/* this sort of info is probably irrelevant for reloading...
* plus , it isn ' t saved to files yet !
*/
2012-05-17 12:59:34 +00:00
sfile - > folders_prev = sfile - > folders_next = NULL ;
sfile - > files = NULL ;
sfile - > layout = NULL ;
sfile - > op = NULL ;
sfile - > params = newdataadr ( fd , sfile - > params ) ;
2010-03-01 06:23:59 +00:00
}
2002-10-12 11:37:38 +00:00
}
2008-01-01 15:53:38 +00:00
2012-05-17 12:59:34 +00:00
sa - > actionzones . first = sa - > actionzones . last = NULL ;
sa - > v1 = newdataadr ( fd , sa - > v1 ) ;
sa - > v2 = newdataadr ( fd , sa - > v2 ) ;
sa - > v3 = newdataadr ( fd , sa - > v3 ) ;
sa - > v4 = newdataadr ( fd , sa - > v4 ) ;
2002-10-12 11:37:38 +00:00
}
2004-06-23 18:22:51 +00:00
}
2002-10-12 11:37:38 +00:00
/* ********** READ LIBRARY *************** */
2005-12-14 09:59:22 +00:00
static void direct_link_library ( FileData * fd , Library * lib , Main * main )
2002-10-12 11:37:38 +00:00
{
Main * newmain ;
2005-12-14 09:59:22 +00:00
2012-05-25 17:13:30 +00:00
for ( newmain = fd - > mainlist - > first ; newmain ; newmain = newmain - > next ) {
2012-03-24 06:18:31 +00:00
if ( newmain - > curlib ) {
if ( BLI_path_cmp ( newmain - > curlib - > filepath , lib - > filepath ) = = 0 ) {
2012-01-05 09:50:07 +00:00
BKE_reportf_wrap ( fd - > reports , RPT_WARNING ,
2012-10-26 17:32:50 +00:00
TIP_ ( " Library '%s', '%s' had multiple instances, save and reload! " ) ,
2012-01-05 09:50:07 +00:00
lib - > name , lib - > filepath ) ;
2012-05-17 12:59:34 +00:00
2012-05-25 17:13:30 +00:00
change_idid_adr ( fd - > mainlist , fd , lib , newmain - > curlib ) ;
2012-10-26 17:32:50 +00:00
/* change_idid_adr_fd(fd, lib, newmain->curlib); */
2005-12-14 09:59:22 +00:00
BLI_remlink ( & main - > library , lib ) ;
MEM_freeN ( lib ) ;
2012-05-17 12:59:34 +00:00
2005-12-14 09:59:22 +00:00
return ;
}
}
}
2006-01-04 19:05:24 +00:00
/* make sure we have full path in lib->filename */
2010-06-02 17:58:28 +00:00
BLI_strncpy ( lib - > filepath , lib - > name , sizeof ( lib - > name ) ) ;
cleanup_path ( fd - > relabase , lib - > filepath ) ;
2006-01-04 19:05:24 +00:00
2012-10-26 17:32:50 +00:00
#if 0
printf ( " direct_link_library: name %s \n " , lib - > name ) ;
printf ( " direct_link_library: filename %s \n " , lib - > filename ) ;
# endif
2005-12-14 09:59:22 +00:00
2003-04-26 18:01:01 +00:00
/* new main */
2002-10-12 11:37:38 +00:00
newmain = MEM_callocN ( sizeof ( Main ) , " directlink " ) ;
2012-05-25 17:13:30 +00:00
BLI_addtail ( fd - > mainlist , newmain ) ;
2012-05-17 12:59:34 +00:00
newmain - > curlib = lib ;
lib - > parent = NULL ;
2002-10-12 11:37:38 +00:00
}
2010-10-16 02:40:31 +00:00
static void lib_link_library ( FileData * UNUSED ( fd ) , Main * main )
2002-10-12 11:37:38 +00:00
{
Library * lib ;
2012-05-17 12:59:34 +00:00
for ( lib = main - > library . first ; lib ; lib = lib - > id . next ) {
lib - > id . us = 1 ;
2008-02-02 11:19:34 +00:00
}
}
2011-05-18 05:21:44 +00:00
/* Always call this once you have loaded new library data to set the relative paths correctly in relation to the blend file */
2008-02-02 11:19:34 +00:00
static void fix_relpaths_library ( const char * basepath , Main * main )
{
Library * lib ;
/* BLO_read_from_memory uses a blank filename */
2012-05-17 12:59:34 +00:00
if ( basepath = = NULL | | basepath [ 0 ] = = ' \0 ' ) {
for ( lib = main - > library . first ; lib ; lib = lib - > id . next ) {
2011-05-18 05:21:44 +00:00
/* when loading a linked lib into a file which has not been saved,
* there is nothing we can be relative to , so instead we need to make
* it absolute . This can happen when appending an object with a relative
* link into an unsaved blend file . See [ # 27405 ] .
* The remap relative option will make it relative again on save - campbell */
2012-08-29 10:32:38 +00:00
if ( BLI_path_is_rel ( lib - > name ) ) {
2011-09-26 18:51:10 +00:00
BLI_strncpy ( lib - > name , lib - > filepath , sizeof ( lib - > name ) ) ;
2011-05-18 05:21:44 +00:00
}
}
}
else {
2012-05-17 12:59:34 +00:00
for ( lib = main - > library . first ; lib ; lib = lib - > id . next ) {
2011-05-18 05:21:44 +00:00
/* Libraries store both relative and abs paths, recreate relative paths,
* relative to the blend file since indirectly linked libs will be relative to their direct linked library */
2012-08-29 10:32:38 +00:00
if ( BLI_path_is_rel ( lib - > name ) ) { /* if this is relative to begin with? */
2011-09-26 18:51:10 +00:00
BLI_strncpy ( lib - > name , lib - > filepath , sizeof ( lib - > name ) ) ;
2011-05-18 05:21:44 +00:00
BLI_path_rel ( lib - > name , basepath ) ;
}
2008-01-31 21:19:40 +00:00
}
2002-10-12 11:37:38 +00:00
}
}
2011-08-01 11:44:20 +00:00
/* ************ READ SPEAKER ***************** */
static void lib_link_speaker ( FileData * fd , Main * main )
{
Speaker * spk ;
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
for ( spk = main - > speaker . first ; spk ; spk = spk - > id . next ) {
2012-08-01 15:32:27 +00:00
if ( spk - > id . flag & LIB_NEED_LINK ) {
2011-08-01 11:44:20 +00:00
if ( spk - > adt ) lib_link_animdata ( fd , & spk - > id , spk - > adt ) ;
2012-05-17 12:59:34 +00:00
2011-08-01 11:44:20 +00:00
spk - > sound = newlibadr ( fd , spk - > id . lib , spk - > sound ) ;
if ( spk - > sound ) {
spk - > sound - > id . us + + ;
}
2012-05-17 12:59:34 +00:00
2012-08-01 15:32:27 +00:00
spk - > id . flag - = LIB_NEED_LINK ;
2011-08-01 11:44:20 +00:00
}
}
}
static void direct_link_speaker ( FileData * fd , Speaker * spk )
{
2012-05-17 12:59:34 +00:00
spk - > adt = newdataadr ( fd , spk - > adt ) ;
2011-08-01 11:44:20 +00:00
direct_link_animdata ( fd , spk - > adt ) ;
2012-04-22 11:54:53 +00:00
#if 0
2012-05-17 12:59:34 +00:00
spk - > sound = newdataadr ( fd , spk - > sound ) ;
2012-04-22 11:54:53 +00:00
direct_link_sound ( fd , spk - > sound ) ;
# endif
2011-08-01 11:44:20 +00:00
}
2002-10-12 11:37:38 +00:00
/* ************** READ SOUND ******************* */
static void direct_link_sound ( FileData * fd , bSound * sound )
{
2009-09-16 17:43:09 +00:00
sound - > handle = NULL ;
2010-02-07 23:41:17 +00:00
sound - > playback_handle = NULL ;
2011-08-09 14:10:32 +00:00
sound - > waveform = NULL ;
2002-10-12 11:37:38 +00:00
2011-08-07 11:54:58 +00:00
// versioning stuff, if there was a cache, then we enable caching:
2012-04-28 06:31:57 +00:00
if ( sound - > cache ) {
2011-08-07 11:54:58 +00:00
sound - > flags | = SOUND_FLAGS_CACHING ;
sound - > cache = NULL ;
}
2002-10-12 11:37:38 +00:00
sound - > packedfile = direct_link_packedfile ( fd , sound - > packedfile ) ;
sound - > newpackedfile = direct_link_packedfile ( fd , sound - > newpackedfile ) ;
}
static void lib_link_sound ( FileData * fd , Main * main )
{
bSound * sound ;
2012-05-21 06:33:32 +00:00
for ( sound = main - > sound . first ; sound ; sound = sound - > id . next ) {
2012-08-01 15:32:27 +00:00
if ( sound - > id . flag & LIB_NEED_LINK ) {
sound - > id . flag - = LIB_NEED_LINK ;
2012-09-26 20:05:38 +00:00
sound - > ipo = newlibadr_us ( fd , sound - > id . lib , sound - > ipo ) ; // XXX deprecated - old animation system
2009-09-16 17:43:09 +00:00
2009-08-25 15:30:04 +00:00
sound_load ( main , sound ) ;
2002-10-12 11:37:38 +00:00
}
}
}
/* ***************** READ GROUP *************** */
static void direct_link_group ( FileData * fd , Group * group )
{
link_list ( fd , & group - > gobject ) ;
}
static void lib_link_group ( FileData * fd , Main * main )
{
2012-05-21 06:33:32 +00:00
Group * group ;
2002-10-12 11:37:38 +00:00
GroupObject * go ;
Big commit with work on Groups & Libraries:
-> Any Group Duplicate now can get local timing and local NLA override. This
enables to control the entire animation system of the Group.
Two methods for this have been implemented.
1) The quick way: just give the duplicator a "Startframe" offset.
2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator
to override NLA/action of any Grouped Object.
For "Group NLA" to work, an ActionStrip needs to know which Object in a
group it controls. On adding a strip, the code checks if an Action was
already used by an Object in the Group, and assigns it automatic to that
Object.
You can also set this in the Nkey "Properties" panel for the strip.
Change in NLA: the SHIFT+A "Add strip" command now always adds strips to
the active Object. (It used to check where mouse was). This allows to add
NLA strips to Objects that didn't have actions/nla yet.
Important note: In Blender, duplicates are fully procedural and generated
on the fly for each redraw. This means that redraw speed equals to stepping
through frames, when using animated Duplicated Groups.
-> Recoded entire duplicator system
The old method was antique and clumsy, using globals and full temporal
copies of Object. The new system is nicer in control, faster, and since it
doesn't use temporal object copies anymore, it works better with Derived
Mesh and DisplayList and rendering.
By centralizing the code for duplicating, more options can be easier added.
Features to note:
- Duplicates now draw selected/unselected based on its Duplicator setting.
- Same goes for the drawtype (wire, solid, selection outline, etc)
- Duplicated Groups can be normally selected too
Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a
listing of all groups, allowing to add Group instances immediate.
-> Library System
- SHIFT+F4 data browse now shows the entire path for linked data
- Outliner draws Library Icons to denote linked data
- Outliner operation added: "Make Local" for library data.
- Outliner now also draws Groups in regular view, allowing to unlink too.
-> Fixes
- depsgraph missed signal update for bone-parented Objects
- on reading file, the entire database was tagged to "recalc" fully,
causing unnecessary slowdown on reading.
Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
int add_us ;
2012-05-21 06:33:32 +00:00
for ( group = main - > group . first ; group ; group = group - > id . next ) {
2012-08-01 15:32:27 +00:00
if ( group - > id . flag & LIB_NEED_LINK ) {
group - > id . flag - = LIB_NEED_LINK ;
Big commit with work on Groups & Libraries:
-> Any Group Duplicate now can get local timing and local NLA override. This
enables to control the entire animation system of the Group.
Two methods for this have been implemented.
1) The quick way: just give the duplicator a "Startframe" offset.
2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator
to override NLA/action of any Grouped Object.
For "Group NLA" to work, an ActionStrip needs to know which Object in a
group it controls. On adding a strip, the code checks if an Action was
already used by an Object in the Group, and assigns it automatic to that
Object.
You can also set this in the Nkey "Properties" panel for the strip.
Change in NLA: the SHIFT+A "Add strip" command now always adds strips to
the active Object. (It used to check where mouse was). This allows to add
NLA strips to Objects that didn't have actions/nla yet.
Important note: In Blender, duplicates are fully procedural and generated
on the fly for each redraw. This means that redraw speed equals to stepping
through frames, when using animated Duplicated Groups.
-> Recoded entire duplicator system
The old method was antique and clumsy, using globals and full temporal
copies of Object. The new system is nicer in control, faster, and since it
doesn't use temporal object copies anymore, it works better with Derived
Mesh and DisplayList and rendering.
By centralizing the code for duplicating, more options can be easier added.
Features to note:
- Duplicates now draw selected/unselected based on its Duplicator setting.
- Same goes for the drawtype (wire, solid, selection outline, etc)
- Duplicated Groups can be normally selected too
Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a
listing of all groups, allowing to add Group instances immediate.
-> Library System
- SHIFT+F4 data browse now shows the entire path for linked data
- Outliner draws Library Icons to denote linked data
- Outliner operation added: "Make Local" for library data.
- Outliner now also draws Groups in regular view, allowing to unlink too.
-> Fixes
- depsgraph missed signal update for bone-parented Objects
- on reading file, the entire database was tagged to "recalc" fully,
causing unnecessary slowdown on reading.
Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
2012-05-17 12:59:34 +00:00
add_us = 0 ;
Big commit with work on Groups & Libraries:
-> Any Group Duplicate now can get local timing and local NLA override. This
enables to control the entire animation system of the Group.
Two methods for this have been implemented.
1) The quick way: just give the duplicator a "Startframe" offset.
2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator
to override NLA/action of any Grouped Object.
For "Group NLA" to work, an ActionStrip needs to know which Object in a
group it controls. On adding a strip, the code checks if an Action was
already used by an Object in the Group, and assigns it automatic to that
Object.
You can also set this in the Nkey "Properties" panel for the strip.
Change in NLA: the SHIFT+A "Add strip" command now always adds strips to
the active Object. (It used to check where mouse was). This allows to add
NLA strips to Objects that didn't have actions/nla yet.
Important note: In Blender, duplicates are fully procedural and generated
on the fly for each redraw. This means that redraw speed equals to stepping
through frames, when using animated Duplicated Groups.
-> Recoded entire duplicator system
The old method was antique and clumsy, using globals and full temporal
copies of Object. The new system is nicer in control, faster, and since it
doesn't use temporal object copies anymore, it works better with Derived
Mesh and DisplayList and rendering.
By centralizing the code for duplicating, more options can be easier added.
Features to note:
- Duplicates now draw selected/unselected based on its Duplicator setting.
- Same goes for the drawtype (wire, solid, selection outline, etc)
- Duplicated Groups can be normally selected too
Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a
listing of all groups, allowing to add Group instances immediate.
-> Library System
- SHIFT+F4 data browse now shows the entire path for linked data
- Outliner draws Library Icons to denote linked data
- Outliner operation added: "Make Local" for library data.
- Outliner now also draws Groups in regular view, allowing to unlink too.
-> Fixes
- depsgraph missed signal update for bone-parented Objects
- on reading file, the entire database was tagged to "recalc" fully,
causing unnecessary slowdown on reading.
Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
2012-05-21 06:33:32 +00:00
for ( go = group - > gobject . first ; go ; go = go - > next ) {
2002-10-12 11:37:38 +00:00
go - > ob = newlibadr ( fd , group - > id . lib , go - > ob ) ;
2012-03-24 06:18:31 +00:00
if ( go - > ob ) {
2006-06-02 20:48:22 +00:00
go - > ob - > flag | = OB_FROMGROUP ;
Big commit with work on Groups & Libraries:
-> Any Group Duplicate now can get local timing and local NLA override. This
enables to control the entire animation system of the Group.
Two methods for this have been implemented.
1) The quick way: just give the duplicator a "Startframe" offset.
2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator
to override NLA/action of any Grouped Object.
For "Group NLA" to work, an ActionStrip needs to know which Object in a
group it controls. On adding a strip, the code checks if an Action was
already used by an Object in the Group, and assigns it automatic to that
Object.
You can also set this in the Nkey "Properties" panel for the strip.
Change in NLA: the SHIFT+A "Add strip" command now always adds strips to
the active Object. (It used to check where mouse was). This allows to add
NLA strips to Objects that didn't have actions/nla yet.
Important note: In Blender, duplicates are fully procedural and generated
on the fly for each redraw. This means that redraw speed equals to stepping
through frames, when using animated Duplicated Groups.
-> Recoded entire duplicator system
The old method was antique and clumsy, using globals and full temporal
copies of Object. The new system is nicer in control, faster, and since it
doesn't use temporal object copies anymore, it works better with Derived
Mesh and DisplayList and rendering.
By centralizing the code for duplicating, more options can be easier added.
Features to note:
- Duplicates now draw selected/unselected based on its Duplicator setting.
- Same goes for the drawtype (wire, solid, selection outline, etc)
- Duplicated Groups can be normally selected too
Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a
listing of all groups, allowing to add Group instances immediate.
-> Library System
- SHIFT+F4 data browse now shows the entire path for linked data
- Outliner draws Library Icons to denote linked data
- Outliner operation added: "Make Local" for library data.
- Outliner now also draws Groups in regular view, allowing to unlink too.
-> Fixes
- depsgraph missed signal update for bone-parented Objects
- on reading file, the entire database was tagged to "recalc" fully,
causing unnecessary slowdown on reading.
Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
/* if group has an object, it increments user... */
2012-05-17 12:59:34 +00:00
add_us = 1 ;
if ( go - > ob - > id . us = = 0 )
go - > ob - > id . us = 1 ;
2005-12-06 15:39:25 +00:00
}
2002-10-12 11:37:38 +00:00
}
2012-03-24 06:18:31 +00:00
if ( add_us ) group - > id . us + + ;
2009-11-11 16:28:53 +00:00
rem_from_group ( group , NULL , NULL , NULL ) ; /* removes NULL entries */
2002-10-12 11:37:38 +00:00
}
}
}
2011-11-07 12:55:18 +00:00
/* ***************** READ MOVIECLIP *************** */
2011-12-05 18:57:17 +00:00
static void direct_link_movieReconstruction ( FileData * fd , MovieTrackingReconstruction * reconstruction )
{
2012-05-17 12:59:34 +00:00
reconstruction - > cameras = newdataadr ( fd , reconstruction - > cameras ) ;
2011-12-05 18:57:17 +00:00
}
static void direct_link_movieTracks ( FileData * fd , ListBase * tracksbase )
{
MovieTrackingTrack * track ;
2012-05-17 12:59:34 +00:00
2011-12-05 18:57:17 +00:00
link_list ( fd , tracksbase ) ;
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
for ( track = tracksbase - > first ; track ; track = track - > next ) {
2012-05-17 12:59:34 +00:00
track - > markers = newdataadr ( fd , track - > markers ) ;
2011-12-05 18:57:17 +00:00
}
}
2011-11-07 12:55:18 +00:00
static void direct_link_movieclip ( FileData * fd , MovieClip * clip )
{
2012-05-17 12:59:34 +00:00
MovieTracking * tracking = & clip - > tracking ;
2011-12-05 18:57:17 +00:00
MovieTrackingObject * object ;
2011-11-07 12:55:18 +00:00
2012-02-17 08:13:45 +00:00
clip - > adt = newdataadr ( fd , clip - > adt ) ;
2012-05-17 12:59:34 +00:00
if ( fd - > movieclipmap ) clip - > cache = newmclipadr ( fd , clip - > cache ) ;
else clip - > cache = NULL ;
2011-11-07 12:55:18 +00:00
2012-05-17 12:59:34 +00:00
if ( fd - > movieclipmap ) clip - > tracking . camera . intrinsics = newmclipadr ( fd , clip - > tracking . camera . intrinsics ) ;
else clip - > tracking . camera . intrinsics = NULL ;
2011-11-07 12:55:18 +00:00
2011-12-05 18:57:17 +00:00
direct_link_movieTracks ( fd , & tracking - > tracks ) ;
direct_link_movieReconstruction ( fd , & tracking - > reconstruction ) ;
2011-11-07 12:55:18 +00:00
2012-05-17 12:59:34 +00:00
clip - > tracking . act_track = newdataadr ( fd , clip - > tracking . act_track ) ;
2011-11-07 12:55:18 +00:00
2012-05-17 12:59:34 +00:00
clip - > anim = NULL ;
clip - > tracking_context = NULL ;
clip - > tracking . stats = NULL ;
2011-11-07 12:55:18 +00:00
2012-05-17 12:59:34 +00:00
clip - > tracking . stabilization . ok = 0 ;
clip - > tracking . stabilization . scaleibuf = NULL ;
clip - > tracking . stabilization . rot_track = newdataadr ( fd , clip - > tracking . stabilization . rot_track ) ;
2011-12-05 18:57:17 +00:00
2012-05-03 23:15:01 +00:00
clip - > tracking . dopesheet . ok = 0 ;
clip - > tracking . dopesheet . channels . first = clip - > tracking . dopesheet . channels . last = NULL ;
2011-12-05 18:57:17 +00:00
link_list ( fd , & tracking - > objects ) ;
2012-05-17 12:59:34 +00:00
2012-05-21 06:33:32 +00:00
for ( object = tracking - > objects . first ; object ; object = object - > next ) {
2011-12-05 18:57:17 +00:00
direct_link_movieTracks ( fd , & object - > tracks ) ;
direct_link_movieReconstruction ( fd , & object - > reconstruction ) ;
}
2011-11-07 12:55:18 +00:00
}
2012-06-10 15:26:50 +00:00
static void lib_link_movieTracks ( FileData * fd , MovieClip * clip , ListBase * tracksbase )
{
MovieTrackingTrack * track ;
for ( track = tracksbase - > first ; track ; track = track - > next ) {
track - > gpd = newlibadr_us ( fd , clip - > id . lib , track - > gpd ) ;
}
}
2011-11-07 12:55:18 +00:00
static void lib_link_movieclip ( FileData * fd , Main * main )
{
MovieClip * clip ;
2012-05-21 06:33:32 +00:00
for ( clip = main - > movieclip . first ; clip ; clip = clip - > id . next ) {
2012-08-01 15:32:27 +00:00
if ( clip - > id . flag & LIB_NEED_LINK ) {
2012-06-10 15:26:50 +00:00
MovieTracking * tracking = & clip - > tracking ;
MovieTrackingObject * object ;
2012-02-17 08:13:45 +00:00
if ( clip - > adt )
lib_link_animdata ( fd , & clip - > id , clip - > adt ) ;
2012-05-17 12:59:34 +00:00
clip - > gpd = newlibadr_us ( fd , clip - > id . lib , clip - > gpd ) ;
2012-06-10 15:26:50 +00:00
lib_link_movieTracks ( fd , clip , & tracking - > tracks ) ;
for ( object = tracking - > objects . first ; object ; object = object - > next ) {
lib_link_movieTracks ( fd , clip , & object - > tracks ) ;
}
2012-08-01 15:32:27 +00:00
clip - > id . flag - = LIB_NEED_LINK ;
2011-11-07 12:55:18 +00:00
}
}
}
2012-06-04 16:42:58 +00:00
/* ***************** READ MOVIECLIP *************** */
static void direct_link_mask ( FileData * fd , Mask * mask )
{
MaskLayer * masklay ;
mask - > adt = newdataadr ( fd , mask - > adt ) ;
link_list ( fd , & mask - > masklayers ) ;
for ( masklay = mask - > masklayers . first ; masklay ; masklay = masklay - > next ) {
MaskSpline * spline ;
MaskLayerShape * masklay_shape ;
link_list ( fd , & masklay - > splines ) ;
for ( spline = masklay - > splines . first ; spline ; spline = spline - > next ) {
int i ;
spline - > points = newdataadr ( fd , spline - > points ) ;
for ( i = 0 ; i < spline - > tot_point ; i + + ) {
MaskSplinePoint * point = & spline - > points [ i ] ;
if ( point - > tot_uw )
point - > uw = newdataadr ( fd , point - > uw ) ;
}
}
link_list ( fd , & masklay - > splines_shapes ) ;
for ( masklay_shape = masklay - > splines_shapes . first ; masklay_shape ; masklay_shape = masklay_shape - > next ) {
masklay_shape - > data = newdataadr ( fd , masklay_shape - > data ) ;
2012-09-17 05:31:41 +00:00
if ( masklay_shape - > tot_vert ) {
if ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) {
BLI_endian_switch_float_array ( masklay_shape - > data ,
masklay_shape - > tot_vert * sizeof ( float ) * MASK_OBJECT_SHAPE_ELEM_SIZE ) ;
}
}
2012-06-04 16:42:58 +00:00
}
masklay - > act_spline = newdataadr ( fd , masklay - > act_spline ) ;
masklay - > act_point = newdataadr ( fd , masklay - > act_point ) ;
}
}
static void lib_link_mask_parent ( FileData * fd , Mask * mask , MaskParent * parent )
{
parent - > id = newlibadr_us ( fd , mask - > id . lib , parent - > id ) ;
}
static void lib_link_mask ( FileData * fd , Main * main )
{
Mask * mask ;
mask = main - > mask . first ;
while ( mask ) {
2012-08-01 15:32:27 +00:00
if ( mask - > id . flag & LIB_NEED_LINK ) {
2012-06-04 16:42:58 +00:00
MaskLayer * masklay ;
if ( mask - > adt )
lib_link_animdata ( fd , & mask - > id , mask - > adt ) ;
for ( masklay = mask - > masklayers . first ; masklay ; masklay = masklay - > next ) {
MaskSpline * spline ;
spline = masklay - > splines . first ;
while ( spline ) {
int i ;
for ( i = 0 ; i < spline - > tot_point ; i + + ) {
MaskSplinePoint * point = & spline - > points [ i ] ;
lib_link_mask_parent ( fd , mask , & point - > parent ) ;
}
lib_link_mask_parent ( fd , mask , & spline - > parent ) ;
spline = spline - > next ;
}
}
2012-08-01 15:32:27 +00:00
mask - > id . flag - = LIB_NEED_LINK ;
2012-06-04 16:42:58 +00:00
}
mask = mask - > id . next ;
}
}
2003-04-26 18:01:01 +00:00
/* ************** GENERAL & MAIN ******************** */
2002-10-12 11:37:38 +00:00
Orange: more noodle updates!
**** NEW: Group Nodes
Node trees usually become messy and confusing quickly, so we need
not only a way to collapse Nodes into single 'groups', but also a
way to re-use that data to create libraries of effects.
This has been done by making a new Library data type, the NodeTree.
Everything that has been grouped is stored here, and available for
re-use, appending or linking. These NodeTrees are fully generic,
i.e. can store shader trees, composit trees, and so on. The 'type'
value as stored in the NodeTree will keep track of internal type
definitions and execute/drawing callbacks. Needless to say, re-using
shader trees in a composit tree is a bit useless, and will be
prevented in the browsing code. :)
So; any NodeTree can become a "Goup Node" inside in a NodeTree. This
Group Node then works just like any Node.
To prevent the current code to become too complex, I've disabled
the possibility to insert Groups inside of Groups. That might be
enabled later, but is a real nasty piece of code to get OK.
Since Group Nodes are a dynamic Node type, a lot of work has been
done to ensure Node definitions can be dynamic too, but still allow
to be stored in files, and allow to be verified for type-definition
changes on reloading. This system needs a little bit maturing still,
so the Python gurus should better wait a little bit! (Also for me to
write the definite API docs for it).
What works now:
- Press CTRL+G to create a new Group. The grouping code checks for
impossible selections (like an unselected node between selected nodes).
Everthing that's selected then gets removed from the current tree, and
inserted in a new NodeTree library data block. A Group Node then is
added which links to this new NodeTree.
- Press ALT+G to ungroup. This will not delete the NodeTree library
data, but just duplicate the Group into the current tree.
- Press TAB, or click on the NodeTree icon to edit Groups. Note that
NodeTrees are instances, so editing one Group will also change the
other users.
This also means that when removing nodes in a Group (or hiding sockets
or changing internal links) this is immediately corrected for all users
of this Group, also in other Materials.
- While editing Groups, only the internal Nodes can be edited. A single
click outside of the Group boundary will close this 'edit mode'.
What needs to be done:
- SHIFT+A menu in toolbox style, also including a list of Groups
- Enable the single-user button in the Group Node
- Displaying all (visible) internal group UI elements in the Node Panel
- Enable Library linking and prevent editing of Groups then.
**** NEW: Socket Visibility control
Node types will be generated with a lot of possible inputs or outputs,
and drawing all sockets all the time isn't very useful then.
A new option in the Node header ('plus' icon) allows to either hide all
unused sockets (first keypress) or to reveil them (when there are hidden
sockets, the icon displays black, otherwise it's blended).
Hidden sockets in Nodes also are not exported to a Group, so this way
you can control what options (in/outputs) exactly are available.
To be done:
- a way to hide individual sockets, like with a RMB click on it.
**** NEW: Nodes now render!
This is still quite primitive, more on a level to replace the (now
obsolete and disabled) Material Layers.
What needs to be done:
- make the "Geometry" node work properly, also for AA textures
- make the Texture Node work (does very little at the moment)
- give Material Nodes all inputs as needed (like Map-to Panel)
- find a way to export more data from a Material Node, like the
shadow value, or light intensity only, etc
Very important also to separate from the Material Buttons the
"global" options, like "Ztransp" or "Wire" or "Halo". These can not
be set for each Material-Node individually.
Also note that the Preview Render (Buttons window) now renders a bit
differently. This was a horrid piece of antique code, using a totally
incompatible way of rendering. Target is to fully re-use internal
render code for previews.
OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
2010-12-03 17:05:21 +00:00
static const char * dataname ( short id_code )
Orange: more noodle updates!
**** NEW: Group Nodes
Node trees usually become messy and confusing quickly, so we need
not only a way to collapse Nodes into single 'groups', but also a
way to re-use that data to create libraries of effects.
This has been done by making a new Library data type, the NodeTree.
Everything that has been grouped is stored here, and available for
re-use, appending or linking. These NodeTrees are fully generic,
i.e. can store shader trees, composit trees, and so on. The 'type'
value as stored in the NodeTree will keep track of internal type
definitions and execute/drawing callbacks. Needless to say, re-using
shader trees in a composit tree is a bit useless, and will be
prevented in the browsing code. :)
So; any NodeTree can become a "Goup Node" inside in a NodeTree. This
Group Node then works just like any Node.
To prevent the current code to become too complex, I've disabled
the possibility to insert Groups inside of Groups. That might be
enabled later, but is a real nasty piece of code to get OK.
Since Group Nodes are a dynamic Node type, a lot of work has been
done to ensure Node definitions can be dynamic too, but still allow
to be stored in files, and allow to be verified for type-definition
changes on reloading. This system needs a little bit maturing still,
so the Python gurus should better wait a little bit! (Also for me to
write the definite API docs for it).
What works now:
- Press CTRL+G to create a new Group. The grouping code checks for
impossible selections (like an unselected node between selected nodes).
Everthing that's selected then gets removed from the current tree, and
inserted in a new NodeTree library data block. A Group Node then is
added which links to this new NodeTree.
- Press ALT+G to ungroup. This will not delete the NodeTree library
data, but just duplicate the Group into the current tree.
- Press TAB, or click on the NodeTree icon to edit Groups. Note that
NodeTrees are instances, so editing one Group will also change the
other users.
This also means that when removing nodes in a Group (or hiding sockets
or changing internal links) this is immediately corrected for all users
of this Group, also in other Materials.
- While editing Groups, only the internal Nodes can be edited. A single
click outside of the Group boundary will close this 'edit mode'.
What needs to be done:
- SHIFT+A menu in toolbox style, also including a list of Groups
- Enable the single-user button in the Group Node
- Displaying all (visible) internal group UI elements in the Node Panel
- Enable Library linking and prevent editing of Groups then.
**** NEW: Socket Visibility control
Node types will be generated with a lot of possible inputs or outputs,
and drawing all sockets all the time isn't very useful then.
A new option in the Node header ('plus' icon) allows to either hide all
unused sockets (first keypress) or to reveil them (when there are hidden
sockets, the icon displays black, otherwise it's blended).
Hidden sockets in Nodes also are not exported to a Group, so this way
you can control what options (in/outputs) exactly are available.
To be done:
- a way to hide individual sockets, like with a RMB click on it.
**** NEW: Nodes now render!
This is still quite primitive, more on a level to replace the (now
obsolete and disabled) Material Layers.
What needs to be done:
- make the "Geometry" node work properly, also for AA textures
- make the Texture Node work (does very little at the moment)
- give Material Nodes all inputs as needed (like Map-to Panel)
- find a way to export more data from a Material Node, like the
shadow value, or light intensity only, etc
Very important also to separate from the Material Buttons the
"global" options, like "Ztransp" or "Wire" or "Halo". These can not
be set for each Material-Node individually.
Also note that the Preview Render (Buttons window) now renders a bit
differently. This was a horrid piece of antique code, using a totally
incompatible way of rendering. Target is to fully re-use internal
render code for previews.
OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
{
2012-05-21 06:33:32 +00:00
switch ( id_code ) {
Orange: more noodle updates!
**** NEW: Group Nodes
Node trees usually become messy and confusing quickly, so we need
not only a way to collapse Nodes into single 'groups', but also a
way to re-use that data to create libraries of effects.
This has been done by making a new Library data type, the NodeTree.
Everything that has been grouped is stored here, and available for
re-use, appending or linking. These NodeTrees are fully generic,
i.e. can store shader trees, composit trees, and so on. The 'type'
value as stored in the NodeTree will keep track of internal type
definitions and execute/drawing callbacks. Needless to say, re-using
shader trees in a composit tree is a bit useless, and will be
prevented in the browsing code. :)
So; any NodeTree can become a "Goup Node" inside in a NodeTree. This
Group Node then works just like any Node.
To prevent the current code to become too complex, I've disabled
the possibility to insert Groups inside of Groups. That might be
enabled later, but is a real nasty piece of code to get OK.
Since Group Nodes are a dynamic Node type, a lot of work has been
done to ensure Node definitions can be dynamic too, but still allow
to be stored in files, and allow to be verified for type-definition
changes on reloading. This system needs a little bit maturing still,
so the Python gurus should better wait a little bit! (Also for me to
write the definite API docs for it).
What works now:
- Press CTRL+G to create a new Group. The grouping code checks for
impossible selections (like an unselected node between selected nodes).
Everthing that's selected then gets removed from the current tree, and
inserted in a new NodeTree library data block. A Group Node then is
added which links to this new NodeTree.
- Press ALT+G to ungroup. This will not delete the NodeTree library
data, but just duplicate the Group into the current tree.
- Press TAB, or click on the NodeTree icon to edit Groups. Note that
NodeTrees are instances, so editing one Group will also change the
other users.
This also means that when removing nodes in a Group (or hiding sockets
or changing internal links) this is immediately corrected for all users
of this Group, also in other Materials.
- While editing Groups, only the internal Nodes can be edited. A single
click outside of the Group boundary will close this 'edit mode'.
What needs to be done:
- SHIFT+A menu in toolbox style, also including a list of Groups
- Enable the single-user button in the Group Node
- Displaying all (visible) internal group UI elements in the Node Panel
- Enable Library linking and prevent editing of Groups then.
**** NEW: Socket Visibility control
Node types will be generated with a lot of possible inputs or outputs,
and drawing all sockets all the time isn't very useful then.
A new option in the Node header ('plus' icon) allows to either hide all
unused sockets (first keypress) or to reveil them (when there are hidden
sockets, the icon displays black, otherwise it's blended).
Hidden sockets in Nodes also are not exported to a Group, so this way
you can control what options (in/outputs) exactly are available.
To be done:
- a way to hide individual sockets, like with a RMB click on it.
**** NEW: Nodes now render!
This is still quite primitive, more on a level to replace the (now
obsolete and disabled) Material Layers.
What needs to be done:
- make the "Geometry" node work properly, also for AA textures
- make the Texture Node work (does very little at the moment)
- give Material Nodes all inputs as needed (like Map-to Panel)
- find a way to export more data from a Material Node, like the
shadow value, or light intensity only, etc
Very important also to separate from the Material Buttons the
"global" options, like "Ztransp" or "Wire" or "Halo". These can not
be set for each Material-Node individually.
Also note that the Preview Render (Buttons window) now renders a bit
differently. This was a horrid piece of antique code, using a totally
incompatible way of rendering. Target is to fully re-use internal
render code for previews.
OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
case ID_OB : return " Data from OB " ;
case ID_ME : return " Data from ME " ;
case ID_IP : return " Data from IP " ;
case ID_SCE : return " Data from SCE " ;
case ID_MA : return " Data from MA " ;
case ID_TE : return " Data from TE " ;
case ID_CU : return " Data from CU " ;
case ID_GR : return " Data from GR " ;
case ID_AR : return " Data from AR " ;
case ID_AC : return " Data from AC " ;
case ID_LI : return " Data from LI " ;
case ID_MB : return " Data from MB " ;
case ID_IM : return " Data from IM " ;
case ID_LT : return " Data from LT " ;
case ID_LA : return " Data from LA " ;
case ID_CA : return " Data from CA " ;
case ID_KE : return " Data from KE " ;
case ID_WO : return " Data from WO " ;
case ID_SCR : return " Data from SCR " ;
case ID_VF : return " Data from VF " ;
case ID_TXT : return " Data from TXT " ;
2011-08-01 11:44:20 +00:00
case ID_SPK : return " Data from SPK " ;
Orange: more noodle updates!
**** NEW: Group Nodes
Node trees usually become messy and confusing quickly, so we need
not only a way to collapse Nodes into single 'groups', but also a
way to re-use that data to create libraries of effects.
This has been done by making a new Library data type, the NodeTree.
Everything that has been grouped is stored here, and available for
re-use, appending or linking. These NodeTrees are fully generic,
i.e. can store shader trees, composit trees, and so on. The 'type'
value as stored in the NodeTree will keep track of internal type
definitions and execute/drawing callbacks. Needless to say, re-using
shader trees in a composit tree is a bit useless, and will be
prevented in the browsing code. :)
So; any NodeTree can become a "Goup Node" inside in a NodeTree. This
Group Node then works just like any Node.
To prevent the current code to become too complex, I've disabled
the possibility to insert Groups inside of Groups. That might be
enabled later, but is a real nasty piece of code to get OK.
Since Group Nodes are a dynamic Node type, a lot of work has been
done to ensure Node definitions can be dynamic too, but still allow
to be stored in files, and allow to be verified for type-definition
changes on reloading. This system needs a little bit maturing still,
so the Python gurus should better wait a little bit! (Also for me to
write the definite API docs for it).
What works now:
- Press CTRL+G to create a new Group. The grouping code checks for
impossible selections (like an unselected node between selected nodes).
Everthing that's selected then gets removed from the current tree, and
inserted in a new NodeTree library data block. A Group Node then is
added which links to this new NodeTree.
- Press ALT+G to ungroup. This will not delete the NodeTree library
data, but just duplicate the Group into the current tree.
- Press TAB, or click on the NodeTree icon to edit Groups. Note that
NodeTrees are instances, so editing one Group will also change the
other users.
This also means that when removing nodes in a Group (or hiding sockets
or changing internal links) this is immediately corrected for all users
of this Group, also in other Materials.
- While editing Groups, only the internal Nodes can be edited. A single
click outside of the Group boundary will close this 'edit mode'.
What needs to be done:
- SHIFT+A menu in toolbox style, also including a list of Groups
- Enable the single-user button in the Group Node
- Displaying all (visible) internal group UI elements in the Node Panel
- Enable Library linking and prevent editing of Groups then.
**** NEW: Socket Visibility control
Node types will be generated with a lot of possible inputs or outputs,
and drawing all sockets all the time isn't very useful then.
A new option in the Node header ('plus' icon) allows to either hide all
unused sockets (first keypress) or to reveil them (when there are hidden
sockets, the icon displays black, otherwise it's blended).
Hidden sockets in Nodes also are not exported to a Group, so this way
you can control what options (in/outputs) exactly are available.
To be done:
- a way to hide individual sockets, like with a RMB click on it.
**** NEW: Nodes now render!
This is still quite primitive, more on a level to replace the (now
obsolete and disabled) Material Layers.
What needs to be done:
- make the "Geometry" node work properly, also for AA textures
- make the Texture Node work (does very little at the moment)
- give Material Nodes all inputs as needed (like Map-to Panel)
- find a way to export more data from a Material Node, like the
shadow value, or light intensity only, etc
Very important also to separate from the Material Buttons the
"global" options, like "Ztransp" or "Wire" or "Halo". These can not
be set for each Material-Node individually.
Also note that the Preview Render (Buttons window) now renders a bit
differently. This was a horrid piece of antique code, using a totally
incompatible way of rendering. Target is to fully re-use internal
render code for previews.
OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
case ID_SO : return " Data from SO " ;
Brush Datablock:
- Added a new Brush datablock, only used by image paint, but intended
to be used in texture paint, vertex paint, weight paint and sculpt
mode also.
- Being a datablock, these brushes can be saved, appended and linked.
They have a fake user by default, to make sure they are saved even if
not selected.
Image Painting:
- Replaced the img module with C code in imagepaint.c
- Airbrush is no longer a separate tool, but rather an option that can
be used for soften, smear and clone also.
- Blend modes mix, add, subtract, multiply, darken and lighten have been
added, code taken directly from vertex paint.
Note to project files maintainers:
- The img module was removed from SCons and Makefiles, and this should
be done in other build systems also. I'll wait to remove the module
from cvs, to not break compilation.
2006-07-26 22:29:23 +00:00
case ID_NT : return " Data from NT " ;
case ID_BR : return " Data from BR " ;
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
case ID_PA : return " Data from PA " ;
2009-05-23 03:24:15 +00:00
case ID_GD : return " Data from GD " ;
2011-11-07 12:55:18 +00:00
case ID_MC : return " Data from MC " ;
Orange: more noodle updates!
**** NEW: Group Nodes
Node trees usually become messy and confusing quickly, so we need
not only a way to collapse Nodes into single 'groups', but also a
way to re-use that data to create libraries of effects.
This has been done by making a new Library data type, the NodeTree.
Everything that has been grouped is stored here, and available for
re-use, appending or linking. These NodeTrees are fully generic,
i.e. can store shader trees, composit trees, and so on. The 'type'
value as stored in the NodeTree will keep track of internal type
definitions and execute/drawing callbacks. Needless to say, re-using
shader trees in a composit tree is a bit useless, and will be
prevented in the browsing code. :)
So; any NodeTree can become a "Goup Node" inside in a NodeTree. This
Group Node then works just like any Node.
To prevent the current code to become too complex, I've disabled
the possibility to insert Groups inside of Groups. That might be
enabled later, but is a real nasty piece of code to get OK.
Since Group Nodes are a dynamic Node type, a lot of work has been
done to ensure Node definitions can be dynamic too, but still allow
to be stored in files, and allow to be verified for type-definition
changes on reloading. This system needs a little bit maturing still,
so the Python gurus should better wait a little bit! (Also for me to
write the definite API docs for it).
What works now:
- Press CTRL+G to create a new Group. The grouping code checks for
impossible selections (like an unselected node between selected nodes).
Everthing that's selected then gets removed from the current tree, and
inserted in a new NodeTree library data block. A Group Node then is
added which links to this new NodeTree.
- Press ALT+G to ungroup. This will not delete the NodeTree library
data, but just duplicate the Group into the current tree.
- Press TAB, or click on the NodeTree icon to edit Groups. Note that
NodeTrees are instances, so editing one Group will also change the
other users.
This also means that when removing nodes in a Group (or hiding sockets
or changing internal links) this is immediately corrected for all users
of this Group, also in other Materials.
- While editing Groups, only the internal Nodes can be edited. A single
click outside of the Group boundary will close this 'edit mode'.
What needs to be done:
- SHIFT+A menu in toolbox style, also including a list of Groups
- Enable the single-user button in the Group Node
- Displaying all (visible) internal group UI elements in the Node Panel
- Enable Library linking and prevent editing of Groups then.
**** NEW: Socket Visibility control
Node types will be generated with a lot of possible inputs or outputs,
and drawing all sockets all the time isn't very useful then.
A new option in the Node header ('plus' icon) allows to either hide all
unused sockets (first keypress) or to reveil them (when there are hidden
sockets, the icon displays black, otherwise it's blended).
Hidden sockets in Nodes also are not exported to a Group, so this way
you can control what options (in/outputs) exactly are available.
To be done:
- a way to hide individual sockets, like with a RMB click on it.
**** NEW: Nodes now render!
This is still quite primitive, more on a level to replace the (now
obsolete and disabled) Material Layers.
What needs to be done:
- make the "Geometry" node work properly, also for AA textures
- make the Texture Node work (does very little at the moment)
- give Material Nodes all inputs as needed (like Map-to Panel)
- find a way to export more data from a Material Node, like the
shadow value, or light intensity only, etc
Very important also to separate from the Material Buttons the
"global" options, like "Ztransp" or "Wire" or "Halo". These can not
be set for each Material-Node individually.
Also note that the Preview Render (Buttons window) now renders a bit
differently. This was a horrid piece of antique code, using a totally
incompatible way of rendering. Target is to fully re-use internal
render code for previews.
OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
}
return " Data from Lib Block " ;
}
2010-12-03 17:05:21 +00:00
static BHead * read_data_into_oldnewmap ( FileData * fd , BHead * bhead , const char * allocname )
2009-10-22 23:22:05 +00:00
{
bhead = blo_nextbhead ( fd , bhead ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 07:52:14 +00:00
while ( bhead & & bhead - > code = = DATA ) {
2009-10-22 23:22:05 +00:00
void * data ;
2010-02-13 13:38:10 +00:00
#if 0
2011-06-09 13:46:34 +00:00
/* XXX DUMB DEBUGGING OPTION TO GIVE NAMES for guarded malloc errors */
2012-05-17 12:59:34 +00:00
short * sp = fd - > filesdna - > structs [ bhead - > SDNAnr ] ;
char * tmp = malloc ( 100 ) ;
2011-06-09 13:46:34 +00:00
allocname = fd - > filesdna - > types [ sp [ 0 ] ] ;
2009-10-22 23:22:05 +00:00
strcpy ( tmp , allocname ) ;
2012-05-17 12:59:34 +00:00
data = read_struct ( fd , bhead , tmp ) ;
2010-02-13 13:38:10 +00:00
# else
2012-05-17 12:59:34 +00:00
data = read_struct ( fd , bhead , allocname ) ;
2010-02-13 13:38:10 +00:00
# endif
2009-10-22 23:22:05 +00:00
if ( data ) {
oldnewmap_insert ( fd - > datamap , bhead - > old , data , 0 ) ;
}
2012-05-17 12:59:34 +00:00
2009-10-22 23:22:05 +00:00
bhead = blo_nextbhead ( fd , bhead ) ;
}
2012-05-17 12:59:34 +00:00
2009-10-22 23:22:05 +00:00
return bhead ;
}
2002-10-12 11:37:38 +00:00
static BHead * read_libblock ( FileData * fd , Main * main , BHead * bhead , int flag , ID * * id_r )
{
2003-04-26 18:01:01 +00:00
/* this routine reads a libblock and its direct data. Use link functions
* to connect it all
2002-10-12 11:37:38 +00:00
*/
ID * id ;
ListBase * lb ;
2010-12-03 17:05:21 +00:00
const char * allocname ;
Orange: more noodle updates!
**** NEW: Group Nodes
Node trees usually become messy and confusing quickly, so we need
not only a way to collapse Nodes into single 'groups', but also a
way to re-use that data to create libraries of effects.
This has been done by making a new Library data type, the NodeTree.
Everything that has been grouped is stored here, and available for
re-use, appending or linking. These NodeTrees are fully generic,
i.e. can store shader trees, composit trees, and so on. The 'type'
value as stored in the NodeTree will keep track of internal type
definitions and execute/drawing callbacks. Needless to say, re-using
shader trees in a composit tree is a bit useless, and will be
prevented in the browsing code. :)
So; any NodeTree can become a "Goup Node" inside in a NodeTree. This
Group Node then works just like any Node.
To prevent the current code to become too complex, I've disabled
the possibility to insert Groups inside of Groups. That might be
enabled later, but is a real nasty piece of code to get OK.
Since Group Nodes are a dynamic Node type, a lot of work has been
done to ensure Node definitions can be dynamic too, but still allow
to be stored in files, and allow to be verified for type-definition
changes on reloading. This system needs a little bit maturing still,
so the Python gurus should better wait a little bit! (Also for me to
write the definite API docs for it).
What works now:
- Press CTRL+G to create a new Group. The grouping code checks for
impossible selections (like an unselected node between selected nodes).
Everthing that's selected then gets removed from the current tree, and
inserted in a new NodeTree library data block. A Group Node then is
added which links to this new NodeTree.
- Press ALT+G to ungroup. This will not delete the NodeTree library
data, but just duplicate the Group into the current tree.
- Press TAB, or click on the NodeTree icon to edit Groups. Note that
NodeTrees are instances, so editing one Group will also change the
other users.
This also means that when removing nodes in a Group (or hiding sockets
or changing internal links) this is immediately corrected for all users
of this Group, also in other Materials.
- While editing Groups, only the internal Nodes can be edited. A single
click outside of the Group boundary will close this 'edit mode'.
What needs to be done:
- SHIFT+A menu in toolbox style, also including a list of Groups
- Enable the single-user button in the Group Node
- Displaying all (visible) internal group UI elements in the Node Panel
- Enable Library linking and prevent editing of Groups then.
**** NEW: Socket Visibility control
Node types will be generated with a lot of possible inputs or outputs,
and drawing all sockets all the time isn't very useful then.
A new option in the Node header ('plus' icon) allows to either hide all
unused sockets (first keypress) or to reveil them (when there are hidden
sockets, the icon displays black, otherwise it's blended).
Hidden sockets in Nodes also are not exported to a Group, so this way
you can control what options (in/outputs) exactly are available.
To be done:
- a way to hide individual sockets, like with a RMB click on it.
**** NEW: Nodes now render!
This is still quite primitive, more on a level to replace the (now
obsolete and disabled) Material Layers.
What needs to be done:
- make the "Geometry" node work properly, also for AA textures
- make the Texture Node work (does very little at the moment)
- give Material Nodes all inputs as needed (like Map-to Panel)
- find a way to export more data from a Material Node, like the
shadow value, or light intensity only, etc
Very important also to separate from the Material Buttons the
"global" options, like "Ztransp" or "Wire" or "Halo". These can not
be set for each Material-Node individually.
Also note that the Preview Render (Buttons window) now renders a bit
differently. This was a horrid piece of antique code, using a totally
incompatible way of rendering. Target is to fully re-use internal
render code for previews.
OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
2003-04-26 18:01:01 +00:00
/* read libblock */
2004-04-23 21:02:58 +00:00
id = read_struct ( fd , bhead , " lib block " ) ;
2002-10-12 11:37:38 +00:00
if ( id_r )
2012-05-17 12:59:34 +00:00
* id_r = id ;
2002-10-12 11:37:38 +00:00
if ( ! id )
return blo_nextbhead ( fd , bhead ) ;
2005-12-14 23:00:01 +00:00
oldnewmap_insert ( fd - > libmap , bhead - > old , id , bhead - > code ) ; /* for ID_ID check */
2007-04-28 16:15:00 +00:00
/* do after read_struct, for dna reconstruct */
2012-05-17 12:59:34 +00:00
if ( bhead - > code = = ID_ID ) {
lb = which_libbase ( main , GS ( id - > name ) ) ;
2007-04-28 16:15:00 +00:00
}
else {
2012-05-17 12:59:34 +00:00
lb = which_libbase ( main , bhead - > code ) ;
2007-04-28 16:15:00 +00:00
}
2002-10-12 11:37:38 +00:00
BLI_addtail ( lb , id ) ;
2012-05-17 12:59:34 +00:00
2003-04-26 18:01:01 +00:00
/* clear first 8 bits */
2012-08-01 15:32:27 +00:00
id - > flag = ( id - > flag & 0xFF00 ) | flag | LIB_NEED_LINK ;
2012-05-17 12:59:34 +00:00
id - > lib = main - > curlib ;
2012-03-24 06:18:31 +00:00
if ( id - > flag & LIB_FAKEUSER ) id - > us = 1 ;
2012-05-17 12:59:34 +00:00
else id - > us = 0 ;
2005-12-21 22:21:43 +00:00
id - > icon_id = 0 ;
2011-11-07 17:35:20 +00:00
id - > flag & = ~ ( LIB_ID_RECALC | LIB_ID_RECALC_DATA ) ;
2012-05-17 12:59:34 +00:00
2003-04-26 18:01:01 +00:00
/* this case cannot be direct_linked: it's just the ID part */
2012-05-17 12:59:34 +00:00
if ( bhead - > code = = ID_ID ) {
2002-10-12 11:37:38 +00:00
return blo_nextbhead ( fd , bhead ) ;
}
2012-05-17 12:59:34 +00:00
Orange: more noodle updates!
**** NEW: Group Nodes
Node trees usually become messy and confusing quickly, so we need
not only a way to collapse Nodes into single 'groups', but also a
way to re-use that data to create libraries of effects.
This has been done by making a new Library data type, the NodeTree.
Everything that has been grouped is stored here, and available for
re-use, appending or linking. These NodeTrees are fully generic,
i.e. can store shader trees, composit trees, and so on. The 'type'
value as stored in the NodeTree will keep track of internal type
definitions and execute/drawing callbacks. Needless to say, re-using
shader trees in a composit tree is a bit useless, and will be
prevented in the browsing code. :)
So; any NodeTree can become a "Goup Node" inside in a NodeTree. This
Group Node then works just like any Node.
To prevent the current code to become too complex, I've disabled
the possibility to insert Groups inside of Groups. That might be
enabled later, but is a real nasty piece of code to get OK.
Since Group Nodes are a dynamic Node type, a lot of work has been
done to ensure Node definitions can be dynamic too, but still allow
to be stored in files, and allow to be verified for type-definition
changes on reloading. This system needs a little bit maturing still,
so the Python gurus should better wait a little bit! (Also for me to
write the definite API docs for it).
What works now:
- Press CTRL+G to create a new Group. The grouping code checks for
impossible selections (like an unselected node between selected nodes).
Everthing that's selected then gets removed from the current tree, and
inserted in a new NodeTree library data block. A Group Node then is
added which links to this new NodeTree.
- Press ALT+G to ungroup. This will not delete the NodeTree library
data, but just duplicate the Group into the current tree.
- Press TAB, or click on the NodeTree icon to edit Groups. Note that
NodeTrees are instances, so editing one Group will also change the
other users.
This also means that when removing nodes in a Group (or hiding sockets
or changing internal links) this is immediately corrected for all users
of this Group, also in other Materials.
- While editing Groups, only the internal Nodes can be edited. A single
click outside of the Group boundary will close this 'edit mode'.
What needs to be done:
- SHIFT+A menu in toolbox style, also including a list of Groups
- Enable the single-user button in the Group Node
- Displaying all (visible) internal group UI elements in the Node Panel
- Enable Library linking and prevent editing of Groups then.
**** NEW: Socket Visibility control
Node types will be generated with a lot of possible inputs or outputs,
and drawing all sockets all the time isn't very useful then.
A new option in the Node header ('plus' icon) allows to either hide all
unused sockets (first keypress) or to reveil them (when there are hidden
sockets, the icon displays black, otherwise it's blended).
Hidden sockets in Nodes also are not exported to a Group, so this way
you can control what options (in/outputs) exactly are available.
To be done:
- a way to hide individual sockets, like with a RMB click on it.
**** NEW: Nodes now render!
This is still quite primitive, more on a level to replace the (now
obsolete and disabled) Material Layers.
What needs to be done:
- make the "Geometry" node work properly, also for AA textures
- make the Texture Node work (does very little at the moment)
- give Material Nodes all inputs as needed (like Map-to Panel)
- find a way to export more data from a Material Node, like the
shadow value, or light intensity only, etc
Very important also to separate from the Material Buttons the
"global" options, like "Ztransp" or "Wire" or "Halo". These can not
be set for each Material-Node individually.
Also note that the Preview Render (Buttons window) now renders a bit
differently. This was a horrid piece of antique code, using a totally
incompatible way of rendering. Target is to fully re-use internal
render code for previews.
OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
/* need a name for the mallocN, just for debugging and sane prints on leaks */
2012-05-17 12:59:34 +00:00
allocname = dataname ( GS ( id - > name ) ) ;
Orange: more noodle updates!
**** NEW: Group Nodes
Node trees usually become messy and confusing quickly, so we need
not only a way to collapse Nodes into single 'groups', but also a
way to re-use that data to create libraries of effects.
This has been done by making a new Library data type, the NodeTree.
Everything that has been grouped is stored here, and available for
re-use, appending or linking. These NodeTrees are fully generic,
i.e. can store shader trees, composit trees, and so on. The 'type'
value as stored in the NodeTree will keep track of internal type
definitions and execute/drawing callbacks. Needless to say, re-using
shader trees in a composit tree is a bit useless, and will be
prevented in the browsing code. :)
So; any NodeTree can become a "Goup Node" inside in a NodeTree. This
Group Node then works just like any Node.
To prevent the current code to become too complex, I've disabled
the possibility to insert Groups inside of Groups. That might be
enabled later, but is a real nasty piece of code to get OK.
Since Group Nodes are a dynamic Node type, a lot of work has been
done to ensure Node definitions can be dynamic too, but still allow
to be stored in files, and allow to be verified for type-definition
changes on reloading. This system needs a little bit maturing still,
so the Python gurus should better wait a little bit! (Also for me to
write the definite API docs for it).
What works now:
- Press CTRL+G to create a new Group. The grouping code checks for
impossible selections (like an unselected node between selected nodes).
Everthing that's selected then gets removed from the current tree, and
inserted in a new NodeTree library data block. A Group Node then is
added which links to this new NodeTree.
- Press ALT+G to ungroup. This will not delete the NodeTree library
data, but just duplicate the Group into the current tree.
- Press TAB, or click on the NodeTree icon to edit Groups. Note that
NodeTrees are instances, so editing one Group will also change the
other users.
This also means that when removing nodes in a Group (or hiding sockets
or changing internal links) this is immediately corrected for all users
of this Group, also in other Materials.
- While editing Groups, only the internal Nodes can be edited. A single
click outside of the Group boundary will close this 'edit mode'.
What needs to be done:
- SHIFT+A menu in toolbox style, also including a list of Groups
- Enable the single-user button in the Group Node
- Displaying all (visible) internal group UI elements in the Node Panel
- Enable Library linking and prevent editing of Groups then.
**** NEW: Socket Visibility control
Node types will be generated with a lot of possible inputs or outputs,
and drawing all sockets all the time isn't very useful then.
A new option in the Node header ('plus' icon) allows to either hide all
unused sockets (first keypress) or to reveil them (when there are hidden
sockets, the icon displays black, otherwise it's blended).
Hidden sockets in Nodes also are not exported to a Group, so this way
you can control what options (in/outputs) exactly are available.
To be done:
- a way to hide individual sockets, like with a RMB click on it.
**** NEW: Nodes now render!
This is still quite primitive, more on a level to replace the (now
obsolete and disabled) Material Layers.
What needs to be done:
- make the "Geometry" node work properly, also for AA textures
- make the Texture Node work (does very little at the moment)
- give Material Nodes all inputs as needed (like Map-to Panel)
- find a way to export more data from a Material Node, like the
shadow value, or light intensity only, etc
Very important also to separate from the Material Buttons the
"global" options, like "Ztransp" or "Wire" or "Halo". These can not
be set for each Material-Node individually.
Also note that the Preview Render (Buttons window) now renders a bit
differently. This was a horrid piece of antique code, using a totally
incompatible way of rendering. Target is to fully re-use internal
render code for previews.
OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
2009-10-22 23:22:05 +00:00
/* read all data into fd->datamap */
2012-05-17 12:59:34 +00:00
bhead = read_data_into_oldnewmap ( fd , bhead , allocname ) ;
2003-04-26 18:01:01 +00:00
/* init pointers direct data */
2012-10-23 12:38:47 +00:00
direct_link_id ( fd , id ) ;
2012-04-28 06:31:57 +00:00
switch ( GS ( id - > name ) ) {
2007-12-24 18:53:37 +00:00
case ID_WM :
direct_link_windowmanager ( fd , ( wmWindowManager * ) id ) ;
break ;
2002-10-12 11:37:38 +00:00
case ID_SCR :
direct_link_screen ( fd , ( bScreen * ) id ) ;
break ;
case ID_SCE :
direct_link_scene ( fd , ( Scene * ) id ) ;
break ;
case ID_OB :
direct_link_object ( fd , ( Object * ) id ) ;
break ;
case ID_ME :
direct_link_mesh ( fd , ( Mesh * ) id ) ;
break ;
case ID_CU :
direct_link_curve ( fd , ( Curve * ) id ) ;
break ;
case ID_MB :
direct_link_mball ( fd , ( MetaBall * ) id ) ;
break ;
case ID_MA :
direct_link_material ( fd , ( Material * ) id ) ;
break ;
case ID_TE :
direct_link_texture ( fd , ( Tex * ) id ) ;
break ;
case ID_IM :
direct_link_image ( fd , ( Image * ) id ) ;
break ;
case ID_LA :
direct_link_lamp ( fd , ( Lamp * ) id ) ;
break ;
case ID_VF :
direct_link_vfont ( fd , ( VFont * ) id ) ;
break ;
case ID_TXT :
direct_link_text ( fd , ( Text * ) id ) ;
break ;
case ID_IP :
direct_link_ipo ( fd , ( Ipo * ) id ) ;
break ;
case ID_KE :
direct_link_key ( fd , ( Key * ) id ) ;
break ;
case ID_LT :
direct_link_latt ( fd , ( Lattice * ) id ) ;
break ;
case ID_WO :
direct_link_world ( fd , ( World * ) id ) ;
break ;
case ID_LI :
2005-12-14 09:59:22 +00:00
direct_link_library ( fd , ( Library * ) id , main ) ;
2002-10-12 11:37:38 +00:00
break ;
case ID_CA :
direct_link_camera ( fd , ( Camera * ) id ) ;
break ;
2011-08-01 11:44:20 +00:00
case ID_SPK :
direct_link_speaker ( fd , ( Speaker * ) id ) ;
break ;
2002-10-12 11:37:38 +00:00
case ID_SO :
direct_link_sound ( fd , ( bSound * ) id ) ;
break ;
case ID_GR :
direct_link_group ( fd , ( Group * ) id ) ;
break ;
case ID_AR :
direct_link_armature ( fd , ( bArmature * ) id ) ;
break ;
case ID_AC :
direct_link_action ( fd , ( bAction * ) id ) ;
break ;
Orange: more noodle updates!
**** NEW: Group Nodes
Node trees usually become messy and confusing quickly, so we need
not only a way to collapse Nodes into single 'groups', but also a
way to re-use that data to create libraries of effects.
This has been done by making a new Library data type, the NodeTree.
Everything that has been grouped is stored here, and available for
re-use, appending or linking. These NodeTrees are fully generic,
i.e. can store shader trees, composit trees, and so on. The 'type'
value as stored in the NodeTree will keep track of internal type
definitions and execute/drawing callbacks. Needless to say, re-using
shader trees in a composit tree is a bit useless, and will be
prevented in the browsing code. :)
So; any NodeTree can become a "Goup Node" inside in a NodeTree. This
Group Node then works just like any Node.
To prevent the current code to become too complex, I've disabled
the possibility to insert Groups inside of Groups. That might be
enabled later, but is a real nasty piece of code to get OK.
Since Group Nodes are a dynamic Node type, a lot of work has been
done to ensure Node definitions can be dynamic too, but still allow
to be stored in files, and allow to be verified for type-definition
changes on reloading. This system needs a little bit maturing still,
so the Python gurus should better wait a little bit! (Also for me to
write the definite API docs for it).
What works now:
- Press CTRL+G to create a new Group. The grouping code checks for
impossible selections (like an unselected node between selected nodes).
Everthing that's selected then gets removed from the current tree, and
inserted in a new NodeTree library data block. A Group Node then is
added which links to this new NodeTree.
- Press ALT+G to ungroup. This will not delete the NodeTree library
data, but just duplicate the Group into the current tree.
- Press TAB, or click on the NodeTree icon to edit Groups. Note that
NodeTrees are instances, so editing one Group will also change the
other users.
This also means that when removing nodes in a Group (or hiding sockets
or changing internal links) this is immediately corrected for all users
of this Group, also in other Materials.
- While editing Groups, only the internal Nodes can be edited. A single
click outside of the Group boundary will close this 'edit mode'.
What needs to be done:
- SHIFT+A menu in toolbox style, also including a list of Groups
- Enable the single-user button in the Group Node
- Displaying all (visible) internal group UI elements in the Node Panel
- Enable Library linking and prevent editing of Groups then.
**** NEW: Socket Visibility control
Node types will be generated with a lot of possible inputs or outputs,
and drawing all sockets all the time isn't very useful then.
A new option in the Node header ('plus' icon) allows to either hide all
unused sockets (first keypress) or to reveil them (when there are hidden
sockets, the icon displays black, otherwise it's blended).
Hidden sockets in Nodes also are not exported to a Group, so this way
you can control what options (in/outputs) exactly are available.
To be done:
- a way to hide individual sockets, like with a RMB click on it.
**** NEW: Nodes now render!
This is still quite primitive, more on a level to replace the (now
obsolete and disabled) Material Layers.
What needs to be done:
- make the "Geometry" node work properly, also for AA textures
- make the Texture Node work (does very little at the moment)
- give Material Nodes all inputs as needed (like Map-to Panel)
- find a way to export more data from a Material Node, like the
shadow value, or light intensity only, etc
Very important also to separate from the Material Buttons the
"global" options, like "Ztransp" or "Wire" or "Halo". These can not
be set for each Material-Node individually.
Also note that the Preview Render (Buttons window) now renders a bit
differently. This was a horrid piece of antique code, using a totally
incompatible way of rendering. Target is to fully re-use internal
render code for previews.
OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
case ID_NT :
direct_link_nodetree ( fd , ( bNodeTree * ) id ) ;
break ;
Brush Datablock:
- Added a new Brush datablock, only used by image paint, but intended
to be used in texture paint, vertex paint, weight paint and sculpt
mode also.
- Being a datablock, these brushes can be saved, appended and linked.
They have a fake user by default, to make sure they are saved even if
not selected.
Image Painting:
- Replaced the img module with C code in imagepaint.c
- Airbrush is no longer a separate tool, but rather an option that can
be used for soften, smear and clone also.
- Blend modes mix, add, subtract, multiply, darken and lighten have been
added, code taken directly from vertex paint.
Note to project files maintainers:
- The img module was removed from SCons and Makefiles, and this should
be done in other build systems also. I'll wait to remove the module
from cvs, to not break compilation.
2006-07-26 22:29:23 +00:00
case ID_BR :
direct_link_brush ( fd , ( Brush * ) id ) ;
break ;
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
case ID_PA :
direct_link_particlesettings ( fd , ( ParticleSettings * ) id ) ;
break ;
2008-03-06 21:25:15 +00:00
case ID_SCRIPT :
direct_link_script ( fd , ( Script * ) id ) ;
break ;
2009-05-23 03:24:15 +00:00
case ID_GD :
direct_link_gpencil ( fd , ( bGPdata * ) id ) ;
break ;
2011-11-07 12:55:18 +00:00
case ID_MC :
direct_link_movieclip ( fd , ( MovieClip * ) id ) ;
break ;
2012-06-04 16:42:58 +00:00
case ID_MSK :
direct_link_mask ( fd , ( Mask * ) id ) ;
break ;
2002-10-12 11:37:38 +00:00
}
2006-11-17 06:14:15 +00:00
2002-10-12 11:37:38 +00:00
oldnewmap_free_unused ( fd - > datamap ) ;
oldnewmap_clear ( fd - > datamap ) ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
return ( bhead ) ;
}
2007-12-24 18:53:37 +00:00
/* note, this has to be kept for reading older files... */
/* also version info is written here */
static BHead * read_global ( BlendFileData * bfd , FileData * fd , BHead * bhead )
2002-10-12 11:37:38 +00:00
{
2012-05-17 12:59:34 +00:00
FileGlobal * fg = read_struct ( fd , bhead , " Global " ) ;
2007-12-24 18:53:37 +00:00
/* copy to bfd handle */
2012-05-17 12:59:34 +00:00
bfd - > main - > subversionfile = fg - > subversion ;
bfd - > main - > minversionfile = fg - > minversion ;
bfd - > main - > minsubversionfile = fg - > minsubversion ;
bfd - > main - > revision = fg - > revision ;
bfd - > winpos = fg - > winpos ;
bfd - > fileflags = fg - > fileflags ;
bfd - > displaymode = fg - > displaymode ;
bfd - > globalf = fg - > globalf ;
2009-11-01 00:06:53 +00:00
BLI_strncpy ( bfd - > filename , fg - > filename , sizeof ( bfd - > filename ) ) ;
2011-01-02 13:33:32 +00:00
2012-03-24 06:18:31 +00:00
if ( G . fileflags & G_FILE_RECOVER )
2009-11-01 00:06:53 +00:00
BLI_strncpy ( fd - > relabase , fg - > filename , sizeof ( fd - > relabase ) ) ;
2006-11-26 21:17:15 +00:00
2012-05-17 12:59:34 +00:00
bfd - > curscreen = fg - > curscreen ;
bfd - > curscene = fg - > curscene ;
2007-12-24 18:53:37 +00:00
MEM_freeN ( fg ) ;
2012-05-17 12:59:34 +00:00
fd - > globalf = bfd - > globalf ;
fd - > fileflags = bfd - > fileflags ;
2007-12-24 18:53:37 +00:00
return blo_nextbhead ( fd , bhead ) ;
}
/* note, this has to be kept for reading older files... */
static void link_global ( FileData * fd , BlendFileData * bfd )
{
2012-05-17 12:59:34 +00:00
bfd - > curscreen = newlibadr ( fd , NULL , bfd - > curscreen ) ;
bfd - > curscene = newlibadr ( fd , NULL , bfd - > curscene ) ;
2004-09-05 13:43:51 +00:00
// this happens in files older than 2.35
2012-05-17 12:59:34 +00:00
if ( bfd - > curscene = = NULL ) {
if ( bfd - > curscreen ) bfd - > curscene = bfd - > curscreen - > scene ;
2004-09-05 13:43:51 +00:00
}
2002-10-12 11:37:38 +00:00
}
2012-05-04 15:42:49 +00:00
/* deprecated, only keep this for readfile.c */
void convert_tface_mt ( FileData * fd , Main * main )
2002-10-12 11:37:38 +00:00
{
2012-05-04 15:42:49 +00:00
Main * gmain ;
2012-05-17 12:59:34 +00:00
2012-05-04 15:42:49 +00:00
/* this is a delayed do_version (so it can create new materials) */
if ( main - > versionfile < 259 | | ( main - > versionfile = = 259 & & main - > subversionfile < 3 ) ) {
//XXX hack, material.c uses G.main all over the place, instead of main
// temporarily set G.main to the current main
gmain = G . main ;
G . main = main ;
2012-05-17 12:59:34 +00:00
2012-05-04 15:42:49 +00:00
if ( ! ( do_version_tface ( main , 1 ) ) ) {
2012-10-19 16:43:10 +00:00
BKE_report ( fd - > reports , RPT_WARNING , " Texface conversion problem (see error in console) " ) ;
2012-05-04 15:42:49 +00:00
}
2012-05-17 12:59:34 +00:00
2012-05-04 15:42:49 +00:00
//XXX hack, material.c uses G.main allover the place, instead of main
G . main = gmain ;
2002-10-12 11:37:38 +00:00
}
}
2012-05-04 15:42:49 +00:00
static void do_versions_nodetree_image_default_alpha_output ( bNodeTree * ntree )
Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
2005-08-19 12:35:15 +00:00
{
2012-05-04 15:42:49 +00:00
bNode * node ;
bNodeSocket * sock ;
2012-05-17 12:59:34 +00:00
for ( node = ntree - > nodes . first ; node ; node = node - > next ) {
2012-05-04 15:42:49 +00:00
if ( ELEM ( node - > type , CMP_NODE_IMAGE , CMP_NODE_R_LAYERS ) ) {
/* default Image output value should have 0 alpha */
sock = node - > outputs . first ;
2012-05-17 12:59:34 +00:00
( ( bNodeSocketValueRGBA * ) ( sock - > default_value ) ) - > value [ 3 ] = 0.0f ;
Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
2005-08-19 12:35:15 +00:00
}
2005-12-07 12:36:26 +00:00
}
}
2012-05-04 15:42:49 +00:00
static void do_version_ntree_tex_mapping_260 ( void * UNUSED ( data ) , ID * UNUSED ( id ) , bNodeTree * ntree )
2006-02-03 20:39:36 +00:00
{
bNode * node ;
2012-05-04 15:42:49 +00:00
2012-05-17 12:59:34 +00:00
for ( node = ntree - > nodes . first ; node ; node = node - > next ) {
2012-05-04 15:42:49 +00:00
if ( node - > type = = SH_NODE_MAPPING ) {
TexMapping * tex_mapping ;
2012-05-17 12:59:34 +00:00
2012-05-04 15:42:49 +00:00
tex_mapping = node - > storage ;
tex_mapping - > projx = PROJ_X ;
tex_mapping - > projy = PROJ_Y ;
tex_mapping - > projz = PROJ_Z ;
2006-02-03 20:39:36 +00:00
}
}
}
2012-05-04 15:42:49 +00:00
static void do_versions_nodetree_convert_angle ( bNodeTree * ntree )
2007-01-07 14:18:03 +00:00
{
bNode * node ;
2012-05-04 15:42:49 +00:00
for ( node = ntree - > nodes . first ; node ; node = node - > next ) {
if ( node - > type = = CMP_NODE_ROTATE ) {
/* Convert degrees to radians. */
bNodeSocket * sock = ( ( bNodeSocket * ) node - > inputs . first ) - > next ;
( ( bNodeSocketValueFloat * ) sock - > default_value ) - > value = DEG2RADF ( ( ( bNodeSocketValueFloat * ) sock - > default_value ) - > value ) ;
}
else if ( node - > type = = CMP_NODE_DBLUR ) {
/* Convert degrees to radians. */
NodeDBlurData * ndbd = node - > storage ;
ndbd - > angle = DEG2RADF ( ndbd - > angle ) ;
ndbd - > spin = DEG2RADF ( ndbd - > spin ) ;
}
else if ( node - > type = = CMP_NODE_DEFOCUS ) {
/* Convert degrees to radians. */
NodeDefocus * nqd = node - > storage ;
/* XXX DNA char to float conversion seems to map the char value into the [0.0f, 1.0f] range... */
nqd - > rotation = DEG2RADF ( nqd - > rotation * 255.0f ) ;
}
else if ( node - > type = = CMP_NODE_CHROMA_MATTE ) {
/* Convert degrees to radians. */
NodeChroma * ndc = node - > storage ;
ndc - > t1 = DEG2RADF ( ndc - > t1 ) ;
ndc - > t2 = DEG2RADF ( ndc - > t2 ) ;
}
else if ( node - > type = = CMP_NODE_GLARE ) {
/* Convert degrees to radians. */
2012-05-17 12:59:34 +00:00
NodeGlare * ndg = node - > storage ;
2012-05-04 15:42:49 +00:00
/* XXX DNA char to float conversion seems to map the char value into the [0.0f, 1.0f] range... */
ndg - > angle_ofs = DEG2RADF ( ndg - > angle_ofs * 255.0f ) ;
}
/* XXX TexMapping struct is used by other nodes too (at least node_composite_mapValue),
* but not the rot part . . .
*/
else if ( node - > type = = SH_NODE_MAPPING ) {
/* Convert degrees to radians. */
2012-05-17 12:59:34 +00:00
TexMapping * tmap = node - > storage ;
2012-05-04 15:42:49 +00:00
tmap - > rot [ 0 ] = DEG2RADF ( tmap - > rot [ 0 ] ) ;
tmap - > rot [ 1 ] = DEG2RADF ( tmap - > rot [ 1 ] ) ;
tmap - > rot [ 2 ] = DEG2RADF ( tmap - > rot [ 2 ] ) ;
2007-01-07 14:18:03 +00:00
}
}
}
2012-09-15 01:52:28 +00:00
static void do_versions_image_settings_2_60 ( Scene * sce )
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
{
2012-05-04 15:42:49 +00:00
/* note: rd->subimtype is moved into individual settings now and no longer
* exists */
2012-05-17 12:59:34 +00:00
RenderData * rd = & sce - > r ;
ImageFormatData * imf = & sce - > r . im_format ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
2012-05-04 15:42:49 +00:00
/* we know no data loss happens here, the old values were in char range */
2012-05-17 12:59:34 +00:00
imf - > imtype = ( char ) rd - > imtype ;
imf - > planes = ( char ) rd - > planes ;
imf - > compress = ( char ) rd - > quality ;
imf - > quality = ( char ) rd - > quality ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
2012-05-04 15:42:49 +00:00
/* default, was stored in multiple places, may override later */
2012-05-17 12:59:34 +00:00
imf - > depth = R_IMF_CHAN_DEPTH_8 ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
2012-05-04 15:42:49 +00:00
/* openexr */
imf - > exr_codec = rd - > quality & 7 ; /* strange but true! 0-4 are valid values, OPENEXR_COMPRESS */
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
2012-05-04 15:42:49 +00:00
switch ( imf - > imtype ) {
case R_IMF_IMTYPE_OPENEXR :
2012-05-17 12:59:34 +00:00
imf - > depth = ( rd - > subimtype & R_OPENEXR_HALF ) ? R_IMF_CHAN_DEPTH_16 : R_IMF_CHAN_DEPTH_32 ;
2012-05-04 15:42:49 +00:00
if ( rd - > subimtype & R_PREVIEW_JPG ) {
imf - > flag | = R_IMF_FLAG_PREVIEW_JPG ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
}
2012-05-04 15:42:49 +00:00
if ( rd - > subimtype & R_OPENEXR_ZBUF ) {
imf - > flag | = R_IMF_FLAG_ZBUF ;
}
break ;
case R_IMF_IMTYPE_TIFF :
if ( rd - > subimtype & R_TIFF_16BIT ) {
imf - > depth = R_IMF_CHAN_DEPTH_16 ;
}
break ;
case R_IMF_IMTYPE_JP2 :
if ( rd - > subimtype & R_JPEG2K_16BIT ) {
imf - > depth = R_IMF_CHAN_DEPTH_16 ;
}
else if ( rd - > subimtype & R_JPEG2K_12BIT ) {
imf - > depth = R_IMF_CHAN_DEPTH_12 ;
2007-01-14 12:35:45 +00:00
}
2006-12-21 13:47:27 +00:00
2012-05-04 15:42:49 +00:00
if ( rd - > subimtype & R_JPEG2K_YCC ) {
imf - > jp2_flag | = R_IMF_JP2_FLAG_YCC ;
2006-12-21 13:47:27 +00:00
}
2012-05-04 15:42:49 +00:00
if ( rd - > subimtype & R_JPEG2K_CINE_PRESET ) {
imf - > jp2_flag | = R_IMF_JP2_FLAG_CINE_PRESET ;
}
if ( rd - > subimtype & R_JPEG2K_CINE_48FPS ) {
imf - > jp2_flag | = R_IMF_JP2_FLAG_CINE_48 ;
}
break ;
case R_IMF_IMTYPE_CINEON :
case R_IMF_IMTYPE_DPX :
if ( rd - > subimtype & R_CINEON_LOG ) {
imf - > cineon_flag | = R_IMF_CINEON_FLAG_LOG ;
2006-12-21 13:47:27 +00:00
}
2012-05-04 15:42:49 +00:00
break ;
2006-12-21 13:47:27 +00:00
}
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
}
2006-11-03 12:23:04 +00:00
2012-05-04 15:42:49 +00:00
/* socket use flags were only temporary before */
static void do_versions_nodetree_socket_use_flags_2_62 ( bNodeTree * ntree )
2007-05-02 00:01:23 +00:00
{
2012-05-04 15:42:49 +00:00
bNode * node ;
bNodeSocket * sock ;
bNodeLink * link ;
2012-05-17 12:59:34 +00:00
for ( node = ntree - > nodes . first ; node ; node = node - > next ) {
for ( sock = node - > inputs . first ; sock ; sock = sock - > next )
2012-05-04 15:42:49 +00:00
sock - > flag & = ~ SOCK_IN_USE ;
2012-05-17 12:59:34 +00:00
for ( sock = node - > outputs . first ; sock ; sock = sock - > next )
2012-05-04 15:42:49 +00:00
sock - > flag & = ~ SOCK_IN_USE ;
}
2012-05-17 12:59:34 +00:00
for ( sock = ntree - > inputs . first ; sock ; sock = sock - > next )
2012-05-04 15:42:49 +00:00
sock - > flag & = ~ SOCK_IN_USE ;
2012-05-17 12:59:34 +00:00
for ( sock = ntree - > outputs . first ; sock ; sock = sock - > next )
2012-05-04 15:42:49 +00:00
sock - > flag & = ~ SOCK_IN_USE ;
2012-05-17 12:59:34 +00:00
for ( link = ntree - > links . first ; link ; link = link - > next ) {
2012-05-04 15:42:49 +00:00
link - > fromsock - > flag | = SOCK_IN_USE ;
link - > tosock - > flag | = SOCK_IN_USE ;
2007-05-02 00:01:23 +00:00
}
}
2012-05-04 15:42:49 +00:00
static void do_versions_nodetree_multi_file_output_format_2_62_1 ( Scene * sce , bNodeTree * ntree )
2006-12-20 17:57:56 +00:00
{
bNode * node ;
2012-05-17 12:59:34 +00:00
for ( node = ntree - > nodes . first ; node ; node = node - > next ) {
if ( node - > type = = CMP_NODE_OUTPUT_FILE ) {
2012-05-04 15:42:49 +00:00
/* previous CMP_NODE_OUTPUT_FILE nodes get converted to multi-file outputs */
NodeImageFile * old_data = node - > storage ;
NodeImageMultiFile * nimf = MEM_callocN ( sizeof ( NodeImageMultiFile ) , " node image multi file " ) ;
bNodeSocket * old_image = BLI_findlink ( & node - > inputs , 0 ) ;
bNodeSocket * old_z = BLI_findlink ( & node - > inputs , 1 ) ;
bNodeSocket * sock ;
2012-05-09 08:28:50 +00:00
char basepath [ FILE_MAXDIR ] ;
char filename [ FILE_MAXFILE ] ;
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/* ugly, need to remove the old inputs list to avoid bad pointer checks when adding new sockets.
* sock - > storage is expected to contain path info in ntreeCompositOutputFileAddSocket .
*/
node - > inputs . first = node - > inputs . last = NULL ;
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node - > storage = nimf ;
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/* looks like storage data can be messed up somehow, stupid check here */
if ( old_data ) {
/* split off filename from the old path, to be used as socket sub-path */
BLI_split_dirfile ( old_data - > name , basepath , filename , sizeof ( basepath ) , sizeof ( filename ) ) ;
BLI_strncpy ( nimf - > base_path , basepath , sizeof ( nimf - > base_path ) ) ;
nimf - > format = old_data - > im_format ;
}
else {
basepath [ 0 ] = ' \0 ' ;
BLI_strncpy ( filename , old_image - > name , sizeof ( filename ) ) ;
}
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/* if z buffer is saved, change the image type to multilayer exr.
* XXX this is slightly messy , Z buffer was ignored before for anything but EXR and IRIS . . .
* i ' m just assuming here that IRIZ means IRIS with z buffer . . .
*/
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if ( old_data & & ELEM ( old_data - > im_format . imtype , R_IMF_IMTYPE_IRIZ , R_IMF_IMTYPE_OPENEXR ) ) {
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char sockpath [ FILE_MAX ] ;
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nimf - > format . imtype = R_IMF_IMTYPE_MULTILAYER ;
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BLI_snprintf ( sockpath , sizeof ( sockpath ) , " %s_Image " , filename ) ;
sock = ntreeCompositOutputFileAddSocket ( ntree , node , sockpath , & nimf - > format ) ;
/* XXX later do_versions copies path from socket name, need to set this explicitely */
BLI_strncpy ( sock - > name , sockpath , sizeof ( sock - > name ) ) ;
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if ( old_image - > link ) {
old_image - > link - > tosock = sock ;
sock - > link = old_image - > link ;
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}
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BLI_snprintf ( sockpath , sizeof ( sockpath ) , " %s_Z " , filename ) ;
sock = ntreeCompositOutputFileAddSocket ( ntree , node , sockpath , & nimf - > format ) ;
/* XXX later do_versions copies path from socket name, need to set this explicitely */
BLI_strncpy ( sock - > name , sockpath , sizeof ( sock - > name ) ) ;
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if ( old_z - > link ) {
old_z - > link - > tosock = sock ;
sock - > link = old_z - > link ;
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}
}
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else {
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sock = ntreeCompositOutputFileAddSocket ( ntree , node , filename , & nimf - > format ) ;
/* XXX later do_versions copies path from socket name, need to set this explicitely */
BLI_strncpy ( sock - > name , filename , sizeof ( sock - > name ) ) ;
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if ( old_image - > link ) {
old_image - > link - > tosock = sock ;
sock - > link = old_image - > link ;
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}
}
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nodeRemoveSocket ( ntree , node , old_image ) ;
nodeRemoveSocket ( ntree , node , old_z ) ;
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if ( old_data )
MEM_freeN ( old_data ) ;
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}
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else if ( node - > type = = CMP_NODE_OUTPUT_MULTI_FILE__DEPRECATED ) {
NodeImageMultiFile * nimf = node - > storage ;
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bNodeSocket * sock ;
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/* CMP_NODE_OUTPUT_MULTI_FILE has been redeclared as CMP_NODE_OUTPUT_FILE */
node - > type = CMP_NODE_OUTPUT_FILE ;
/* initialize the node-wide image format from render data, if available */
if ( sce )
nimf - > format = sce - > r . im_format ;
/* transfer render format toggle to node format toggle */
for ( sock = node - > inputs . first ; sock ; sock = sock - > next ) {
NodeImageMultiFileSocket * simf = sock - > storage ;
simf - > use_node_format = simf - > use_render_format ;
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}
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/* we do have preview now */
node - > flag | = NODE_PREVIEW ;
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}
}
}
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/* blue and red are swapped pre 2.62.1, be sane (red == red) now! */
static void do_versions_mesh_mloopcol_swap_2_62_1 ( Mesh * me )
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{
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CustomDataLayer * layer ;
MLoopCol * mloopcol ;
int a ;
int i ;
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for ( a = 0 ; a < me - > ldata . totlayer ; a + + ) {
layer = & me - > ldata . layers [ a ] ;
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if ( layer - > type = = CD_MLOOPCOL ) {
mloopcol = ( MLoopCol * ) layer - > data ;
for ( i = 0 ; i < me - > totloop ; i + + , mloopcol + + ) {
SWAP ( char , mloopcol - > r , mloopcol - > b ) ;
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}
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}
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}
}
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static void do_versions_nodetree_multi_file_output_path_2_63_1 ( bNodeTree * ntree )
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{
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bNode * node ;
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for ( node = ntree - > nodes . first ; node ; node = node - > next ) {
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if ( node - > type = = CMP_NODE_OUTPUT_FILE ) {
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bNodeSocket * sock ;
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for ( sock = node - > inputs . first ; sock ; sock = sock - > next ) {
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NodeImageMultiFileSocket * input = sock - > storage ;
/* input file path is stored in dedicated struct now instead socket name */
BLI_strncpy ( input - > path , sock - > name , sizeof ( input - > path ) ) ;
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}
}
}
}
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static void do_versions_nodetree_file_output_layers_2_64_5 ( bNodeTree * ntree )
{
bNode * node ;
for ( node = ntree - > nodes . first ; node ; node = node - > next ) {
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if ( node - > type = = CMP_NODE_OUTPUT_FILE ) {
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bNodeSocket * sock ;
for ( sock = node - > inputs . first ; sock ; sock = sock - > next ) {
NodeImageMultiFileSocket * input = sock - > storage ;
/* multilayer names are stored as separate strings now,
* used the path string before , so copy it over .
*/
BLI_strncpy ( input - > layer , input - > path , sizeof ( input - > layer ) ) ;
/* paths/layer names also have to be unique now, initial check */
ntreeCompositOutputFileUniquePath ( & node - > inputs , sock , input - > path , ' _ ' ) ;
ntreeCompositOutputFileUniqueLayer ( & node - > inputs , sock , input - > layer , ' _ ' ) ;
}
}
}
}
static void do_versions_nodetree_image_layer_2_64_5 ( bNodeTree * ntree )
{
bNode * node ;
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for ( node = ntree - > nodes . first ; node ; node = node - > next ) {
if ( node - > type = = CMP_NODE_IMAGE ) {
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bNodeSocket * sock ;
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for ( sock = node - > outputs . first ; sock ; sock = sock - > next ) {
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NodeImageLayer * output = MEM_callocN ( sizeof ( NodeImageLayer ) , " node image layer " ) ;
/* take pass index both from current storage ptr (actually an int) */
output - > pass_index = GET_INT_FROM_POINTER ( sock - > storage ) ;
/* replace socket data pointer */
sock - > storage = output ;
}
}
}
}
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static void do_versions_nodetree_frame_2_64_6 ( bNodeTree * ntree )
{
bNode * node ;
for ( node = ntree - > nodes . first ; node ; node = node - > next ) {
if ( node - > type = = NODE_FRAME ) {
/* initialize frame node storage data */
if ( node - > storage = = NULL ) {
NodeFrame * data = ( NodeFrame * ) MEM_callocN ( sizeof ( NodeFrame ) , " frame node storage " ) ;
node - > storage = data ;
/* copy current flags */
data - > flag = node - > custom1 ;
data - > label_size = 20 ;
}
}
/* initialize custom node color */
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node - > color [ 0 ] = node - > color [ 1 ] = node - > color [ 2 ] = 0.608f ; /* default theme color */
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}
}
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static void do_version_ntree_image_user_264 ( void * UNUSED ( data ) , ID * UNUSED ( id ) , bNodeTree * ntree )
{
bNode * node ;
for ( node = ntree - > nodes . first ; node ; node = node - > next ) {
if ( ELEM ( node - > type , SH_NODE_TEX_IMAGE , SH_NODE_TEX_ENVIRONMENT ) ) {
NodeTexImage * tex = node - > storage ;
tex - > iuser . frames = 1 ;
tex - > iuser . sfra = 1 ;
tex - > iuser . fie_ima = 2 ;
tex - > iuser . ok = 1 ;
}
}
}
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static void do_version_ntree_dilateerode_264 ( void * UNUSED ( data ) , ID * UNUSED ( id ) , bNodeTree * ntree )
{
bNode * node ;
for ( node = ntree - > nodes . first ; node ; node = node - > next ) {
if ( node - > type = = CMP_NODE_DILATEERODE ) {
if ( node - > storage = = NULL ) {
NodeDilateErode * data = MEM_callocN ( sizeof ( NodeDilateErode ) , __func__ ) ;
data - > falloff = PROP_SMOOTH ;
node - > storage = data ;
}
}
}
}
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static void do_version_ntree_defocus_264 ( void * UNUSED ( data ) , ID * UNUSED ( id ) , bNodeTree * ntree )
{
bNode * node ;
for ( node = ntree - > nodes . first ; node ; node = node - > next ) {
if ( node - > type = = CMP_NODE_DEFOCUS ) {
NodeDefocus * data = node - > storage ;
if ( data - > maxblur = = 0.0f ) {
data - > maxblur = 16.0f ;
}
}
}
}
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static void do_version_ntree_mask_264 ( void * UNUSED ( data ) , ID * UNUSED ( id ) , bNodeTree * ntree )
{
bNode * node ;
for ( node = ntree - > nodes . first ; node ; node = node - > next ) {
if ( node - > type = = CMP_NODE_MASK ) {
if ( node - > storage = = NULL ) {
NodeMask * data = MEM_callocN ( sizeof ( NodeMask ) , __func__ ) ;
/* move settings into own struct */
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data - > size_x = ( int ) node - > custom3 ;
data - > size_y = ( int ) node - > custom4 ;
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node - > custom3 = 0.5f ; /* default shutter */
node - > storage = data ;
}
}
}
}
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static void do_version_ntree_keying_despill_balance ( void * UNUSED ( data ) , ID * UNUSED ( id ) , bNodeTree * ntree )
{
bNode * node ;
for ( node = ntree - > nodes . first ; node ; node = node - > next ) {
if ( node - > type = = CMP_NODE_KEYING ) {
NodeKeyingData * data = node - > storage ;
if ( data - > despill_balance = = 0.0f ) {
data - > despill_balance = 0.5f ;
}
}
}
}
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static void do_version_ntree_tex_coord_from_dupli_264 ( void * UNUSED ( data ) , ID * UNUSED ( id ) , bNodeTree * ntree )
{
bNode * node ;
for ( node = ntree - > nodes . first ; node ; node = node - > next )
if ( node - > type = = SH_NODE_TEX_COORD )
node - > flag | = NODE_OPTIONS ;
}
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static void do_version_node_cleanup_dynamic_sockets_264 ( void * UNUSED ( data ) , ID * UNUSED ( id ) , bNodeTree * ntree )
{
bNode * node ;
bNodeSocket * sock ;
for ( node = ntree - > nodes . first ; node ; node = node - > next ) {
if ( ! ELEM ( node - > type , NODE_GROUP , CMP_NODE_IMAGE ) ) {
for ( sock = node - > inputs . first ; sock ; sock = sock - > next )
sock - > flag & = ~ SOCK_DYNAMIC ;
for ( sock = node - > outputs . first ; sock ; sock = sock - > next )
sock - > flag & = ~ SOCK_DYNAMIC ;
}
}
}
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static void do_version_node_fix_internal_links_264 ( void * UNUSED ( data ) , ID * UNUSED ( id ) , bNodeTree * ntree )
{
bNode * node ;
bNodeLink * link , * nextlink ;
for ( node = ntree - > nodes . first ; node ; node = node - > next ) {
for ( link = node - > internal_links . first ; link ; link = nextlink ) {
nextlink = link - > next ;
if ( ! link - > fromnode | | ! link - > fromsock | | ! link - > tonode | | ! link - > tosock ) {
BLI_remlink ( & node - > internal_links , link ) ;
}
}
}
}
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static void do_version_logic_264 ( ListBase * regionbase )
{
ARegion * ar ;
/* view settings for logic changed */
for ( ar = regionbase - > first ; ar ; ar = ar - > next ) {
if ( ar - > regiontype = = RGN_TYPE_WINDOW ) {
if ( ar - > v2d . keeptot = = 0 ) {
ar - > v2d . maxzoom = 1.5f ;
ar - > v2d . keepzoom = V2D_KEEPZOOM | V2D_LIMITZOOM | V2D_KEEPASPECT ;
ar - > v2d . keeptot = V2D_KEEPTOT_BOUNDS ;
ar - > v2d . align = V2D_ALIGN_NO_POS_Y | V2D_ALIGN_NO_NEG_X ;
ar - > v2d . keepofs = V2D_KEEPOFS_Y ;
}
}
}
}
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static void do_versions ( FileData * fd , Library * lib , Main * main )
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{
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/* WATCH IT!!!: pointers from libdata have not been converted */
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if ( G . debug & G_DEBUG )
printf ( " read file %s \n Version %d sub %d svn r%d \n " , fd - > relabase , main - > versionfile , main - > subversionfile , main - > revision ) ;
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blo_do_versions_pre250 ( fd , lib , main ) ;
blo_do_versions_250 ( fd , lib , main ) ;
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if ( main - > versionfile < 260 ) {
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{
/* set default alpha value of Image outputs in image and render layer nodes to 0 */
Scene * sce ;
bNodeTree * ntree ;
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for ( sce = main - > scene . first ; sce ; sce = sce - > id . next ) {
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/* there are files with invalid audio_channels value, the real cause
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* is unknown , but we fix it here anyway to avoid crashes */
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if ( sce - > r . ffcodecdata . audio_channels = = 0 )
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sce - > r . ffcodecdata . audio_channels = 2 ;
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2011-10-12 13:07:30 +00:00
if ( sce - > nodetree )
do_versions_nodetree_image_default_alpha_output ( sce - > nodetree ) ;
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}
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for ( ntree = main - > nodetree . first ; ntree ; ntree = ntree - > id . next )
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do_versions_nodetree_image_default_alpha_output ( ntree ) ;
}
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2011-10-16 16:14:36 +00:00
{
/* support old particle dupliobject rotation settings */
ParticleSettings * part ;
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2011-10-16 16:14:36 +00:00
for ( part = main - > particle . first ; part ; part = part - > id . next ) {
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if ( ELEM ( part - > ren_as , PART_DRAW_OB , PART_DRAW_GR ) ) {
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part - > draw | = PART_DRAW_ROTATE_OB ;
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if ( part - > rotmode = = 0 )
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part - > rotmode = PART_ROT_VEL ;
}
}
}
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}
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if ( main - > versionfile < 260 | | ( main - > versionfile = = 260 & & main - > subversionfile < 1 ) ) {
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Object * ob ;
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for ( ob = main - > object . first ; ob ; ob = ob - > id . next ) {
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ob - > collision_boundtype = ob - > boundtype ;
}
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2011-11-04 14:36:06 +00:00
{
Camera * cam ;
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for ( cam = main - > camera . first ; cam ; cam = cam - > id . next ) {
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if ( cam - > sensor_x < 0.01f )
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cam - > sensor_x = DEFAULT_SENSOR_WIDTH ;
2012-05-17 12:59:34 +00:00
2011-11-11 12:00:08 +00:00
if ( cam - > sensor_y < 0.01f )
2011-11-04 14:36:06 +00:00
cam - > sensor_y = DEFAULT_SENSOR_HEIGHT ;
}
}
2011-11-04 09:29:58 +00:00
}
2012-05-17 12:59:34 +00:00
2011-11-07 17:35:20 +00:00
if ( main - > versionfile < 260 | | ( main - > versionfile = = 260 & & main - > subversionfile < 2 ) ) {
2012-05-17 12:59:34 +00:00
bNodeTreeType * ntreetype = ntreeGetType ( NTREE_SHADER ) ;
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if ( ntreetype & & ntreetype - > foreach_nodetree )
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ntreetype - > foreach_nodetree ( main , NULL , do_version_ntree_tex_mapping_260 ) ;
}
2012-03-24 06:18:31 +00:00
if ( main - > versionfile < 260 | | ( main - > versionfile = = 260 & & main - > subversionfile < 4 ) ) {
Moving all node angle-type values to radians. This also fixes [#29151] rotate node wrong input (mixing up radians and degrees).
Warning!
Angles in nodes have just been moved to consistant Radians values (ANGLE subtype of RNA Float property). You will still see them as degrees in the GUI, though, unless you chose otherwise in Scene properties, Units panel.
Conversion from degrees to radians for old files is obviously done at loading time, but if you use a mixed pipeline of trunk and releases, be carefull!
Loading a 2.60.4 file (or higher) into any previous version of Blender, your angles in nodes will have odd values (well, radians interpreted as degrees)!
And if you save such file in a pre-2.60.4 version, the angle node values will be converted again when loaded in Blender 2.60.4 or higher...
This affects following nodes:
* Compo: Rotate, Defocus, ChromaMatte, Glare and DirectionalBlur
* Shader: Mapping
And all future code using the TexMapping struct’s rotation part (its rot memember is now in radians).
2011-11-13 18:03:27 +00:00
{
/* Convert node angles to radians! */
Scene * sce ;
Material * mat ;
bNodeTree * ntree ;
2012-05-17 12:59:34 +00:00
for ( sce = main - > scene . first ; sce ; sce = sce - > id . next ) {
Moving all node angle-type values to radians. This also fixes [#29151] rotate node wrong input (mixing up radians and degrees).
Warning!
Angles in nodes have just been moved to consistant Radians values (ANGLE subtype of RNA Float property). You will still see them as degrees in the GUI, though, unless you chose otherwise in Scene properties, Units panel.
Conversion from degrees to radians for old files is obviously done at loading time, but if you use a mixed pipeline of trunk and releases, be carefull!
Loading a 2.60.4 file (or higher) into any previous version of Blender, your angles in nodes will have odd values (well, radians interpreted as degrees)!
And if you save such file in a pre-2.60.4 version, the angle node values will be converted again when loaded in Blender 2.60.4 or higher...
This affects following nodes:
* Compo: Rotate, Defocus, ChromaMatte, Glare and DirectionalBlur
* Shader: Mapping
And all future code using the TexMapping struct’s rotation part (its rot memember is now in radians).
2011-11-13 18:03:27 +00:00
if ( sce - > nodetree )
do_versions_nodetree_convert_angle ( sce - > nodetree ) ;
}
2012-05-17 12:59:34 +00:00
for ( mat = main - > mat . first ; mat ; mat = mat - > id . next ) {
Moving all node angle-type values to radians. This also fixes [#29151] rotate node wrong input (mixing up radians and degrees).
Warning!
Angles in nodes have just been moved to consistant Radians values (ANGLE subtype of RNA Float property). You will still see them as degrees in the GUI, though, unless you chose otherwise in Scene properties, Units panel.
Conversion from degrees to radians for old files is obviously done at loading time, but if you use a mixed pipeline of trunk and releases, be carefull!
Loading a 2.60.4 file (or higher) into any previous version of Blender, your angles in nodes will have odd values (well, radians interpreted as degrees)!
And if you save such file in a pre-2.60.4 version, the angle node values will be converted again when loaded in Blender 2.60.4 or higher...
This affects following nodes:
* Compo: Rotate, Defocus, ChromaMatte, Glare and DirectionalBlur
* Shader: Mapping
And all future code using the TexMapping struct’s rotation part (its rot memember is now in radians).
2011-11-13 18:03:27 +00:00
if ( mat - > nodetree )
do_versions_nodetree_convert_angle ( mat - > nodetree ) ;
}
2012-05-17 12:59:34 +00:00
for ( ntree = main - > nodetree . first ; ntree ; ntree = ntree - > id . next )
Moving all node angle-type values to radians. This also fixes [#29151] rotate node wrong input (mixing up radians and degrees).
Warning!
Angles in nodes have just been moved to consistant Radians values (ANGLE subtype of RNA Float property). You will still see them as degrees in the GUI, though, unless you chose otherwise in Scene properties, Units panel.
Conversion from degrees to radians for old files is obviously done at loading time, but if you use a mixed pipeline of trunk and releases, be carefull!
Loading a 2.60.4 file (or higher) into any previous version of Blender, your angles in nodes will have odd values (well, radians interpreted as degrees)!
And if you save such file in a pre-2.60.4 version, the angle node values will be converted again when loaded in Blender 2.60.4 or higher...
This affects following nodes:
* Compo: Rotate, Defocus, ChromaMatte, Glare and DirectionalBlur
* Shader: Mapping
And all future code using the TexMapping struct’s rotation part (its rot memember is now in radians).
2011-11-13 18:03:27 +00:00
do_versions_nodetree_convert_angle ( ntree ) ;
}
2012-05-17 12:59:34 +00:00
2011-11-07 12:55:18 +00:00
{
Moving all node angle-type values to radians. This also fixes [#29151] rotate node wrong input (mixing up radians and degrees).
Warning!
Angles in nodes have just been moved to consistant Radians values (ANGLE subtype of RNA Float property). You will still see them as degrees in the GUI, though, unless you chose otherwise in Scene properties, Units panel.
Conversion from degrees to radians for old files is obviously done at loading time, but if you use a mixed pipeline of trunk and releases, be carefull!
Loading a 2.60.4 file (or higher) into any previous version of Blender, your angles in nodes will have odd values (well, radians interpreted as degrees)!
And if you save such file in a pre-2.60.4 version, the angle node values will be converted again when loaded in Blender 2.60.4 or higher...
This affects following nodes:
* Compo: Rotate, Defocus, ChromaMatte, Glare and DirectionalBlur
* Shader: Mapping
And all future code using the TexMapping struct’s rotation part (its rot memember is now in radians).
2011-11-13 18:03:27 +00:00
/* Tomato compatibility code. */
2011-11-07 12:55:18 +00:00
bScreen * sc ;
MovieClip * clip ;
2012-05-17 12:59:34 +00:00
for ( sc = main - > screen . first ; sc ; sc = sc - > id . next ) {
2011-11-07 12:55:18 +00:00
ScrArea * sa ;
2012-05-17 12:59:34 +00:00
for ( sa = sc - > areabase . first ; sa ; sa = sa - > next ) {
2011-11-07 12:55:18 +00:00
SpaceLink * sl ;
2012-05-17 12:59:34 +00:00
for ( sl = sa - > spacedata . first ; sl ; sl = sl - > next ) {
if ( sl - > spacetype = = SPACE_VIEW3D ) {
2011-11-07 12:55:18 +00:00
View3D * v3d = ( View3D * ) sl ;
2012-05-17 12:59:34 +00:00
if ( v3d - > bundle_size = = 0.0f ) {
v3d - > bundle_size = 0.2f ;
2011-11-07 12:55:18 +00:00
v3d - > flag2 | = V3D_SHOW_RECONSTRUCTION ;
}
2012-05-17 12:59:34 +00:00
if ( v3d - > bundle_drawtype = = 0 )
v3d - > bundle_drawtype = OB_PLAINAXES ;
2012-04-30 16:19:08 +00:00
}
2012-05-17 12:59:34 +00:00
else if ( sl - > spacetype = = SPACE_CLIP ) {
2012-10-20 08:02:18 +00:00
SpaceClip * sclip = ( SpaceClip * ) sl ;
if ( sclip - > scopes . track_preview_height = = 0 )
sclip - > scopes . track_preview_height = 120 ;
2011-11-07 12:55:18 +00:00
}
}
}
}
2012-05-17 12:59:34 +00:00
for ( clip = main - > movieclip . first ; clip ; clip = clip - > id . next ) {
2011-11-07 12:55:18 +00:00
MovieTrackingTrack * track ;
2012-05-17 12:59:34 +00:00
if ( clip - > aspx < 1.0f ) {
clip - > aspx = 1.0f ;
clip - > aspy = 1.0f ;
2011-11-07 12:55:18 +00:00
}
2012-05-17 12:59:34 +00:00
clip - > proxy . build_tc_flag = IMB_TC_RECORD_RUN |
IMB_TC_FREE_RUN |
IMB_TC_INTERPOLATED_REC_DATE_FREE_RUN ;
if ( clip - > proxy . build_size_flag = = 0 )
clip - > proxy . build_size_flag = IMB_PROXY_25 ;
if ( clip - > proxy . quality = = 0 )
clip - > proxy . quality = 90 ;
if ( clip - > tracking . camera . pixel_aspect < 0.01f )
clip - > tracking . camera . pixel_aspect = 1.0f ;
track = clip - > tracking . tracks . first ;
2012-03-24 07:52:14 +00:00
while ( track ) {
2012-05-17 12:59:34 +00:00
if ( track - > minimum_correlation = = 0.0f )
track - > minimum_correlation = 0.75f ;
Planar tracking support for motion tracking
===========================================
Major list of changes done in tomato branch:
- Add a planar tracking implementation to libmv
This adds a new planar tracking implementation to libmv. The
tracker is based on Ceres[1], the new nonlinear minimizer that
myself and Sameer released from Google as open source. Since
the motion model is more involved, the interface is
different than the RegionTracker interface used previously
in Blender.
The start of a C API in libmv-capi.{cpp,h} is also included.
- Migrate from pat_{min,max} for markers to 4 corners representation
Convert markers in the movie clip editor / 2D tracker from using
pat_min and pat_max notation to using the a more general, 4-corner
representation.
There is still considerable porting work to do; in particular
sliding from preview widget does not work correct for rotated
markers.
All other areas should be ported to new representation:
* Added support of sliding individual corners. LMB slide + Ctrl
would scale the whole pattern
* S would scale the whole marker, S-S would scale pattern only
* Added support of marker's rotation which is currently rotates
only patterns around their centers or all markers around median,
Rotation or other non-translation/scaling transformation of search
area doesn't make sense.
* Track Preview widget would display transformed pattern which
libmv actually operates with.
- "Efficient Second-order Minimization" for the planar tracker
This implements the "Efficient Second-order Minimization"
scheme, as supported by the existing translation tracker.
This increases the amount of per-iteration work, but
decreases the number of iterations required to converge and
also increases the size of the basin of attraction for the
optimization.
- Remove the use of the legacy RegionTracker API from Blender,
and replaces it with the new TrackRegion API. This also
adds several features to the planar tracker in libmv:
* Do a brute-force initialization of tracking similar to "Hybrid"
mode in the stable release, but using all floats. This is slower
but more accurate. It is still necessary to evaluate if the
performance loss is worth it. In particular, this change is
necessary to support high bit depth imagery.
* Add support for masks over the search window. This is a step
towards supporting user-defined tracker masks. The tracker masks
will make it easy for users to make a mask for e.g. a ball.
Not exposed into interface yet/
* Add Pearson product moment correlation coefficient checking (aka
"Correlation" in the UI. This causes tracking failure if the
tracked patch is not linearly related to the template.
* Add support for warping a few points in addition to the supplied
points. This is useful because the tracking code deliberately
does not expose the underlying warp representation. Instead,
warps are specified in an aparametric way via the correspondences.
- Replace the old style tracker configuration panel with the
new planar tracking panel. From a users perspective, this means:
* The old "tracking algorithm" picker is gone. There is only 1
algorithm now. We may revisit this later, but I would much
prefer to have only 1 algorithm. So far no optimization work
has been done so the speed is not there yet.
* There is now a dropdown to select the motion model. Choices:
* Translation
* Translation, rotation
* Translation, scale
* Translation, rotation, scale
* Affine
* Perspective
* The old "Hybrid" mode is gone; instead there is a toggle to
enable or disable translation-only tracker initialization. This
is the equivalent of the hyrbid mode before, but rewritten to work
with the new planar tracking modes.
* The pyramid levels setting is gone. At a future date, the planar
tracker will decide to use pyramids or not automatically. The
pyramid setting was ultimately a mistake; with the brute force
initialization it is unnecessary.
- Add light-normalized tracking
Added the ability to normalize patterns by their average value while
tracking, to make them invariant to global illumination changes.
Additional details could be found at wiki page [2]
[1] http://code.google.com/p/ceres-solver
[2] http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Motion_Tracker
2012-06-10 15:28:19 +00:00
2012-05-17 12:59:34 +00:00
track = track - > next ;
2011-11-07 12:55:18 +00:00
}
}
}
2011-02-16 17:07:18 +00:00
}
2012-05-17 12:59:34 +00:00
2012-04-28 06:31:57 +00:00
if ( main - > versionfile < 260 | | ( main - > versionfile = = 260 & & main - > subversionfile < 6 ) ) {
2011-11-21 20:19:58 +00:00
Scene * sce ;
2011-11-28 13:26:46 +00:00
MovieClip * clip ;
2011-11-28 17:55:01 +00:00
bScreen * sc ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
for ( sce = main - > scene . first ; sce ; sce = sce - > id . next ) {
2011-11-29 21:13:37 +00:00
do_versions_image_settings_2_60 ( sce ) ;
2011-11-21 20:19:58 +00:00
}
2012-05-17 12:59:34 +00:00
2011-11-28 13:26:46 +00:00
for ( clip = main - > movieclip . first ; clip ; clip = clip - > id . next ) {
MovieTrackingSettings * settings = & clip - > tracking . settings ;
Planar tracking support for motion tracking
===========================================
Major list of changes done in tomato branch:
- Add a planar tracking implementation to libmv
This adds a new planar tracking implementation to libmv. The
tracker is based on Ceres[1], the new nonlinear minimizer that
myself and Sameer released from Google as open source. Since
the motion model is more involved, the interface is
different than the RegionTracker interface used previously
in Blender.
The start of a C API in libmv-capi.{cpp,h} is also included.
- Migrate from pat_{min,max} for markers to 4 corners representation
Convert markers in the movie clip editor / 2D tracker from using
pat_min and pat_max notation to using the a more general, 4-corner
representation.
There is still considerable porting work to do; in particular
sliding from preview widget does not work correct for rotated
markers.
All other areas should be ported to new representation:
* Added support of sliding individual corners. LMB slide + Ctrl
would scale the whole pattern
* S would scale the whole marker, S-S would scale pattern only
* Added support of marker's rotation which is currently rotates
only patterns around their centers or all markers around median,
Rotation or other non-translation/scaling transformation of search
area doesn't make sense.
* Track Preview widget would display transformed pattern which
libmv actually operates with.
- "Efficient Second-order Minimization" for the planar tracker
This implements the "Efficient Second-order Minimization"
scheme, as supported by the existing translation tracker.
This increases the amount of per-iteration work, but
decreases the number of iterations required to converge and
also increases the size of the basin of attraction for the
optimization.
- Remove the use of the legacy RegionTracker API from Blender,
and replaces it with the new TrackRegion API. This also
adds several features to the planar tracker in libmv:
* Do a brute-force initialization of tracking similar to "Hybrid"
mode in the stable release, but using all floats. This is slower
but more accurate. It is still necessary to evaluate if the
performance loss is worth it. In particular, this change is
necessary to support high bit depth imagery.
* Add support for masks over the search window. This is a step
towards supporting user-defined tracker masks. The tracker masks
will make it easy for users to make a mask for e.g. a ball.
Not exposed into interface yet/
* Add Pearson product moment correlation coefficient checking (aka
"Correlation" in the UI. This causes tracking failure if the
tracked patch is not linearly related to the template.
* Add support for warping a few points in addition to the supplied
points. This is useful because the tracking code deliberately
does not expose the underlying warp representation. Instead,
warps are specified in an aparametric way via the correspondences.
- Replace the old style tracker configuration panel with the
new planar tracking panel. From a users perspective, this means:
* The old "tracking algorithm" picker is gone. There is only 1
algorithm now. We may revisit this later, but I would much
prefer to have only 1 algorithm. So far no optimization work
has been done so the speed is not there yet.
* There is now a dropdown to select the motion model. Choices:
* Translation
* Translation, rotation
* Translation, scale
* Translation, rotation, scale
* Affine
* Perspective
* The old "Hybrid" mode is gone; instead there is a toggle to
enable or disable translation-only tracker initialization. This
is the equivalent of the hyrbid mode before, but rewritten to work
with the new planar tracking modes.
* The pyramid levels setting is gone. At a future date, the planar
tracker will decide to use pyramids or not automatically. The
pyramid setting was ultimately a mistake; with the brute force
initialization it is unnecessary.
- Add light-normalized tracking
Added the ability to normalize patterns by their average value while
tracking, to make them invariant to global illumination changes.
Additional details could be found at wiki page [2]
[1] http://code.google.com/p/ceres-solver
[2] http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Motion_Tracker
2012-06-10 15:28:19 +00:00
if ( settings - > default_pattern_size = = 0.0f ) {
settings - > default_motion_model = TRACK_MOTION_MODEL_TRANSLATION ;
2012-05-17 12:59:34 +00:00
settings - > default_minimum_correlation = 0.75 ;
settings - > default_pattern_size = 11 ;
settings - > default_search_size = 51 ;
2011-11-28 13:26:46 +00:00
}
}
2012-05-17 12:59:34 +00:00
for ( sc = main - > screen . first ; sc ; sc = sc - > id . next ) {
2011-11-28 17:55:01 +00:00
ScrArea * sa ;
2012-05-17 12:59:34 +00:00
for ( sa = sc - > areabase . first ; sa ; sa = sa - > next ) {
2011-11-28 17:55:01 +00:00
SpaceLink * sl ;
2012-05-17 12:59:34 +00:00
for ( sl = sa - > spacedata . first ; sl ; sl = sl - > next ) {
if ( sl - > spacetype = = SPACE_VIEW3D ) {
View3D * v3d = ( View3D * ) sl ;
v3d - > flag2 & = ~ V3D_RENDER_SHADOW ;
2011-11-28 17:55:01 +00:00
}
}
}
}
2012-05-17 12:59:34 +00:00
2011-11-29 21:13:37 +00:00
{
Object * ob ;
2012-05-17 12:59:34 +00:00
for ( ob = main - > object . first ; ob ; ob = ob - > id . next ) {
2011-11-29 21:13:37 +00:00
/* convert delta addition into delta scale */
int i ;
for ( i = 0 ; i < 3 ; i + + ) {
if ( ( ob - > dsize [ i ] = = 0.0f ) | | /* simple case, user never touched dsize */
( ob - > size [ i ] = = 0.0f ) ) /* cant scale the dsize to give a non zero result, so fallback to 1.0f */
{
2012-10-22 08:15:51 +00:00
ob - > dscale [ i ] = 1.0f ;
2011-11-29 21:13:37 +00:00
}
else {
2012-10-22 08:15:51 +00:00
ob - > dscale [ i ] = ( ob - > size [ i ] + ob - > dsize [ i ] ) / ob - > size [ i ] ;
2011-11-29 21:13:37 +00:00
}
}
}
}
}
2011-12-05 11:02:54 +00:00
/* sigh, this dscale vs dsize version patching was not done right, fix for fix,
* this intentionally checks an exact subversion , also note this was never in a release ,
* at some point this could be removed . */
2012-03-07 04:53:43 +00:00
else if ( main - > versionfile = = 260 & & main - > subversionfile = = 6 ) {
2011-12-05 11:02:54 +00:00
Object * ob ;
2012-05-17 12:59:34 +00:00
for ( ob = main - > object . first ; ob ; ob = ob - > id . next ) {
2011-12-05 11:02:54 +00:00
if ( is_zero_v3 ( ob - > dscale ) ) {
fill_vn_fl ( ob - > dscale , 3 , 1.0f ) ;
}
}
}
2012-05-17 12:59:34 +00:00
2012-04-28 06:31:57 +00:00
if ( main - > versionfile < 260 | | ( main - > versionfile = = 260 & & main - > subversionfile < 8 ) ) {
2011-12-10 14:45:30 +00:00
Brush * brush ;
2012-05-17 12:59:34 +00:00
for ( brush = main - > brush . first ; brush ; brush = brush - > id . next ) {
2011-12-10 14:45:30 +00:00
if ( brush - > sculpt_tool = = SCULPT_TOOL_ROTATE )
brush - > alpha = 1.0f ;
}
}
2012-04-28 06:31:57 +00:00
if ( main - > versionfile < 261 | | ( main - > versionfile = = 261 & & main - > subversionfile < 1 ) ) {
2011-12-19 12:04:05 +00:00
{
/* update use flags for node sockets (was only temporary before) */
Scene * sce ;
Material * mat ;
Tex * tex ;
Lamp * lamp ;
World * world ;
bNodeTree * ntree ;
2012-05-17 12:59:34 +00:00
for ( sce = main - > scene . first ; sce ; sce = sce - > id . next ) {
2011-12-19 12:04:05 +00:00
if ( sce - > nodetree )
do_versions_nodetree_socket_use_flags_2_62 ( sce - > nodetree ) ;
2012-05-17 12:59:34 +00:00
}
for ( mat = main - > mat . first ; mat ; mat = mat - > id . next ) {
2011-12-19 12:04:05 +00:00
if ( mat - > nodetree )
do_versions_nodetree_socket_use_flags_2_62 ( mat - > nodetree ) ;
2012-05-17 12:59:34 +00:00
}
for ( tex = main - > tex . first ; tex ; tex = tex - > id . next ) {
2011-12-19 12:04:05 +00:00
if ( tex - > nodetree )
do_versions_nodetree_socket_use_flags_2_62 ( tex - > nodetree ) ;
2012-05-17 12:59:34 +00:00
}
for ( lamp = main - > lamp . first ; lamp ; lamp = lamp - > id . next ) {
2011-12-19 12:04:05 +00:00
if ( lamp - > nodetree )
do_versions_nodetree_socket_use_flags_2_62 ( lamp - > nodetree ) ;
2012-05-17 12:59:34 +00:00
}
for ( world = main - > world . first ; world ; world = world - > id . next ) {
2011-12-19 12:04:05 +00:00
if ( world - > nodetree )
do_versions_nodetree_socket_use_flags_2_62 ( world - > nodetree ) ;
2012-05-17 12:59:34 +00:00
}
for ( ntree = main - > nodetree . first ; ntree ; ntree = ntree - > id . next ) {
2011-12-19 12:04:05 +00:00
do_versions_nodetree_socket_use_flags_2_62 ( ntree ) ;
2012-05-17 12:59:34 +00:00
}
2011-12-19 12:04:05 +00:00
}
Cucumber, first batch of merge - UI changes and custom exit key
---------------------------------------------------------------
This was a test drive to see how painful the merge will be.
Next batches are:
- use desktop option for fullscreen
- multisampling option
- bullet collision mask
- python
- storage (vbo, dl, ...)
- lighting
[lighting still needs review]
[python could use review, although it should be straightforward]
[storage should be tested more I think]
Merged /branches/soc-2011-cucumber:r
36991,37059,37157,37416,37497-37499,37501,37522,39036,40593
36991:
==UI==
* Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps)
* Created a panel for the embedded player
* Renamed the FPS option for the standalone player to Refresh Rate
* Moved framing options to display
* Made a button to launch the blender player from within blender (only tested on windows for now)
37059:
==UI==
* Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come.
* Removed the physics settings from the scene panel for the BGE.
* Added an Add menu in the logic brick header.
37157:
Making the bake options available in Blender Game
37416:
Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting)
37497:
Some more work on getting the exit key to work in the Blenderplayer.
Input is now restricted to keyboard events only for the exit key UI.
37498:
Some clean up from the last commit.
The exit key setting affects the Blenderplayer now.
37499:
Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter.
37501:
Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API.
[37517: committed previously]
37522:
Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine.
Added setExitKey and getExitKey to the python API
39036:
A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set.
[not committed entirely, see below]]
40552: space_logic.py (* fixed an error in space_logic.py *)
40593:
launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me
########################################################
code left behind (to be included in next commit):
########################################################
{
/* Initialize default values for collision masks */
Object *ob;
for(ob=main->object.first; ob; ob=ob->id.next)
ob->col_group = ob->col_mask = 1;
}
2011-12-20 03:11:56 +00:00
{
/* Initialize BGE exit key to esc key */
Scene * scene ;
2012-05-17 12:59:34 +00:00
for ( scene = main - > scene . first ; scene ; scene = scene - > id . next ) {
Cucumber, first batch of merge - UI changes and custom exit key
---------------------------------------------------------------
This was a test drive to see how painful the merge will be.
Next batches are:
- use desktop option for fullscreen
- multisampling option
- bullet collision mask
- python
- storage (vbo, dl, ...)
- lighting
[lighting still needs review]
[python could use review, although it should be straightforward]
[storage should be tested more I think]
Merged /branches/soc-2011-cucumber:r
36991,37059,37157,37416,37497-37499,37501,37522,39036,40593
36991:
==UI==
* Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps)
* Created a panel for the embedded player
* Renamed the FPS option for the standalone player to Refresh Rate
* Moved framing options to display
* Made a button to launch the blender player from within blender (only tested on windows for now)
37059:
==UI==
* Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come.
* Removed the physics settings from the scene panel for the BGE.
* Added an Add menu in the logic brick header.
37157:
Making the bake options available in Blender Game
37416:
Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting)
37497:
Some more work on getting the exit key to work in the Blenderplayer.
Input is now restricted to keyboard events only for the exit key UI.
37498:
Some clean up from the last commit.
The exit key setting affects the Blenderplayer now.
37499:
Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter.
37501:
Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API.
[37517: committed previously]
37522:
Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine.
Added setExitKey and getExitKey to the python API
39036:
A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set.
[not committed entirely, see below]]
40552: space_logic.py (* fixed an error in space_logic.py *)
40593:
launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me
########################################################
code left behind (to be included in next commit):
########################################################
{
/* Initialize default values for collision masks */
Object *ob;
for(ob=main->object.first; ob; ob=ob->id.next)
ob->col_group = ob->col_mask = 1;
}
2011-12-20 03:11:56 +00:00
if ( ! scene - > gm . exitkey )
scene - > gm . exitkey = 218 ; // Blender key code for ESC
}
}
2011-12-21 11:01:08 +00:00
{
MovieClip * clip ;
2011-12-20 17:24:20 +00:00
Object * ob ;
2012-05-17 12:59:34 +00:00
for ( clip = main - > movieclip . first ; clip ; clip = clip - > id . next ) {
MovieTracking * tracking = & clip - > tracking ;
MovieTrackingObject * tracking_object = tracking - > objects . first ;
clip - > proxy . build_tc_flag | = IMB_TC_RECORD_RUN_NO_GAPS ;
2012-03-24 06:18:31 +00:00
if ( ! tracking - > settings . object_distance )
2012-05-17 12:59:34 +00:00
tracking - > settings . object_distance = 1.0f ;
2012-03-24 06:18:31 +00:00
if ( tracking - > objects . first = = NULL )
2012-06-15 11:03:23 +00:00
BKE_tracking_object_add ( tracking , " Camera " ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 07:52:14 +00:00
while ( tracking_object ) {
2012-03-24 06:18:31 +00:00
if ( ! tracking_object - > scale )
2012-05-17 12:59:34 +00:00
tracking_object - > scale = 1.0f ;
tracking_object = tracking_object - > next ;
2011-12-20 17:24:20 +00:00
}
}
2012-05-17 12:59:34 +00:00
for ( ob = main - > object . first ; ob ; ob = ob - > id . next ) {
2011-12-20 17:24:20 +00:00
bConstraint * con ;
2012-05-17 12:59:34 +00:00
for ( con = ob - > constraints . first ; con ; con = con - > next ) {
bConstraintTypeInfo * cti = constraint_get_typeinfo ( con ) ;
2012-03-24 06:18:31 +00:00
if ( ! cti )
2011-12-20 17:24:20 +00:00
continue ;
2012-05-17 12:59:34 +00:00
if ( cti - > type = = CONSTRAINT_TYPE_OBJECTSOLVER ) {
bObjectSolverConstraint * data = ( bObjectSolverConstraint * ) con - > data ;
if ( data - > invmat [ 3 ] [ 3 ] = = 0.0f )
2011-12-20 17:24:20 +00:00
unit_m4 ( data - > invmat ) ;
}
2011-12-15 16:09:57 +00:00
}
2011-12-21 11:01:08 +00:00
}
}
2012-01-04 21:40:00 +00:00
{
/* Warn the user if he is using ["Text"] properties for Font objects */
Object * ob ;
bProperty * prop ;
2012-05-17 12:59:34 +00:00
2012-01-04 21:40:00 +00:00
for ( ob = main - > object . first ; ob ; ob = ob - > id . next ) {
if ( ob - > type = = OB_FONT ) {
2012-09-18 04:35:30 +00:00
prop = BKE_bproperty_object_get ( ob , " Text " ) ;
2012-01-05 09:50:07 +00:00
if ( prop ) {
BKE_reportf_wrap ( fd - > reports , RPT_WARNING ,
2012-10-26 17:32:50 +00:00
TIP_ ( " Game property name conflict in object '%s': \n text objects reserve the "
" ['Text'] game property to change their content through logic bricks " ) ,
2012-05-17 10:31:06 +00:00
ob - > id . name + 2 ) ;
2012-01-04 21:40:00 +00:00
}
}
}
}
2012-01-08 10:23:19 +00:00
}
2012-05-17 12:59:34 +00:00
2012-04-28 06:31:57 +00:00
if ( main - > versionfile < 261 | | ( main - > versionfile = = 261 & & main - > subversionfile < 2 ) ) {
2012-01-11 07:27:39 +00:00
{
/* convert Camera Actuator values to defines */
Object * ob ;
bActuator * act ;
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for ( ob = main - > object . first ; ob ; ob = ob - > id . next ) {
for ( act = ob - > actuators . first ; act ; act = act - > next ) {
2012-01-11 07:27:39 +00:00
if ( act - > type = = ACT_CAMERA ) {
bCameraActuator * ba = act - > data ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( ba - > axis = = ( float ) ' x ' ) ba - > axis = OB_POSX ;
2012-01-11 07:27:39 +00:00
else if ( ba - > axis = = ( float ) ' y ' ) ba - > axis = OB_POSY ;
/* don't do an if/else to avoid imediate subversion bump*/
// ba->axis=((ba->axis == (float) 'x')?OB_POSX_X:OB_POSY);
}
}
}
}
2012-05-17 12:59:34 +00:00
2012-01-12 17:22:32 +00:00
{
/* convert deprecated sculpt_paint_unified_* fields to
2012-04-22 11:54:53 +00:00
* UnifiedPaintSettings */
2012-01-12 17:22:32 +00:00
Scene * scene ;
2012-03-24 06:18:31 +00:00
for ( scene = main - > scene . first ; scene ; scene = scene - > id . next ) {
2012-01-12 17:22:32 +00:00
ToolSettings * ts = scene - > toolsettings ;
UnifiedPaintSettings * ups = & ts - > unified_paint_settings ;
ups - > size = ts - > sculpt_paint_unified_size ;
ups - > unprojected_radius = ts - > sculpt_paint_unified_unprojected_radius ;
ups - > alpha = ts - > sculpt_paint_unified_alpha ;
ups - > flag = ts - > sculpt_paint_settings ;
}
}
}
2012-01-16 17:18:07 +00:00
2012-04-28 06:31:57 +00:00
if ( main - > versionfile < 261 | | ( main - > versionfile = = 261 & & main - > subversionfile < 3 ) ) {
2012-01-16 16:23:25 +00:00
{
/* convert extended ascii to utf-8 for text editor */
Text * text ;
for ( text = main - > text . first ; text ; text = text - > id . next )
2012-03-24 06:18:31 +00:00
if ( ! ( text - > flags & TXT_ISEXT ) ) {
2012-01-16 16:23:25 +00:00
TextLine * tl ;
for ( tl = text - > lines . first ; tl ; tl = tl - > next ) {
int added = txt_extended_ascii_as_utf8 ( & tl - > line ) ;
tl - > len + = added ;
/* reset cursor position if line was changed */
if ( added & & tl = = text - > curl )
text - > curc = 0 ;
}
}
}
2012-01-16 17:18:07 +00:00
{
/* set new dynamic paint values */
Object * ob ;
2012-03-24 06:18:31 +00:00
for ( ob = main - > object . first ; ob ; ob = ob - > id . next ) {
2012-01-16 17:18:07 +00:00
ModifierData * md ;
2012-03-24 06:18:31 +00:00
for ( md = ob - > modifiers . first ; md ; md = md - > next ) {
2012-01-16 17:18:07 +00:00
if ( md - > type = = eModifierType_DynamicPaint ) {
DynamicPaintModifierData * pmd = ( DynamicPaintModifierData * ) md ;
2012-04-28 06:31:57 +00:00
if ( pmd - > canvas ) {
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DynamicPaintSurface * surface = pmd - > canvas - > surfaces . first ;
for ( ; surface ; surface = surface - > next ) {
surface - > color_dry_threshold = 1.0f ;
surface - > influence_scale = 1.0f ;
surface - > radius_scale = 1.0f ;
surface - > flags | = MOD_DPAINT_USE_DRYING ;
}
}
}
}
}
}
}
2012-01-12 17:22:32 +00:00
2012-04-28 06:31:57 +00:00
if ( main - > versionfile < 262 ) {
2012-02-15 18:17:31 +00:00
Object * ob ;
2012-03-24 06:18:31 +00:00
for ( ob = main - > object . first ; ob ; ob = ob - > id . next ) {
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ModifierData * md ;
2012-05-17 12:59:34 +00:00
2012-02-15 18:17:31 +00:00
for ( md = ob - > modifiers . first ; md ; md = md - > next ) {
if ( md - > type = = eModifierType_Cloth ) {
ClothModifierData * clmd = ( ClothModifierData * ) md ;
2012-03-24 06:18:31 +00:00
if ( clmd - > sim_parms )
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clmd - > sim_parms - > vel_damping = 1.0f ;
2012-01-23 01:35:14 +00:00
}
}
}
Moving all node angle-type values to radians. This also fixes [#29151] rotate node wrong input (mixing up radians and degrees).
Warning!
Angles in nodes have just been moved to consistant Radians values (ANGLE subtype of RNA Float property). You will still see them as degrees in the GUI, though, unless you chose otherwise in Scene properties, Units panel.
Conversion from degrees to radians for old files is obviously done at loading time, but if you use a mixed pipeline of trunk and releases, be carefull!
Loading a 2.60.4 file (or higher) into any previous version of Blender, your angles in nodes will have odd values (well, radians interpreted as degrees)!
And if you save such file in a pre-2.60.4 version, the angle node values will be converted again when loaded in Blender 2.60.4 or higher...
This affects following nodes:
* Compo: Rotate, Defocus, ChromaMatte, Glare and DirectionalBlur
* Shader: Mapping
And all future code using the TexMapping struct’s rotation part (its rot memember is now in radians).
2011-11-13 18:03:27 +00:00
}
2012-04-28 06:31:57 +00:00
if ( main - > versionfile < 263 ) {
2012-02-23 15:10:26 +00:00
/* set fluidsim rate. the version patch for this in 2.62 was wrong, so
2012-06-30 22:49:33 +00:00
* try to correct it , if rate is 0.0 that ' s likely not intentional */
2012-02-23 15:10:26 +00:00
Object * ob ;
2012-05-29 20:30:33 +00:00
2012-02-23 15:10:26 +00:00
for ( ob = main - > object . first ; ob ; ob = ob - > id . next ) {
ModifierData * md ;
for ( md = ob - > modifiers . first ; md ; md = md - > next ) {
if ( md - > type = = eModifierType_Fluidsim ) {
FluidsimModifierData * fmd = ( FluidsimModifierData * ) md ;
2012-03-24 06:18:31 +00:00
if ( fmd - > fss - > animRate = = 0.0f )
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fmd - > fss - > animRate = 1.0f ;
}
}
}
}
2012-04-28 06:31:57 +00:00
if ( main - > versionfile < 262 | | ( main - > versionfile = = 262 & & main - > subversionfile < 1 ) ) {
2012-03-01 07:56:15 +00:00
/* update use flags for node sockets (was only temporary before) */
Scene * sce ;
bNodeTree * ntree ;
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for ( sce = main - > scene . first ; sce ; sce = sce - > id . next ) {
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if ( sce - > nodetree )
do_versions_nodetree_multi_file_output_format_2_62_1 ( sce , sce - > nodetree ) ;
2012-05-17 12:59:34 +00:00
}
2012-03-01 07:56:15 +00:00
/* XXX can't associate with scene for group nodes, image format will stay uninitialized */
for ( ntree = main - > nodetree . first ; ntree ; ntree = ntree - > id . next )
do_versions_nodetree_multi_file_output_format_2_62_1 ( NULL , ntree ) ;
}
2012-03-17 20:39:28 +00:00
/* only swap for pre-release bmesh merge which had MLoopCol red/blue swap */
2012-04-28 06:31:57 +00:00
if ( main - > versionfile = = 262 & & main - > subversionfile = = 1 ) {
2012-03-17 20:39:28 +00:00
{
Mesh * me ;
for ( me = main - > mesh . first ; me ; me = me - > id . next ) {
do_versions_mesh_mloopcol_swap_2_62_1 ( me ) ;
}
}
}
2012-04-28 06:31:57 +00:00
if ( main - > versionfile < 262 | | ( main - > versionfile = = 262 & & main - > subversionfile < 2 ) ) {
2012-05-17 12:59:34 +00:00
/* Set new idname of keyingsets from their now "label-only" name. */
Scene * scene ;
for ( scene = main - > scene . first ; scene ; scene = scene - > id . next ) {
KeyingSet * ks ;
for ( ks = scene - > keyingsets . first ; ks ; ks = ks - > next ) {
if ( ! ks - > idname [ 0 ] )
BLI_strncpy ( ks - > idname , ks - > name , sizeof ( ks - > idname ) ) ;
2012-03-08 14:04:06 +00:00
}
}
}
2012-03-25 22:14:21 +00:00
2012-04-28 06:31:57 +00:00
if ( main - > versionfile < 262 | | ( main - > versionfile = = 262 & & main - > subversionfile < 3 ) ) {
2012-03-25 22:14:21 +00:00
Object * ob ;
ModifierData * md ;
2012-05-17 12:59:34 +00:00
2012-04-21 12:51:47 +00:00
for ( ob = main - > object . first ; ob ; ob = ob - > id . next ) {
2012-05-17 12:59:34 +00:00
for ( md = ob - > modifiers . first ; md ; md = md - > next ) {
2012-04-21 12:51:47 +00:00
if ( md - > type = = eModifierType_Lattice ) {
2012-03-25 22:14:21 +00:00
LatticeModifierData * lmd = ( LatticeModifierData * ) md ;
2012-03-26 00:42:21 +00:00
lmd - > strength = 1.0f ;
2012-03-25 22:14:21 +00:00
}
}
}
}
2012-04-28 06:31:57 +00:00
if ( main - > versionfile < 262 | | ( main - > versionfile = = 262 & & main - > subversionfile < 4 ) ) {
2012-04-15 21:02:08 +00:00
/* Read Viscosity presets from older files */
Object * ob ;
for ( ob = main - > object . first ; ob ; ob = ob - > id . next ) {
ModifierData * md ;
for ( md = ob - > modifiers . first ; md ; md = md - > next ) {
if ( md - > type = = eModifierType_Fluidsim ) {
FluidsimModifierData * fmd = ( FluidsimModifierData * ) md ;
2012-04-21 12:51:47 +00:00
if ( fmd - > fss - > viscosityMode = = 3 ) {
2012-04-15 21:02:08 +00:00
fmd - > fss - > viscosityValue = 5.0 ;
fmd - > fss - > viscosityExponent = 5 ;
}
2012-04-21 12:51:47 +00:00
else if ( fmd - > fss - > viscosityMode = = 4 ) {
2012-04-15 21:02:08 +00:00
fmd - > fss - > viscosityValue = 2.0 ;
fmd - > fss - > viscosityExponent = 3 ;
}
}
}
}
}
2012-02-23 15:10:26 +00:00
2012-04-28 06:31:57 +00:00
if ( main - > versionfile < 263 ) {
____
`````|````` | | | ..''''
| | | |______ .''
| | | | ..'
| | |_______ |___________ ....''
merge to TRUNK!
* The old compositor is still available (Debug Menu: 200)
This commit was brought to you by:
Developers:
* Monique Dewanchand
* Jeroen Bakker
* Dalai Felinto
* Lukas Tönne
Review:
* Brecht van Lommel
Testers:
* Nate Wiebe
* Wolfgang Faehnle
* Carlo Andreacchio
* Daniel Salazar
* Artur Mag
* Christian Krupa
* Francesco Siddi
* Dan McGrath
* Bassam Kurdali
But mostly by the community:
Gold:
Joshua Faulkner
Michael Tiemann
Francesco Paglia
Blender Guru
Blender Developers Fund
Silver:
Pablo Vazquez
Joel Heethaar
Amrein Olivier
Ilias Karasavvidis
Thomas Kumlehn
Sebastian Koenig
Hannu Hoffrén
Benjamin Dansie
Fred M'ule
Michel Vilain
Bradley Cathey
Gianmichele Mariani
Gottfried Hofmann
Bjørnar Frøyse
Valentijn Bruning
Paul Holmes
Clemens Rudolph
Juris Graphix
David Strebel
Ronan Zeegers
François Tarlier
Felipe Andres Esquivel Reed
Olaf Beckman
Jesus Alberto Olmos Linares
Kajimba
Maria Figueiredo
Alexandr Galperin
Francesco Siddi
Julio Iglesias Lopez
Kjartan Tysdal
Thomas Torfs
Film Works
Teruyuki Nakamura
Roger Luethi
Benoit Bolsee
Stefan Abrahamsen
Andreas Mattijat
Xavier Bouchoux
Blender 3D Graphics and Animation
Henk Vostermans
Daniel Blanco Delgado
BlenderDay/2011
Bradley Cathey
Matthieu Dupont de Dinechin
Gianmichele Mariani
Jérôme Scaillet
Bronze (Ivo Grigull, Dylan Urquidi, Philippe Derungs, Phil Beauchamp, Bruce Parrott, Mathieu Quiblier, Daniel Martinez, Leandro Inocencio, Lluc Romaní Brasó,
Jonathan Williamson, Michael Ehlen, Karlis Stigis, Dreamsteep, Martin Lindelöf, Filippo Saracino, Douwe van der Veen, Olli Äkräs, Bruno D'Arcangeli,
Francisco Sedrez Warmling, Watchmike.ca, peter lener, Matteo Novellino, Martin Kirsch, Austars Schnore, KC Elliott, Massimiliano Puliero, Karl Stein,
Wood Design Studios, Omer Khan, Jyrki Kanto, Michał Krupa, Lars Brubaker, Neil Richmond, Adam Kalisz, Robert Garlington, Ian Wilson, Carlo Andreacchio,
Jeremias Boos, Robert Holcomb, Gabriel Zöller, Robert Cude, Natibel de Leon, Nathan Turnage, Nicolas Vergnes, Philipp Kleinhenz, Norman Hartig, Louis Kreusel,
Christopher Taylor, Giovanni Remondini, Daniel Rentzsch, Nico Partipilo, Thomas Ventresco, Johannes Schwarz, Александр Коротеев, Brendon Harvey,
Marcelo G. Malheiros, Marius Giurgi, Richard Burns, Perttu Iso-Metsälä, Steve Bazin, Radoslav Borisov, Yoshiyuki Shida, Julien Guigner, Andrew Hunter,
Philipp Oeser, Daniel Thul, Thobias Johansson, Mauro Bonecchi, Georg Piorczynski, Sebastian Michailidis, L M Weedy, Gen X, Stefan Hinze, Nicolò Zubbini,
Erik Pusch, Rob Scott, Florian Koch, Charles Razack, Adrian Baker, Oliver Villar Diz, David Revoy, Julio Iglesias Lopez, Coen Spoor, Carlos Folch,
Joseph Christie, Victor Hernández García, David Mcsween, James Finnerty, Cory Kruckenberg, Giacomo Graziosi, Olivier Saraja, Lars Brubaker, Eric Hudson,
Johannes Schwarz, David Elguea, Marcus Schulderinsky, Karel De Bruijn, Lucas van Wijngaarden, Stefano Ciarrocchi, Mehmet Eribol, Thomas Berglund, Zuofei Song,
Dylan Urquidi )
2012-05-17 12:49:33 +00:00
/* Default for old files is to save particle rotations to pointcache */
ParticleSettings * part ;
2012-10-20 08:02:18 +00:00
for ( part = main - > particle . first ; part ; part = part - > id . next ) {
____
`````|````` | | | ..''''
| | | |______ .''
| | | | ..'
| | |_______ |___________ ....''
merge to TRUNK!
* The old compositor is still available (Debug Menu: 200)
This commit was brought to you by:
Developers:
* Monique Dewanchand
* Jeroen Bakker
* Dalai Felinto
* Lukas Tönne
Review:
* Brecht van Lommel
Testers:
* Nate Wiebe
* Wolfgang Faehnle
* Carlo Andreacchio
* Daniel Salazar
* Artur Mag
* Christian Krupa
* Francesco Siddi
* Dan McGrath
* Bassam Kurdali
But mostly by the community:
Gold:
Joshua Faulkner
Michael Tiemann
Francesco Paglia
Blender Guru
Blender Developers Fund
Silver:
Pablo Vazquez
Joel Heethaar
Amrein Olivier
Ilias Karasavvidis
Thomas Kumlehn
Sebastian Koenig
Hannu Hoffrén
Benjamin Dansie
Fred M'ule
Michel Vilain
Bradley Cathey
Gianmichele Mariani
Gottfried Hofmann
Bjørnar Frøyse
Valentijn Bruning
Paul Holmes
Clemens Rudolph
Juris Graphix
David Strebel
Ronan Zeegers
François Tarlier
Felipe Andres Esquivel Reed
Olaf Beckman
Jesus Alberto Olmos Linares
Kajimba
Maria Figueiredo
Alexandr Galperin
Francesco Siddi
Julio Iglesias Lopez
Kjartan Tysdal
Thomas Torfs
Film Works
Teruyuki Nakamura
Roger Luethi
Benoit Bolsee
Stefan Abrahamsen
Andreas Mattijat
Xavier Bouchoux
Blender 3D Graphics and Animation
Henk Vostermans
Daniel Blanco Delgado
BlenderDay/2011
Bradley Cathey
Matthieu Dupont de Dinechin
Gianmichele Mariani
Jérôme Scaillet
Bronze (Ivo Grigull, Dylan Urquidi, Philippe Derungs, Phil Beauchamp, Bruce Parrott, Mathieu Quiblier, Daniel Martinez, Leandro Inocencio, Lluc Romaní Brasó,
Jonathan Williamson, Michael Ehlen, Karlis Stigis, Dreamsteep, Martin Lindelöf, Filippo Saracino, Douwe van der Veen, Olli Äkräs, Bruno D'Arcangeli,
Francisco Sedrez Warmling, Watchmike.ca, peter lener, Matteo Novellino, Martin Kirsch, Austars Schnore, KC Elliott, Massimiliano Puliero, Karl Stein,
Wood Design Studios, Omer Khan, Jyrki Kanto, Michał Krupa, Lars Brubaker, Neil Richmond, Adam Kalisz, Robert Garlington, Ian Wilson, Carlo Andreacchio,
Jeremias Boos, Robert Holcomb, Gabriel Zöller, Robert Cude, Natibel de Leon, Nathan Turnage, Nicolas Vergnes, Philipp Kleinhenz, Norman Hartig, Louis Kreusel,
Christopher Taylor, Giovanni Remondini, Daniel Rentzsch, Nico Partipilo, Thomas Ventresco, Johannes Schwarz, Александр Коротеев, Brendon Harvey,
Marcelo G. Malheiros, Marius Giurgi, Richard Burns, Perttu Iso-Metsälä, Steve Bazin, Radoslav Borisov, Yoshiyuki Shida, Julien Guigner, Andrew Hunter,
Philipp Oeser, Daniel Thul, Thobias Johansson, Mauro Bonecchi, Georg Piorczynski, Sebastian Michailidis, L M Weedy, Gen X, Stefan Hinze, Nicolò Zubbini,
Erik Pusch, Rob Scott, Florian Koch, Charles Razack, Adrian Baker, Oliver Villar Diz, David Revoy, Julio Iglesias Lopez, Coen Spoor, Carlos Folch,
Joseph Christie, Victor Hernández García, David Mcsween, James Finnerty, Cory Kruckenberg, Giacomo Graziosi, Olivier Saraja, Lars Brubaker, Eric Hudson,
Johannes Schwarz, David Elguea, Marcus Schulderinsky, Karel De Bruijn, Lucas van Wijngaarden, Stefano Ciarrocchi, Mehmet Eribol, Thomas Berglund, Zuofei Song,
Dylan Urquidi )
2012-05-17 12:49:33 +00:00
part - > flag | = PART_ROTATIONS ;
2012-05-02 07:18:51 +00:00
}
2012-06-01 15:16:58 +00:00
}
____
`````|````` | | | ..''''
| | | |______ .''
| | | | ..'
| | |_______ |___________ ....''
merge to TRUNK!
* The old compositor is still available (Debug Menu: 200)
This commit was brought to you by:
Developers:
* Monique Dewanchand
* Jeroen Bakker
* Dalai Felinto
* Lukas Tönne
Review:
* Brecht van Lommel
Testers:
* Nate Wiebe
* Wolfgang Faehnle
* Carlo Andreacchio
* Daniel Salazar
* Artur Mag
* Christian Krupa
* Francesco Siddi
* Dan McGrath
* Bassam Kurdali
But mostly by the community:
Gold:
Joshua Faulkner
Michael Tiemann
Francesco Paglia
Blender Guru
Blender Developers Fund
Silver:
Pablo Vazquez
Joel Heethaar
Amrein Olivier
Ilias Karasavvidis
Thomas Kumlehn
Sebastian Koenig
Hannu Hoffrén
Benjamin Dansie
Fred M'ule
Michel Vilain
Bradley Cathey
Gianmichele Mariani
Gottfried Hofmann
Bjørnar Frøyse
Valentijn Bruning
Paul Holmes
Clemens Rudolph
Juris Graphix
David Strebel
Ronan Zeegers
François Tarlier
Felipe Andres Esquivel Reed
Olaf Beckman
Jesus Alberto Olmos Linares
Kajimba
Maria Figueiredo
Alexandr Galperin
Francesco Siddi
Julio Iglesias Lopez
Kjartan Tysdal
Thomas Torfs
Film Works
Teruyuki Nakamura
Roger Luethi
Benoit Bolsee
Stefan Abrahamsen
Andreas Mattijat
Xavier Bouchoux
Blender 3D Graphics and Animation
Henk Vostermans
Daniel Blanco Delgado
BlenderDay/2011
Bradley Cathey
Matthieu Dupont de Dinechin
Gianmichele Mariani
Jérôme Scaillet
Bronze (Ivo Grigull, Dylan Urquidi, Philippe Derungs, Phil Beauchamp, Bruce Parrott, Mathieu Quiblier, Daniel Martinez, Leandro Inocencio, Lluc Romaní Brasó,
Jonathan Williamson, Michael Ehlen, Karlis Stigis, Dreamsteep, Martin Lindelöf, Filippo Saracino, Douwe van der Veen, Olli Äkräs, Bruno D'Arcangeli,
Francisco Sedrez Warmling, Watchmike.ca, peter lener, Matteo Novellino, Martin Kirsch, Austars Schnore, KC Elliott, Massimiliano Puliero, Karl Stein,
Wood Design Studios, Omer Khan, Jyrki Kanto, Michał Krupa, Lars Brubaker, Neil Richmond, Adam Kalisz, Robert Garlington, Ian Wilson, Carlo Andreacchio,
Jeremias Boos, Robert Holcomb, Gabriel Zöller, Robert Cude, Natibel de Leon, Nathan Turnage, Nicolas Vergnes, Philipp Kleinhenz, Norman Hartig, Louis Kreusel,
Christopher Taylor, Giovanni Remondini, Daniel Rentzsch, Nico Partipilo, Thomas Ventresco, Johannes Schwarz, Александр Коротеев, Brendon Harvey,
Marcelo G. Malheiros, Marius Giurgi, Richard Burns, Perttu Iso-Metsälä, Steve Bazin, Radoslav Borisov, Yoshiyuki Shida, Julien Guigner, Andrew Hunter,
Philipp Oeser, Daniel Thul, Thobias Johansson, Mauro Bonecchi, Georg Piorczynski, Sebastian Michailidis, L M Weedy, Gen X, Stefan Hinze, Nicolò Zubbini,
Erik Pusch, Rob Scott, Florian Koch, Charles Razack, Adrian Baker, Oliver Villar Diz, David Revoy, Julio Iglesias Lopez, Coen Spoor, Carlos Folch,
Joseph Christie, Victor Hernández García, David Mcsween, James Finnerty, Cory Kruckenberg, Giacomo Graziosi, Olivier Saraja, Lars Brubaker, Eric Hudson,
Johannes Schwarz, David Elguea, Marcus Schulderinsky, Karel De Bruijn, Lucas van Wijngaarden, Stefano Ciarrocchi, Mehmet Eribol, Thomas Berglund, Zuofei Song,
Dylan Urquidi )
2012-05-17 12:49:33 +00:00
2012-06-01 15:16:58 +00:00
if ( main - > versionfile < 263 | | ( main - > versionfile = = 263 & & main - > subversionfile < 1 ) ) {
/* file output node paths are now stored in the file info struct instead socket name */
Scene * sce ;
bNodeTree * ntree ;
for ( sce = main - > scene . first ; sce ; sce = sce - > id . next )
if ( sce - > nodetree )
do_versions_nodetree_multi_file_output_path_2_63_1 ( sce - > nodetree ) ;
for ( ntree = main - > nodetree . first ; ntree ; ntree = ntree - > id . next )
do_versions_nodetree_multi_file_output_path_2_63_1 ( ntree ) ;
2012-03-18 21:33:00 +00:00
}
2012-05-02 16:05:25 +00:00
if ( main - > versionfile < 263 | | ( main - > versionfile = = 263 & & main - > subversionfile < 3 ) ) {
2012-04-29 20:04:25 +00:00
Scene * scene ;
Brush * brush ;
2012-05-17 12:59:34 +00:00
2012-04-29 20:04:25 +00:00
/* For weight paint, each brush now gets its own weight;
2012-05-16 23:37:23 +00:00
* unified paint settings also have weight . Update unified
* paint settings and brushes with a default weight value . */
2012-04-29 20:04:25 +00:00
for ( scene = main - > scene . first ; scene ; scene = scene - > id . next ) {
ToolSettings * ts = scene - > toolsettings ;
if ( ts ) {
ts - > unified_paint_settings . weight = ts - > vgroup_weight ;
ts - > unified_paint_settings . flag | = UNIFIED_PAINT_WEIGHT ;
}
}
2012-05-17 12:59:34 +00:00
2012-04-29 20:04:25 +00:00
for ( brush = main - > brush . first ; brush ; brush = brush - > id . next ) {
brush - > weight = 0.5 ;
}
}
2012-05-17 12:59:34 +00:00
2012-04-30 16:19:20 +00:00
if ( main - > versionfile < 263 | | ( main - > versionfile = = 263 & & main - > subversionfile < 2 ) ) {
bScreen * sc ;
2012-05-17 12:59:34 +00:00
2012-04-30 16:19:20 +00:00
for ( sc = main - > screen . first ; sc ; sc = sc - > id . next ) {
ScrArea * sa ;
for ( sa = sc - > areabase . first ; sa ; sa = sa - > next ) {
SpaceLink * sl ;
2012-05-17 12:59:34 +00:00
2012-04-30 16:19:20 +00:00
for ( sl = sa - > spacedata . first ; sl ; sl = sl - > next ) {
if ( sl - > spacetype = = SPACE_CLIP ) {
SpaceClip * sclip = ( SpaceClip * ) sl ;
ARegion * ar ;
int hide = FALSE ;
2012-05-17 12:59:34 +00:00
2012-04-30 16:19:20 +00:00
for ( ar = sa - > regionbase . first ; ar ; ar = ar - > next ) {
if ( ar - > regiontype = = RGN_TYPE_PREVIEW ) {
if ( ar - > alignment ! = RGN_ALIGN_NONE ) {
ar - > flag | = RGN_FLAG_HIDDEN ;
ar - > v2d . flag & = ~ V2D_IS_INITIALISED ;
ar - > alignment = RGN_ALIGN_NONE ;
2012-05-17 12:59:34 +00:00
2012-04-30 16:19:20 +00:00
hide = TRUE ;
}
}
}
2012-05-17 12:59:34 +00:00
2012-04-30 16:19:20 +00:00
if ( hide ) {
sclip - > view = SC_VIEW_CLIP ;
}
}
}
}
}
}
2012-05-01 02:50:17 +00:00
2012-05-04 17:04:20 +00:00
if ( main - > versionfile < 263 | | ( main - > versionfile = = 263 & & main - > subversionfile < 4 ) )
2012-05-01 02:50:17 +00:00
{
Lamp * la ;
2012-05-04 17:04:20 +00:00
Camera * cam ;
Curve * cu ;
2012-05-17 12:59:34 +00:00
for ( la = main - > lamp . first ; la ; la = la - > id . next ) {
2012-05-05 21:28:12 +00:00
if ( la - > shadow_frustum_size = = 0.0f )
2012-05-01 02:50:17 +00:00
la - > shadow_frustum_size = 10.0f ;
}
2012-05-17 12:59:34 +00:00
2012-05-04 16:20:51 +00:00
for ( cam = main - > camera . first ; cam ; cam = cam - > id . next ) {
if ( cam - > flag & CAM_PANORAMA ) {
cam - > type = CAM_PANO ;
cam - > flag & = ~ CAM_PANORAMA ;
}
}
2012-05-17 12:59:34 +00:00
2012-05-22 22:03:41 +00:00
for ( cu = main - > curve . first ; cu ; cu = cu - > id . next ) {
2012-05-17 12:59:34 +00:00
if ( cu - > bevfac2 = = 0.0f ) {
2012-05-04 17:04:20 +00:00
cu - > bevfac1 = 0.0f ;
cu - > bevfac2 = 1.0f ;
}
}
2012-05-04 16:20:51 +00:00
}
2012-05-17 12:59:34 +00:00
2012-05-11 08:06:01 +00:00
if ( main - > versionfile < 263 | | ( main - > versionfile = = 263 & & main - > subversionfile < 5 ) )
{
{
/* file output node paths are now stored in the file info struct instead socket name */
Scene * sce ;
bNodeTree * ntree ;
for ( sce = main - > scene . first ; sce ; sce = sce - > id . next ) {
if ( sce - > nodetree ) {
do_versions_nodetree_file_output_layers_2_64_5 ( sce - > nodetree ) ;
do_versions_nodetree_image_layer_2_64_5 ( sce - > nodetree ) ;
}
}
for ( ntree = main - > nodetree . first ; ntree ; ntree = ntree - > id . next ) {
do_versions_nodetree_file_output_layers_2_64_5 ( ntree ) ;
do_versions_nodetree_image_layer_2_64_5 ( ntree ) ;
}
}
}
2012-05-22 14:13:33 +00:00
if ( main - > versionfile < 263 | | ( main - > versionfile = = 263 & & main - > subversionfile < 6 ) )
{
/* update use flags for node sockets (was only temporary before) */
Scene * sce ;
Material * mat ;
Tex * tex ;
Lamp * lamp ;
World * world ;
bNodeTree * ntree ;
for ( sce = main - > scene . first ; sce ; sce = sce - > id . next )
if ( sce - > nodetree )
do_versions_nodetree_frame_2_64_6 ( sce - > nodetree ) ;
for ( mat = main - > mat . first ; mat ; mat = mat - > id . next )
if ( mat - > nodetree )
do_versions_nodetree_frame_2_64_6 ( mat - > nodetree ) ;
for ( tex = main - > tex . first ; tex ; tex = tex - > id . next )
if ( tex - > nodetree )
do_versions_nodetree_frame_2_64_6 ( tex - > nodetree ) ;
for ( lamp = main - > lamp . first ; lamp ; lamp = lamp - > id . next )
if ( lamp - > nodetree )
do_versions_nodetree_frame_2_64_6 ( lamp - > nodetree ) ;
for ( world = main - > world . first ; world ; world = world - > id . next )
if ( world - > nodetree )
do_versions_nodetree_frame_2_64_6 ( world - > nodetree ) ;
for ( ntree = main - > nodetree . first ; ntree ; ntree = ntree - > id . next )
do_versions_nodetree_frame_2_64_6 ( ntree ) ;
}
2012-05-24 23:50:20 +00:00
if ( main - > versionfile < 263 | | ( main - > versionfile = = 263 & & main - > subversionfile < 7 ) )
{
Object * ob ;
for ( ob = main - > object . first ; ob ; ob = ob - > id . next ) {
ModifierData * md ;
for ( md = ob - > modifiers . first ; md ; md = md - > next ) {
if ( md - > type = = eModifierType_Smoke ) {
SmokeModifierData * smd = ( SmokeModifierData * ) md ;
2012-05-25 09:51:53 +00:00
if ( ( smd - > type & MOD_SMOKE_TYPE_DOMAIN ) & & smd - > domain ) {
2012-05-24 23:50:20 +00:00
int maxres = MAX3 ( smd - > domain - > res [ 0 ] , smd - > domain - > res [ 1 ] , smd - > domain - > res [ 2 ] ) ;
smd - > domain - > scale = smd - > domain - > dx * maxres ;
smd - > domain - > dx = 1.0f / smd - > domain - > scale ;
}
}
}
}
}
2012-06-04 16:42:58 +00:00
Planar tracking support for motion tracking
===========================================
Major list of changes done in tomato branch:
- Add a planar tracking implementation to libmv
This adds a new planar tracking implementation to libmv. The
tracker is based on Ceres[1], the new nonlinear minimizer that
myself and Sameer released from Google as open source. Since
the motion model is more involved, the interface is
different than the RegionTracker interface used previously
in Blender.
The start of a C API in libmv-capi.{cpp,h} is also included.
- Migrate from pat_{min,max} for markers to 4 corners representation
Convert markers in the movie clip editor / 2D tracker from using
pat_min and pat_max notation to using the a more general, 4-corner
representation.
There is still considerable porting work to do; in particular
sliding from preview widget does not work correct for rotated
markers.
All other areas should be ported to new representation:
* Added support of sliding individual corners. LMB slide + Ctrl
would scale the whole pattern
* S would scale the whole marker, S-S would scale pattern only
* Added support of marker's rotation which is currently rotates
only patterns around their centers or all markers around median,
Rotation or other non-translation/scaling transformation of search
area doesn't make sense.
* Track Preview widget would display transformed pattern which
libmv actually operates with.
- "Efficient Second-order Minimization" for the planar tracker
This implements the "Efficient Second-order Minimization"
scheme, as supported by the existing translation tracker.
This increases the amount of per-iteration work, but
decreases the number of iterations required to converge and
also increases the size of the basin of attraction for the
optimization.
- Remove the use of the legacy RegionTracker API from Blender,
and replaces it with the new TrackRegion API. This also
adds several features to the planar tracker in libmv:
* Do a brute-force initialization of tracking similar to "Hybrid"
mode in the stable release, but using all floats. This is slower
but more accurate. It is still necessary to evaluate if the
performance loss is worth it. In particular, this change is
necessary to support high bit depth imagery.
* Add support for masks over the search window. This is a step
towards supporting user-defined tracker masks. The tracker masks
will make it easy for users to make a mask for e.g. a ball.
Not exposed into interface yet/
* Add Pearson product moment correlation coefficient checking (aka
"Correlation" in the UI. This causes tracking failure if the
tracked patch is not linearly related to the template.
* Add support for warping a few points in addition to the supplied
points. This is useful because the tracking code deliberately
does not expose the underlying warp representation. Instead,
warps are specified in an aparametric way via the correspondences.
- Replace the old style tracker configuration panel with the
new planar tracking panel. From a users perspective, this means:
* The old "tracking algorithm" picker is gone. There is only 1
algorithm now. We may revisit this later, but I would much
prefer to have only 1 algorithm. So far no optimization work
has been done so the speed is not there yet.
* There is now a dropdown to select the motion model. Choices:
* Translation
* Translation, rotation
* Translation, scale
* Translation, rotation, scale
* Affine
* Perspective
* The old "Hybrid" mode is gone; instead there is a toggle to
enable or disable translation-only tracker initialization. This
is the equivalent of the hyrbid mode before, but rewritten to work
with the new planar tracking modes.
* The pyramid levels setting is gone. At a future date, the planar
tracker will decide to use pyramids or not automatically. The
pyramid setting was ultimately a mistake; with the brute force
initialization it is unnecessary.
- Add light-normalized tracking
Added the ability to normalize patterns by their average value while
tracking, to make them invariant to global illumination changes.
Additional details could be found at wiki page [2]
[1] http://code.google.com/p/ceres-solver
[2] http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Motion_Tracker
2012-06-10 15:28:19 +00:00
2012-05-29 20:30:33 +00:00
if ( main - > versionfile < 263 | | ( main - > versionfile = = 263 & & main - > subversionfile < 8 ) )
{
/* set new deactivation values for game settings */
Scene * sce ;
for ( sce = main - > scene . first ; sce ; sce = sce - > id . next ) {
/* Game Settings */
sce - > gm . lineardeactthreshold = 0.8f ;
sce - > gm . angulardeactthreshold = 1.0f ;
sce - > gm . deactivationtime = 2.0f ;
}
}
2012-06-04 19:38:33 +00:00
if ( main - > versionfile < 263 | | ( main - > versionfile = = 263 & & main - > subversionfile < 9 ) ) {
bNodeTreeType * ntreetype = ntreeGetType ( NTREE_SHADER ) ;
if ( ntreetype & & ntreetype - > foreach_nodetree )
ntreetype - > foreach_nodetree ( main , NULL , do_version_ntree_image_user_264 ) ;
}
2012-06-06 18:58:30 +00:00
if ( main - > versionfile < 263 | | ( main - > versionfile = = 263 & & main - > subversionfile < 10 ) ) {
{
Scene * scene ;
2012-10-24 16:00:27 +00:00
bNodeTreeType * ntreetype ;
2012-06-06 18:58:30 +00:00
// composite redesign
for ( scene = main - > scene . first ; scene ; scene = scene - > id . next ) {
if ( scene - > nodetree ) {
if ( scene - > nodetree - > chunksize = = 0 ) {
scene - > nodetree - > chunksize = 256 ;
}
____
`````|````` | | | ..''''
| | | |______ .''
| | | | ..'
| | |_______ |___________ ....''
merge to TRUNK!
* The old compositor is still available (Debug Menu: 200)
This commit was brought to you by:
Developers:
* Monique Dewanchand
* Jeroen Bakker
* Dalai Felinto
* Lukas Tönne
Review:
* Brecht van Lommel
Testers:
* Nate Wiebe
* Wolfgang Faehnle
* Carlo Andreacchio
* Daniel Salazar
* Artur Mag
* Christian Krupa
* Francesco Siddi
* Dan McGrath
* Bassam Kurdali
But mostly by the community:
Gold:
Joshua Faulkner
Michael Tiemann
Francesco Paglia
Blender Guru
Blender Developers Fund
Silver:
Pablo Vazquez
Joel Heethaar
Amrein Olivier
Ilias Karasavvidis
Thomas Kumlehn
Sebastian Koenig
Hannu Hoffrén
Benjamin Dansie
Fred M'ule
Michel Vilain
Bradley Cathey
Gianmichele Mariani
Gottfried Hofmann
Bjørnar Frøyse
Valentijn Bruning
Paul Holmes
Clemens Rudolph
Juris Graphix
David Strebel
Ronan Zeegers
François Tarlier
Felipe Andres Esquivel Reed
Olaf Beckman
Jesus Alberto Olmos Linares
Kajimba
Maria Figueiredo
Alexandr Galperin
Francesco Siddi
Julio Iglesias Lopez
Kjartan Tysdal
Thomas Torfs
Film Works
Teruyuki Nakamura
Roger Luethi
Benoit Bolsee
Stefan Abrahamsen
Andreas Mattijat
Xavier Bouchoux
Blender 3D Graphics and Animation
Henk Vostermans
Daniel Blanco Delgado
BlenderDay/2011
Bradley Cathey
Matthieu Dupont de Dinechin
Gianmichele Mariani
Jérôme Scaillet
Bronze (Ivo Grigull, Dylan Urquidi, Philippe Derungs, Phil Beauchamp, Bruce Parrott, Mathieu Quiblier, Daniel Martinez, Leandro Inocencio, Lluc Romaní Brasó,
Jonathan Williamson, Michael Ehlen, Karlis Stigis, Dreamsteep, Martin Lindelöf, Filippo Saracino, Douwe van der Veen, Olli Äkräs, Bruno D'Arcangeli,
Francisco Sedrez Warmling, Watchmike.ca, peter lener, Matteo Novellino, Martin Kirsch, Austars Schnore, KC Elliott, Massimiliano Puliero, Karl Stein,
Wood Design Studios, Omer Khan, Jyrki Kanto, Michał Krupa, Lars Brubaker, Neil Richmond, Adam Kalisz, Robert Garlington, Ian Wilson, Carlo Andreacchio,
Jeremias Boos, Robert Holcomb, Gabriel Zöller, Robert Cude, Natibel de Leon, Nathan Turnage, Nicolas Vergnes, Philipp Kleinhenz, Norman Hartig, Louis Kreusel,
Christopher Taylor, Giovanni Remondini, Daniel Rentzsch, Nico Partipilo, Thomas Ventresco, Johannes Schwarz, Александр Коротеев, Brendon Harvey,
Marcelo G. Malheiros, Marius Giurgi, Richard Burns, Perttu Iso-Metsälä, Steve Bazin, Radoslav Borisov, Yoshiyuki Shida, Julien Guigner, Andrew Hunter,
Philipp Oeser, Daniel Thul, Thobias Johansson, Mauro Bonecchi, Georg Piorczynski, Sebastian Michailidis, L M Weedy, Gen X, Stefan Hinze, Nicolò Zubbini,
Erik Pusch, Rob Scott, Florian Koch, Charles Razack, Adrian Baker, Oliver Villar Diz, David Revoy, Julio Iglesias Lopez, Coen Spoor, Carlos Folch,
Joseph Christie, Victor Hernández García, David Mcsween, James Finnerty, Cory Kruckenberg, Giacomo Graziosi, Olivier Saraja, Lars Brubaker, Eric Hudson,
Johannes Schwarz, David Elguea, Marcus Schulderinsky, Karel De Bruijn, Lucas van Wijngaarden, Stefano Ciarrocchi, Mehmet Eribol, Thomas Berglund, Zuofei Song,
Dylan Urquidi )
2012-05-17 12:49:33 +00:00
}
2012-05-17 12:59:34 +00:00
}
2012-10-24 16:00:27 +00:00
ntreetype = ntreeGetType ( NTREE_COMPOSIT ) ;
if ( ntreetype & & ntreetype - > foreach_nodetree )
ntreetype - > foreach_nodetree ( main , NULL , do_version_ntree_defocus_264 ) ;
2012-05-17 12:59:34 +00:00
}
2012-06-04 16:42:58 +00:00
2012-06-06 18:58:30 +00:00
{
bScreen * sc ;
2012-06-04 16:42:58 +00:00
2012-06-06 18:58:30 +00:00
for ( sc = main - > screen . first ; sc ; sc = sc - > id . next ) {
ScrArea * sa ;
2012-06-04 16:42:58 +00:00
2012-06-06 18:58:30 +00:00
for ( sa = sc - > areabase . first ; sa ; sa = sa - > next ) {
SpaceLink * sl ;
2012-06-04 16:42:58 +00:00
2012-06-06 18:58:30 +00:00
for ( sl = sa - > spacedata . first ; sl ; sl = sl - > next ) {
if ( sl - > spacetype = = SPACE_CLIP ) {
SpaceClip * sclip = ( SpaceClip * ) sl ;
2012-06-04 16:42:58 +00:00
2012-06-06 18:58:30 +00:00
if ( sclip - > around = = 0 ) {
sclip - > around = V3D_CENTROID ;
}
2012-06-04 16:42:58 +00:00
}
}
}
}
}
2012-06-06 18:58:30 +00:00
{
MovieClip * clip ;
for ( clip = main - > movieclip . first ; clip ; clip = clip - > id . next ) {
clip - > start_frame = 1 ;
}
}
2012-06-04 16:42:58 +00:00
}
2012-06-06 18:58:30 +00:00
2012-06-10 15:28:37 +00:00
if ( main - > versionfile < 263 | | ( main - > versionfile = = 263 & & main - > subversionfile < 11 ) ) {
Planar tracking support for motion tracking
===========================================
Major list of changes done in tomato branch:
- Add a planar tracking implementation to libmv
This adds a new planar tracking implementation to libmv. The
tracker is based on Ceres[1], the new nonlinear minimizer that
myself and Sameer released from Google as open source. Since
the motion model is more involved, the interface is
different than the RegionTracker interface used previously
in Blender.
The start of a C API in libmv-capi.{cpp,h} is also included.
- Migrate from pat_{min,max} for markers to 4 corners representation
Convert markers in the movie clip editor / 2D tracker from using
pat_min and pat_max notation to using the a more general, 4-corner
representation.
There is still considerable porting work to do; in particular
sliding from preview widget does not work correct for rotated
markers.
All other areas should be ported to new representation:
* Added support of sliding individual corners. LMB slide + Ctrl
would scale the whole pattern
* S would scale the whole marker, S-S would scale pattern only
* Added support of marker's rotation which is currently rotates
only patterns around their centers or all markers around median,
Rotation or other non-translation/scaling transformation of search
area doesn't make sense.
* Track Preview widget would display transformed pattern which
libmv actually operates with.
- "Efficient Second-order Minimization" for the planar tracker
This implements the "Efficient Second-order Minimization"
scheme, as supported by the existing translation tracker.
This increases the amount of per-iteration work, but
decreases the number of iterations required to converge and
also increases the size of the basin of attraction for the
optimization.
- Remove the use of the legacy RegionTracker API from Blender,
and replaces it with the new TrackRegion API. This also
adds several features to the planar tracker in libmv:
* Do a brute-force initialization of tracking similar to "Hybrid"
mode in the stable release, but using all floats. This is slower
but more accurate. It is still necessary to evaluate if the
performance loss is worth it. In particular, this change is
necessary to support high bit depth imagery.
* Add support for masks over the search window. This is a step
towards supporting user-defined tracker masks. The tracker masks
will make it easy for users to make a mask for e.g. a ball.
Not exposed into interface yet/
* Add Pearson product moment correlation coefficient checking (aka
"Correlation" in the UI. This causes tracking failure if the
tracked patch is not linearly related to the template.
* Add support for warping a few points in addition to the supplied
points. This is useful because the tracking code deliberately
does not expose the underlying warp representation. Instead,
warps are specified in an aparametric way via the correspondences.
- Replace the old style tracker configuration panel with the
new planar tracking panel. From a users perspective, this means:
* The old "tracking algorithm" picker is gone. There is only 1
algorithm now. We may revisit this later, but I would much
prefer to have only 1 algorithm. So far no optimization work
has been done so the speed is not there yet.
* There is now a dropdown to select the motion model. Choices:
* Translation
* Translation, rotation
* Translation, scale
* Translation, rotation, scale
* Affine
* Perspective
* The old "Hybrid" mode is gone; instead there is a toggle to
enable or disable translation-only tracker initialization. This
is the equivalent of the hyrbid mode before, but rewritten to work
with the new planar tracking modes.
* The pyramid levels setting is gone. At a future date, the planar
tracker will decide to use pyramids or not automatically. The
pyramid setting was ultimately a mistake; with the brute force
initialization it is unnecessary.
- Add light-normalized tracking
Added the ability to normalize patterns by their average value while
tracking, to make them invariant to global illumination changes.
Additional details could be found at wiki page [2]
[1] http://code.google.com/p/ceres-solver
[2] http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Motion_Tracker
2012-06-10 15:28:19 +00:00
MovieClip * clip ;
for ( clip = main - > movieclip . first ; clip ; clip = clip - > id . next ) {
MovieTrackingTrack * track ;
track = clip - > tracking . tracks . first ;
while ( track ) {
int i ;
for ( i = 0 ; i < track - > markersnr ; i + + ) {
MovieTrackingMarker * marker = & track - > markers [ i ] ;
if ( is_zero_v2 ( marker - > pattern_corners [ 0 ] ) & & is_zero_v2 ( marker - > pattern_corners [ 1 ] ) & &
2012-09-15 06:30:40 +00:00
is_zero_v2 ( marker - > pattern_corners [ 2 ] ) & & is_zero_v2 ( marker - > pattern_corners [ 3 ] ) )
Planar tracking support for motion tracking
===========================================
Major list of changes done in tomato branch:
- Add a planar tracking implementation to libmv
This adds a new planar tracking implementation to libmv. The
tracker is based on Ceres[1], the new nonlinear minimizer that
myself and Sameer released from Google as open source. Since
the motion model is more involved, the interface is
different than the RegionTracker interface used previously
in Blender.
The start of a C API in libmv-capi.{cpp,h} is also included.
- Migrate from pat_{min,max} for markers to 4 corners representation
Convert markers in the movie clip editor / 2D tracker from using
pat_min and pat_max notation to using the a more general, 4-corner
representation.
There is still considerable porting work to do; in particular
sliding from preview widget does not work correct for rotated
markers.
All other areas should be ported to new representation:
* Added support of sliding individual corners. LMB slide + Ctrl
would scale the whole pattern
* S would scale the whole marker, S-S would scale pattern only
* Added support of marker's rotation which is currently rotates
only patterns around their centers or all markers around median,
Rotation or other non-translation/scaling transformation of search
area doesn't make sense.
* Track Preview widget would display transformed pattern which
libmv actually operates with.
- "Efficient Second-order Minimization" for the planar tracker
This implements the "Efficient Second-order Minimization"
scheme, as supported by the existing translation tracker.
This increases the amount of per-iteration work, but
decreases the number of iterations required to converge and
also increases the size of the basin of attraction for the
optimization.
- Remove the use of the legacy RegionTracker API from Blender,
and replaces it with the new TrackRegion API. This also
adds several features to the planar tracker in libmv:
* Do a brute-force initialization of tracking similar to "Hybrid"
mode in the stable release, but using all floats. This is slower
but more accurate. It is still necessary to evaluate if the
performance loss is worth it. In particular, this change is
necessary to support high bit depth imagery.
* Add support for masks over the search window. This is a step
towards supporting user-defined tracker masks. The tracker masks
will make it easy for users to make a mask for e.g. a ball.
Not exposed into interface yet/
* Add Pearson product moment correlation coefficient checking (aka
"Correlation" in the UI. This causes tracking failure if the
tracked patch is not linearly related to the template.
* Add support for warping a few points in addition to the supplied
points. This is useful because the tracking code deliberately
does not expose the underlying warp representation. Instead,
warps are specified in an aparametric way via the correspondences.
- Replace the old style tracker configuration panel with the
new planar tracking panel. From a users perspective, this means:
* The old "tracking algorithm" picker is gone. There is only 1
algorithm now. We may revisit this later, but I would much
prefer to have only 1 algorithm. So far no optimization work
has been done so the speed is not there yet.
* There is now a dropdown to select the motion model. Choices:
* Translation
* Translation, rotation
* Translation, scale
* Translation, rotation, scale
* Affine
* Perspective
* The old "Hybrid" mode is gone; instead there is a toggle to
enable or disable translation-only tracker initialization. This
is the equivalent of the hyrbid mode before, but rewritten to work
with the new planar tracking modes.
* The pyramid levels setting is gone. At a future date, the planar
tracker will decide to use pyramids or not automatically. The
pyramid setting was ultimately a mistake; with the brute force
initialization it is unnecessary.
- Add light-normalized tracking
Added the ability to normalize patterns by their average value while
tracking, to make them invariant to global illumination changes.
Additional details could be found at wiki page [2]
[1] http://code.google.com/p/ceres-solver
[2] http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Motion_Tracker
2012-06-10 15:28:19 +00:00
{
marker - > pattern_corners [ 0 ] [ 0 ] = track - > pat_min [ 0 ] ;
marker - > pattern_corners [ 0 ] [ 1 ] = track - > pat_min [ 1 ] ;
marker - > pattern_corners [ 1 ] [ 0 ] = track - > pat_max [ 0 ] ;
marker - > pattern_corners [ 1 ] [ 1 ] = track - > pat_min [ 1 ] ;
marker - > pattern_corners [ 2 ] [ 0 ] = track - > pat_max [ 0 ] ;
marker - > pattern_corners [ 2 ] [ 1 ] = track - > pat_max [ 1 ] ;
marker - > pattern_corners [ 3 ] [ 0 ] = track - > pat_min [ 0 ] ;
marker - > pattern_corners [ 3 ] [ 1 ] = track - > pat_max [ 1 ] ;
}
if ( is_zero_v2 ( marker - > search_min ) & & is_zero_v2 ( marker - > search_max ) ) {
copy_v2_v2 ( marker - > search_min , track - > search_min ) ;
copy_v2_v2 ( marker - > search_max , track - > search_max ) ;
}
}
track = track - > next ;
}
}
}
2012-06-18 12:49:05 +00:00
if ( main - > versionfile < 263 | | ( main - > versionfile = = 263 & & main - > subversionfile < 12 ) ) {
Material * ma ;
for ( ma = main - > mat . first ; ma ; ma = ma - > id . next )
if ( ma - > strand_widthfade = = 2.0f )
ma - > strand_widthfade = 0.0f ;
}
2012-06-21 07:45:41 +00:00
if ( main - > versionfile < 263 | | ( main - > versionfile = = 263 & & main - > subversionfile < 13 ) ) {
bNodeTreeType * ntreetype = ntreeGetType ( NTREE_COMPOSIT ) ;
if ( ntreetype & & ntreetype - > foreach_nodetree )
ntreetype - > foreach_nodetree ( main , NULL , do_version_ntree_dilateerode_264 ) ;
}
2012-07-10 15:35:25 +00:00
if ( main - > versionfile < 263 | | ( main - > versionfile = = 263 & & main - > subversionfile < 14 ) ) {
2012-08-22 13:10:43 +00:00
ParticleSettings * part ;
2012-07-10 14:53:36 +00:00
bNodeTreeType * ntreetype = ntreeGetType ( NTREE_COMPOSIT ) ;
if ( ntreetype & & ntreetype - > foreach_nodetree )
ntreetype - > foreach_nodetree ( main , NULL , do_version_ntree_keying_despill_balance ) ;
2012-08-22 13:10:43 +00:00
/* keep compatibility for dupliobject particle size */
for ( part = main - > particle . first ; part ; part = part - > id . next )
if ( ELEM ( part - > ren_as , PART_DRAW_OB , PART_DRAW_GR ) )
if ( ( part - > draw & PART_DRAW_ROTATE_OB ) = = 0 )
part - > draw | = PART_DRAW_NO_SCALE_OB ;
2012-07-10 14:53:36 +00:00
}
2012-07-27 10:20:36 +00:00
if ( main - > versionfile < 263 | | ( main - > versionfile = = 263 & & main - > subversionfile < 17 ) ) {
bNodeTreeType * ntreetype = ntreeGetType ( NTREE_COMPOSIT ) ;
if ( ntreetype & & ntreetype - > foreach_nodetree )
ntreetype - > foreach_nodetree ( main , NULL , do_version_ntree_mask_264 ) ;
}
2012-09-04 13:37:53 +00:00
if ( main - > versionfile < 263 | | ( main - > versionfile = = 263 & & main - > subversionfile < 18 ) ) {
Scene * scene ;
for ( scene = main - > scene . first ; scene ; scene = scene - > id . next ) {
if ( scene - > ed ) {
Sequence * seq ;
SEQ_BEGIN ( scene - > ed , seq )
{
Strip * strip = seq - > strip ;
if ( strip & & strip - > color_balance ) {
SequenceModifierData * smd ;
ColorBalanceModifierData * cbmd ;
smd = BKE_sequence_modifier_new ( seq , NULL , seqModifierType_ColorBalance ) ;
cbmd = ( ColorBalanceModifierData * ) smd ;
cbmd - > color_balance = * strip - > color_balance ;
/* multiplication with color balance used is handled differently,
* so we need to move multiplication to modifier so files would be
* compatible
*/
cbmd - > color_multiply = seq - > mul ;
seq - > mul = 1.0f ;
MEM_freeN ( strip - > color_balance ) ;
strip - > color_balance = NULL ;
}
}
SEQ_END
}
}
}
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
/* color management pipeline changes compatibility code */
if ( main - > versionfile < 263 | | ( main - > versionfile = = 263 & & main - > subversionfile < 19 ) ) {
Scene * scene ;
Image * ima ;
int colormanagement_disabled = FALSE ;
/* make scenes which are not using color management have got None as display device,
* so they wouldn ' t perform linear - to - sRGB conversion on display
*/
for ( scene = main - > scene . first ; scene ; scene = scene - > id . next ) {
if ( ( scene - > r . color_mgt_flag & R_COLOR_MANAGEMENT ) = = 0 ) {
ColorManagedDisplaySettings * display_settings = & scene - > display_settings ;
if ( display_settings - > display_device [ 0 ] = = 0 ) {
BKE_scene_disable_color_management ( scene ) ;
}
colormanagement_disabled = TRUE ;
}
}
for ( ima = main - > image . first ; ima ; ima = ima - > id . next ) {
if ( ima - > source = = IMA_SRC_VIEWER ) {
ima - > flag | = IMA_VIEW_AS_RENDER ;
}
else if ( colormanagement_disabled ) {
/* if colormanagement not used, set image's color space to raw, so no sRGB->linear conversion
* would happen on display and render
* there ' s no clear way to check whether color management is enabled or not in render engine
* so set all images to raw if there ' s at least one scene with color management disabled
* this would still behave incorrect in cases when color management was used for only some
* of scenes , but such a setup is crazy anyway and think it ' s fair enough to break compatibility
* in that cases
*/
BLI_strncpy ( ima - > colorspace_settings . name , " Raw " , sizeof ( ima - > colorspace_settings . name ) ) ;
}
}
}
2012-09-18 14:40:02 +00:00
if ( main - > versionfile < 263 | | ( main - > versionfile = = 263 & & main - > subversionfile < 20 ) ) {
Key * key ;
for ( key = main - > key . first ; key ; key = key - > id . next ) {
do_versions_key_uidgen ( key ) ;
}
}
2012-09-21 11:19:16 +00:00
/* remove texco */
if ( main - > versionfile < 263 | | ( main - > versionfile = = 263 & & main - > subversionfile < 21 ) ) {
Material * ma ;
for ( ma = main - > mat . first ; ma ; ma = ma - > id . next ) {
int a ;
for ( a = 0 ; a < MAX_MTEX ; a + + ) {
if ( ma - > mtex [ a ] ) {
2012-09-21 11:37:51 +00:00
if ( ma - > mtex [ a ] - > texco = = TEXCO_STICKY_ ) {
2012-09-21 11:19:16 +00:00
ma - > mtex [ a ] - > texco = TEXCO_UV ;
}
}
}
}
2012-09-23 10:25:22 +00:00
{
Mesh * me ;
for ( me = main - > mesh . first ; me ; me = me - > id . next ) {
CustomData_free_layers ( & me - > vdata , CD_MSTICKY , me - > totvert ) ;
}
}
2012-09-21 11:19:16 +00:00
}
2012-10-03 08:51:05 +00:00
/* correction for files saved in blender version when BKE_pose_copy_data
* didn ' t copy animation visualization , which lead to deadlocks on motion
* path calculation for proxied armatures , see [ # 32742 ]
*/
if ( main - > versionfile < 264 ) {
Object * ob ;
for ( ob = main - > object . first ; ob ; ob = ob - > id . next ) {
if ( ob - > pose ) {
if ( ob - > pose - > avs . path_step = = 0 ) {
animviz_settings_init ( & ob - > pose - > avs ) ;
}
}
}
}
2012-10-04 21:40:39 +00:00
if ( main - > versionfile < 264 | | ( main - > versionfile = = 264 & & main - > subversionfile < 1 ) ) {
bNodeTreeType * ntreetype = ntreeGetType ( NTREE_SHADER ) ;
bNodeTree * ntree ;
if ( ntreetype & & ntreetype - > foreach_nodetree )
ntreetype - > foreach_nodetree ( main , NULL , do_version_ntree_tex_coord_from_dupli_264 ) ;
for ( ntree = main - > nodetree . first ; ntree ; ntree = ntree - > id . next )
if ( ntree - > type = = NTREE_SHADER )
do_version_ntree_tex_coord_from_dupli_264 ( NULL , NULL , ntree ) ;
}
2012-10-09 10:33:18 +00:00
if ( main - > versionfile < 264 | | ( main - > versionfile = = 264 & & main - > subversionfile < 2 ) ) {
MovieClip * clip ;
for ( clip = main - > movieclip . first ; clip ; clip = clip - > id . next ) {
MovieTracking * tracking = & clip - > tracking ;
MovieTrackingObject * tracking_object ;
for ( tracking_object = tracking - > objects . first ;
tracking_object ;
tracking_object = tracking_object - > next )
{
if ( tracking_object - > keyframe1 = = 0 & & tracking_object - > keyframe2 = = 0 ) {
tracking_object - > keyframe1 = tracking - > settings . keyframe1 ;
tracking_object - > keyframe2 = tracking - > settings . keyframe2 ;
}
}
}
}
2012-10-16 11:57:46 +00:00
if ( main - > versionfile < 264 | | ( main - > versionfile = = 264 & & main - > subversionfile < 3 ) ) {
/* smoke branch */
{
Object * ob ;
2012-10-10 13:18:07 +00:00
2012-10-16 11:57:46 +00:00
for ( ob = main - > object . first ; ob ; ob = ob - > id . next ) {
ModifierData * md ;
for ( md = ob - > modifiers . first ; md ; md = md - > next ) {
if ( md - > type = = eModifierType_Smoke ) {
SmokeModifierData * smd = ( SmokeModifierData * ) md ;
if ( ( smd - > type & MOD_SMOKE_TYPE_DOMAIN ) & & smd - > domain ) {
/* keep branch saves if possible */
if ( ! smd - > domain - > flame_max_temp ) {
smd - > domain - > burning_rate = 0.75f ;
smd - > domain - > flame_smoke = 1.0f ;
smd - > domain - > flame_vorticity = 0.5f ;
smd - > domain - > flame_ignition = 1.25f ;
smd - > domain - > flame_max_temp = 1.75f ;
smd - > domain - > adapt_threshold = 0.02f ;
smd - > domain - > adapt_margin = 4 ;
smd - > domain - > flame_smoke_color [ 0 ] = 0.7f ;
smd - > domain - > flame_smoke_color [ 1 ] = 0.7f ;
smd - > domain - > flame_smoke_color [ 2 ] = 0.7f ;
}
}
else if ( ( smd - > type & MOD_SMOKE_TYPE_FLOW ) & & smd - > flow ) {
if ( ! smd - > flow - > texture_size ) {
smd - > flow - > fuel_amount = 1.0 ;
smd - > flow - > surface_distance = 1.5 ;
smd - > flow - > color [ 0 ] = 0.7f ;
smd - > flow - > color [ 1 ] = 0.7f ;
smd - > flow - > color [ 2 ] = 0.7f ;
smd - > flow - > texture_size = 1.0f ;
}
2012-10-10 13:18:07 +00:00
}
}
2012-10-16 11:57:46 +00:00
}
}
}
/* render border for viewport */
{
bScreen * sc ;
for ( sc = main - > screen . first ; sc ; sc = sc - > id . next ) {
ScrArea * sa ;
for ( sa = sc - > areabase . first ; sa ; sa = sa - > next ) {
SpaceLink * sl ;
for ( sl = sa - > spacedata . first ; sl ; sl = sl - > next ) {
if ( sl - > spacetype = = SPACE_VIEW3D ) {
View3D * v3d = ( View3D * ) sl ;
if ( v3d - > render_border . xmin = = 0.0f & & v3d - > render_border . ymin = = 0.0f & &
v3d - > render_border . xmax = = 0.0f & & v3d - > render_border . ymax = = 0.0f )
{
v3d - > render_border . xmax = 1.0f ;
v3d - > render_border . ymax = 1.0f ;
}
2012-10-10 13:18:07 +00:00
}
}
}
}
}
}
2012-10-17 10:49:42 +00:00
if ( main - > versionfile < 264 | | ( main - > versionfile = = 264 & & main - > subversionfile < 4 ) ) {
/* Fix for old node flags: Apparently the SOCK_DYNAMIC flag has been in use for other
* purposes before and then removed and later reused for SOCK_DYNAMIC . This socket should
* only be used by certain node types which don ' t use template lists , cleaning this up here .
*/
bNodeTreeType * ntreetype ;
bNodeTree * ntree ;
ntreetype = ntreeGetType ( NTREE_COMPOSIT ) ;
if ( ntreetype & & ntreetype - > foreach_nodetree )
ntreetype - > foreach_nodetree ( main , NULL , do_version_node_cleanup_dynamic_sockets_264 ) ;
ntreetype = ntreeGetType ( NTREE_SHADER ) ;
if ( ntreetype & & ntreetype - > foreach_nodetree )
ntreetype - > foreach_nodetree ( main , NULL , do_version_node_cleanup_dynamic_sockets_264 ) ;
ntreetype = ntreeGetType ( NTREE_TEXTURE ) ;
if ( ntreetype & & ntreetype - > foreach_nodetree )
ntreetype - > foreach_nodetree ( main , NULL , do_version_node_cleanup_dynamic_sockets_264 ) ;
for ( ntree = main - > nodetree . first ; ntree ; ntree = ntree - > id . next )
do_version_node_cleanup_dynamic_sockets_264 ( NULL , NULL , ntree ) ;
}
2012-10-22 18:48:50 +00:00
if ( main - > versionfile < 264 | | ( main - > versionfile = = 264 & & main - > subversionfile < 5 ) ) {
/* set a unwrapping margin and ABF by default */
Scene * scene ;
for ( scene = main - > scene . first ; scene ; scene = scene - > id . next ) {
if ( scene - > toolsettings - > uvcalc_margin = = 0.0f ) {
scene - > toolsettings - > uvcalc_margin = 0.001f ;
scene - > toolsettings - > unwrapper = 0 ;
}
}
}
2012-10-27 11:56:21 +00:00
if ( main - > versionfile < 264 | | ( main - > versionfile = = 264 & & main - > subversionfile < 6 ) ) {
/* Fix for bug #32982, internal_links list could get corrupted from r51630 onward.
* Simply remove bad internal_links lists to avoid NULL pointers .
*/
bNodeTreeType * ntreetype ;
bNodeTree * ntree ;
ntreetype = ntreeGetType ( NTREE_COMPOSIT ) ;
if ( ntreetype & & ntreetype - > foreach_nodetree )
ntreetype - > foreach_nodetree ( main , NULL , do_version_node_fix_internal_links_264 ) ;
ntreetype = ntreeGetType ( NTREE_SHADER ) ;
if ( ntreetype & & ntreetype - > foreach_nodetree )
ntreetype - > foreach_nodetree ( main , NULL , do_version_node_fix_internal_links_264 ) ;
ntreetype = ntreeGetType ( NTREE_TEXTURE ) ;
if ( ntreetype & & ntreetype - > foreach_nodetree )
ntreetype - > foreach_nodetree ( main , NULL , do_version_node_fix_internal_links_264 ) ;
for ( ntree = main - > nodetree . first ; ntree ; ntree = ntree - > id . next )
do_version_node_fix_internal_links_264 ( NULL , NULL , ntree ) ;
}
2012-10-30 17:36:00 +00:00
if ( main - > versionfile < 264 | | ( main - > versionfile = = 264 & & main - > subversionfile < 6 ) ) {
bScreen * sc ;
for ( sc = main - > screen . first ; sc ; sc = sc - > id . next ) {
ScrArea * sa ;
for ( sa = sc - > areabase . first ; sa ; sa = sa - > next ) {
SpaceLink * sl ;
if ( sa - > spacetype = = SPACE_LOGIC )
do_version_logic_264 ( & sa - > regionbase ) ;
for ( sl = sa - > spacedata . first ; sl ; sl = sl - > next ) {
if ( sl - > spacetype = = SPACE_LOGIC )
do_version_logic_264 ( & sl - > regionbase ) ;
}
2012-10-30 15:44:16 +00:00
}
}
2012-10-30 17:36:00 +00:00
2012-10-30 15:44:16 +00:00
}
2012-10-16 11:57:46 +00:00
/* WATCH IT!!!: pointers from libdata have not been converted yet here! */
/* WATCH IT 2!: Userdef struct init has to be in editors/interface/resources.c! */
2005-07-26 18:46:28 +00:00
/* don't forget to set version number in blender.c! */
2002-10-12 11:37:38 +00:00
}
2010-07-04 12:16:01 +00:00
#if 0 // XXX: disabled for now... we still don't have this in the right place in the loading code for it to work
2010-06-19 10:50:23 +00:00
static void do_versions_after_linking ( FileData * fd , Library * lib , Main * main )
{
2010-07-04 12:16:01 +00:00
/* old Animation System (using IPO's) needs to be converted to the new Animato system */
2012-03-24 06:18:31 +00:00
if ( main - > versionfile < 250 )
2010-06-19 10:50:23 +00:00
do_versions_ipos_to_animato ( main ) ;
}
2010-07-04 12:16:01 +00:00
# endif
2010-06-19 10:50:23 +00:00
2002-10-12 11:37:38 +00:00
static void lib_link_all ( FileData * fd , Main * main )
{
2005-12-15 18:42:02 +00:00
oldnewmap_sort ( fd ) ;
2007-12-24 18:53:37 +00:00
lib_link_windowmanager ( fd , main ) ;
2002-10-12 11:37:38 +00:00
lib_link_screen ( fd , main ) ;
lib_link_scene ( fd , main ) ;
lib_link_object ( fd , main ) ;
lib_link_curve ( fd , main ) ;
lib_link_mball ( fd , main ) ;
lib_link_material ( fd , main ) ;
lib_link_texture ( fd , main ) ;
lib_link_image ( fd , main ) ;
2012-09-26 20:05:38 +00:00
lib_link_ipo ( fd , main ) ; // XXX deprecated... still needs to be maintained for version patches still
2002-10-12 11:37:38 +00:00
lib_link_key ( fd , main ) ;
lib_link_world ( fd , main ) ;
lib_link_lamp ( fd , main ) ;
lib_link_latt ( fd , main ) ;
lib_link_text ( fd , main ) ;
lib_link_camera ( fd , main ) ;
2011-08-01 11:44:20 +00:00
lib_link_speaker ( fd , main ) ;
2002-10-12 11:37:38 +00:00
lib_link_sound ( fd , main ) ;
lib_link_group ( fd , main ) ;
lib_link_armature ( fd , main ) ;
lib_link_action ( fd , main ) ;
lib_link_vfont ( fd , main ) ;
2006-02-07 15:50:55 +00:00
lib_link_nodetree ( fd , main ) ; /* has to be done after scene/materials, this will verify group nodes */
Brush Datablock:
- Added a new Brush datablock, only used by image paint, but intended
to be used in texture paint, vertex paint, weight paint and sculpt
mode also.
- Being a datablock, these brushes can be saved, appended and linked.
They have a fake user by default, to make sure they are saved even if
not selected.
Image Painting:
- Replaced the img module with C code in imagepaint.c
- Airbrush is no longer a separate tool, but rather an option that can
be used for soften, smear and clone also.
- Blend modes mix, add, subtract, multiply, darken and lighten have been
added, code taken directly from vertex paint.
Note to project files maintainers:
- The img module was removed from SCons and Makefiles, and this should
be done in other build systems also. I'll wait to remove the module
from cvs, to not break compilation.
2006-07-26 22:29:23 +00:00
lib_link_brush ( fd , main ) ;
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
lib_link_particlesettings ( fd , main ) ;
2011-11-07 12:55:18 +00:00
lib_link_movieclip ( fd , main ) ;
2012-06-04 16:42:58 +00:00
lib_link_mask ( fd , main ) ;
Orange: more noodle updates!
**** NEW: Group Nodes
Node trees usually become messy and confusing quickly, so we need
not only a way to collapse Nodes into single 'groups', but also a
way to re-use that data to create libraries of effects.
This has been done by making a new Library data type, the NodeTree.
Everything that has been grouped is stored here, and available for
re-use, appending or linking. These NodeTrees are fully generic,
i.e. can store shader trees, composit trees, and so on. The 'type'
value as stored in the NodeTree will keep track of internal type
definitions and execute/drawing callbacks. Needless to say, re-using
shader trees in a composit tree is a bit useless, and will be
prevented in the browsing code. :)
So; any NodeTree can become a "Goup Node" inside in a NodeTree. This
Group Node then works just like any Node.
To prevent the current code to become too complex, I've disabled
the possibility to insert Groups inside of Groups. That might be
enabled later, but is a real nasty piece of code to get OK.
Since Group Nodes are a dynamic Node type, a lot of work has been
done to ensure Node definitions can be dynamic too, but still allow
to be stored in files, and allow to be verified for type-definition
changes on reloading. This system needs a little bit maturing still,
so the Python gurus should better wait a little bit! (Also for me to
write the definite API docs for it).
What works now:
- Press CTRL+G to create a new Group. The grouping code checks for
impossible selections (like an unselected node between selected nodes).
Everthing that's selected then gets removed from the current tree, and
inserted in a new NodeTree library data block. A Group Node then is
added which links to this new NodeTree.
- Press ALT+G to ungroup. This will not delete the NodeTree library
data, but just duplicate the Group into the current tree.
- Press TAB, or click on the NodeTree icon to edit Groups. Note that
NodeTrees are instances, so editing one Group will also change the
other users.
This also means that when removing nodes in a Group (or hiding sockets
or changing internal links) this is immediately corrected for all users
of this Group, also in other Materials.
- While editing Groups, only the internal Nodes can be edited. A single
click outside of the Group boundary will close this 'edit mode'.
What needs to be done:
- SHIFT+A menu in toolbox style, also including a list of Groups
- Enable the single-user button in the Group Node
- Displaying all (visible) internal group UI elements in the Node Panel
- Enable Library linking and prevent editing of Groups then.
**** NEW: Socket Visibility control
Node types will be generated with a lot of possible inputs or outputs,
and drawing all sockets all the time isn't very useful then.
A new option in the Node header ('plus' icon) allows to either hide all
unused sockets (first keypress) or to reveil them (when there are hidden
sockets, the icon displays black, otherwise it's blended).
Hidden sockets in Nodes also are not exported to a Group, so this way
you can control what options (in/outputs) exactly are available.
To be done:
- a way to hide individual sockets, like with a RMB click on it.
**** NEW: Nodes now render!
This is still quite primitive, more on a level to replace the (now
obsolete and disabled) Material Layers.
What needs to be done:
- make the "Geometry" node work properly, also for AA textures
- make the Texture Node work (does very little at the moment)
- give Material Nodes all inputs as needed (like Map-to Panel)
- find a way to export more data from a Material Node, like the
shadow value, or light intensity only, etc
Very important also to separate from the Material Buttons the
"global" options, like "Ztransp" or "Wire" or "Halo". These can not
be set for each Material-Node individually.
Also note that the Preview Render (Buttons window) now renders a bit
differently. This was a horrid piece of antique code, using a totally
incompatible way of rendering. Target is to fully re-use internal
render code for previews.
OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
lib_link_mesh ( fd , main ) ; /* as last: tpage images with users at zero */
2012-05-17 12:59:34 +00:00
Orange: more noodle updates!
**** NEW: Group Nodes
Node trees usually become messy and confusing quickly, so we need
not only a way to collapse Nodes into single 'groups', but also a
way to re-use that data to create libraries of effects.
This has been done by making a new Library data type, the NodeTree.
Everything that has been grouped is stored here, and available for
re-use, appending or linking. These NodeTrees are fully generic,
i.e. can store shader trees, composit trees, and so on. The 'type'
value as stored in the NodeTree will keep track of internal type
definitions and execute/drawing callbacks. Needless to say, re-using
shader trees in a composit tree is a bit useless, and will be
prevented in the browsing code. :)
So; any NodeTree can become a "Goup Node" inside in a NodeTree. This
Group Node then works just like any Node.
To prevent the current code to become too complex, I've disabled
the possibility to insert Groups inside of Groups. That might be
enabled later, but is a real nasty piece of code to get OK.
Since Group Nodes are a dynamic Node type, a lot of work has been
done to ensure Node definitions can be dynamic too, but still allow
to be stored in files, and allow to be verified for type-definition
changes on reloading. This system needs a little bit maturing still,
so the Python gurus should better wait a little bit! (Also for me to
write the definite API docs for it).
What works now:
- Press CTRL+G to create a new Group. The grouping code checks for
impossible selections (like an unselected node between selected nodes).
Everthing that's selected then gets removed from the current tree, and
inserted in a new NodeTree library data block. A Group Node then is
added which links to this new NodeTree.
- Press ALT+G to ungroup. This will not delete the NodeTree library
data, but just duplicate the Group into the current tree.
- Press TAB, or click on the NodeTree icon to edit Groups. Note that
NodeTrees are instances, so editing one Group will also change the
other users.
This also means that when removing nodes in a Group (or hiding sockets
or changing internal links) this is immediately corrected for all users
of this Group, also in other Materials.
- While editing Groups, only the internal Nodes can be edited. A single
click outside of the Group boundary will close this 'edit mode'.
What needs to be done:
- SHIFT+A menu in toolbox style, also including a list of Groups
- Enable the single-user button in the Group Node
- Displaying all (visible) internal group UI elements in the Node Panel
- Enable Library linking and prevent editing of Groups then.
**** NEW: Socket Visibility control
Node types will be generated with a lot of possible inputs or outputs,
and drawing all sockets all the time isn't very useful then.
A new option in the Node header ('plus' icon) allows to either hide all
unused sockets (first keypress) or to reveil them (when there are hidden
sockets, the icon displays black, otherwise it's blended).
Hidden sockets in Nodes also are not exported to a Group, so this way
you can control what options (in/outputs) exactly are available.
To be done:
- a way to hide individual sockets, like with a RMB click on it.
**** NEW: Nodes now render!
This is still quite primitive, more on a level to replace the (now
obsolete and disabled) Material Layers.
What needs to be done:
- make the "Geometry" node work properly, also for AA textures
- make the Texture Node work (does very little at the moment)
- give Material Nodes all inputs as needed (like Map-to Panel)
- find a way to export more data from a Material Node, like the
shadow value, or light intensity only, etc
Very important also to separate from the Material Buttons the
"global" options, like "Ztransp" or "Wire" or "Halo". These can not
be set for each Material-Node individually.
Also note that the Preview Render (Buttons window) now renders a bit
differently. This was a horrid piece of antique code, using a totally
incompatible way of rendering. Target is to fully re-use internal
render code for previews.
OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
lib_link_library ( fd , main ) ; /* only init users */
2002-10-12 11:37:38 +00:00
}
KEYMAP REFACTORING
Diff Keymaps
User edited keymaps now no longer override the builtin keymaps entirely, but
rather save only the difference and reapply those changes. This means they can
stay better in sync when the builtin keymaps change. The diff/patch algorithm
is not perfect, but better for the common case where only a few items are changed
rather than entire keymaps The main weakness is that if a builtin keymap item
changes, user modification of that item may need to be redone in some cases.
Keymap Editor
The most noticeable change here is that there is no longer an "Edit" button for
keymaps, all are editable immediately, but a "Restore" buttons shows for keymaps
and items that have been edited. Shortcuts for addons can also be edited in the
keymap editor.
Addons
Addons now should only modify the new addon keyconfiguration, the keymap items
there will be added to the builtin ones for handling events, and not get lost
when starting new files. Example code of register/unregister:
km = wm.keyconfigs.addon.keymaps.new("3D View", space_type="VIEW_3D")
km.keymap_items.new('my.operator', 'ESC', 'PRESS')
km = wm.keyconfigs.addon.keymaps["3D View"]
km.keymap_items.remove(km.keymap_items["my.operator"])
Compatibility
The changes made are not forward compatible, i.e. if you save user preferences
with newer versions, older versions will not have key configuration changes that
were made.
2011-08-05 20:45:26 +00:00
static void direct_link_keymapitem ( FileData * fd , wmKeyMapItem * kmi )
{
2012-05-17 12:59:34 +00:00
kmi - > properties = newdataadr ( fd , kmi - > properties ) ;
2012-03-24 06:18:31 +00:00
if ( kmi - > properties )
KEYMAP REFACTORING
Diff Keymaps
User edited keymaps now no longer override the builtin keymaps entirely, but
rather save only the difference and reapply those changes. This means they can
stay better in sync when the builtin keymaps change. The diff/patch algorithm
is not perfect, but better for the common case where only a few items are changed
rather than entire keymaps The main weakness is that if a builtin keymap item
changes, user modification of that item may need to be redone in some cases.
Keymap Editor
The most noticeable change here is that there is no longer an "Edit" button for
keymaps, all are editable immediately, but a "Restore" buttons shows for keymaps
and items that have been edited. Shortcuts for addons can also be edited in the
keymap editor.
Addons
Addons now should only modify the new addon keyconfiguration, the keymap items
there will be added to the builtin ones for handling events, and not get lost
when starting new files. Example code of register/unregister:
km = wm.keyconfigs.addon.keymaps.new("3D View", space_type="VIEW_3D")
km.keymap_items.new('my.operator', 'ESC', 'PRESS')
km = wm.keyconfigs.addon.keymaps["3D View"]
km.keymap_items.remove(km.keymap_items["my.operator"])
Compatibility
The changes made are not forward compatible, i.e. if you save user preferences
with newer versions, older versions will not have key configuration changes that
were made.
2011-08-05 20:45:26 +00:00
IDP_DirectLinkProperty ( kmi - > properties , ( fd - > flags & FD_FLAGS_SWITCH_ENDIAN ) , fd ) ;
2012-05-17 12:59:34 +00:00
kmi - > ptr = NULL ;
KEYMAP REFACTORING
Diff Keymaps
User edited keymaps now no longer override the builtin keymaps entirely, but
rather save only the difference and reapply those changes. This means they can
stay better in sync when the builtin keymaps change. The diff/patch algorithm
is not perfect, but better for the common case where only a few items are changed
rather than entire keymaps The main weakness is that if a builtin keymap item
changes, user modification of that item may need to be redone in some cases.
Keymap Editor
The most noticeable change here is that there is no longer an "Edit" button for
keymaps, all are editable immediately, but a "Restore" buttons shows for keymaps
and items that have been edited. Shortcuts for addons can also be edited in the
keymap editor.
Addons
Addons now should only modify the new addon keyconfiguration, the keymap items
there will be added to the builtin ones for handling events, and not get lost
when starting new files. Example code of register/unregister:
km = wm.keyconfigs.addon.keymaps.new("3D View", space_type="VIEW_3D")
km.keymap_items.new('my.operator', 'ESC', 'PRESS')
km = wm.keyconfigs.addon.keymaps["3D View"]
km.keymap_items.remove(km.keymap_items["my.operator"])
Compatibility
The changes made are not forward compatible, i.e. if you save user preferences
with newer versions, older versions will not have key configuration changes that
were made.
2011-08-05 20:45:26 +00:00
kmi - > flag & = ~ KMI_UPDATE ;
}
2007-12-24 18:53:37 +00:00
- The basic layer for Themes in place!
- currently only implemented for 3d window
- create as many themes you like, and name them
- default theme is not editable, and always will be defined at startup
(initTheme)
- saves in .B.blend
- themes for spaces can become local too, so you can set individual
3d windows at theme 'Maya' or so. (to be implemented)
- it uses alpha as well...!
API:
This doesnt use the old method with BFCOLORID blahblah. The API is copied
from OpenGL conventions (naming) as much as possible:
- void BIF_ThemeColor(ScrArea *sa, int colorid)
sets a color... id's are in BIF_resources.h (TH_GRID, TH_WIRE, etc)
- void BIF_ThemeColorShade(ScrArea *sa, int colorid, int offset)
sets a color with offset, no more weird COLORSHADE_LGREY stuff
- void BIF_GetThemeColor3fv(ScrArea *sa, int colorid, float *col)
like opengl, this gives you in *col the three rgb values
- void BIF_GetThemeColor4ubv(ScrArea *sa, int colorid, char *col)
or the one to get 4 bytes
ThemeColor calls for globals (UI etc) can also call NULL for *sa... this
is to be implemented still.
Next step: cleaning up interface.c for all weird colorcalls.
2003-10-17 14:02:08 +00:00
static BHead * read_userdef ( BlendFileData * bfd , FileData * fd , BHead * bhead )
{
2009-10-22 23:22:05 +00:00
UserDef * user ;
wmKeyMap * keymap ;
wmKeyMapItem * kmi ;
KEYMAP REFACTORING
Diff Keymaps
User edited keymaps now no longer override the builtin keymaps entirely, but
rather save only the difference and reapply those changes. This means they can
stay better in sync when the builtin keymaps change. The diff/patch algorithm
is not perfect, but better for the common case where only a few items are changed
rather than entire keymaps The main weakness is that if a builtin keymap item
changes, user modification of that item may need to be redone in some cases.
Keymap Editor
The most noticeable change here is that there is no longer an "Edit" button for
keymaps, all are editable immediately, but a "Restore" buttons shows for keymaps
and items that have been edited. Shortcuts for addons can also be edited in the
keymap editor.
Addons
Addons now should only modify the new addon keyconfiguration, the keymap items
there will be added to the builtin ones for handling events, and not get lost
when starting new files. Example code of register/unregister:
km = wm.keyconfigs.addon.keymaps.new("3D View", space_type="VIEW_3D")
km.keymap_items.new('my.operator', 'ESC', 'PRESS')
km = wm.keyconfigs.addon.keymaps["3D View"]
km.keymap_items.remove(km.keymap_items["my.operator"])
Compatibility
The changes made are not forward compatible, i.e. if you save user preferences
with newer versions, older versions will not have key configuration changes that
were made.
2011-08-05 20:45:26 +00:00
wmKeyMapDiffItem * kmdi ;
2012-05-17 12:59:34 +00:00
bfd - > user = user = read_struct ( fd , bhead , " user def " ) ;
2009-10-22 23:22:05 +00:00
/* read all data into fd->datamap */
2012-05-17 12:59:34 +00:00
bhead = read_data_into_oldnewmap ( fd , bhead , " user def " ) ;
2012-03-24 06:18:31 +00:00
if ( user - > keymaps . first ) {
KEYMAP REFACTORING
Diff Keymaps
User edited keymaps now no longer override the builtin keymaps entirely, but
rather save only the difference and reapply those changes. This means they can
stay better in sync when the builtin keymaps change. The diff/patch algorithm
is not perfect, but better for the common case where only a few items are changed
rather than entire keymaps The main weakness is that if a builtin keymap item
changes, user modification of that item may need to be redone in some cases.
Keymap Editor
The most noticeable change here is that there is no longer an "Edit" button for
keymaps, all are editable immediately, but a "Restore" buttons shows for keymaps
and items that have been edited. Shortcuts for addons can also be edited in the
keymap editor.
Addons
Addons now should only modify the new addon keyconfiguration, the keymap items
there will be added to the builtin ones for handling events, and not get lost
when starting new files. Example code of register/unregister:
km = wm.keyconfigs.addon.keymaps.new("3D View", space_type="VIEW_3D")
km.keymap_items.new('my.operator', 'ESC', 'PRESS')
km = wm.keyconfigs.addon.keymaps["3D View"]
km.keymap_items.remove(km.keymap_items["my.operator"])
Compatibility
The changes made are not forward compatible, i.e. if you save user preferences
with newer versions, older versions will not have key configuration changes that
were made.
2011-08-05 20:45:26 +00:00
/* backwards compatibility */
user - > user_keymaps = user - > keymaps ;
user - > keymaps . first = user - > keymaps . last = NULL ;
}
2012-05-17 12:59:34 +00:00
2009-10-22 23:22:05 +00:00
link_list ( fd , & user - > themes ) ;
KEYMAP REFACTORING
Diff Keymaps
User edited keymaps now no longer override the builtin keymaps entirely, but
rather save only the difference and reapply those changes. This means they can
stay better in sync when the builtin keymaps change. The diff/patch algorithm
is not perfect, but better for the common case where only a few items are changed
rather than entire keymaps The main weakness is that if a builtin keymap item
changes, user modification of that item may need to be redone in some cases.
Keymap Editor
The most noticeable change here is that there is no longer an "Edit" button for
keymaps, all are editable immediately, but a "Restore" buttons shows for keymaps
and items that have been edited. Shortcuts for addons can also be edited in the
keymap editor.
Addons
Addons now should only modify the new addon keyconfiguration, the keymap items
there will be added to the builtin ones for handling events, and not get lost
when starting new files. Example code of register/unregister:
km = wm.keyconfigs.addon.keymaps.new("3D View", space_type="VIEW_3D")
km.keymap_items.new('my.operator', 'ESC', 'PRESS')
km = wm.keyconfigs.addon.keymaps["3D View"]
km.keymap_items.remove(km.keymap_items["my.operator"])
Compatibility
The changes made are not forward compatible, i.e. if you save user preferences
with newer versions, older versions will not have key configuration changes that
were made.
2011-08-05 20:45:26 +00:00
link_list ( fd , & user - > user_keymaps ) ;
2010-02-26 14:28:29 +00:00
link_list ( fd , & user - > addons ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
for ( keymap = user - > user_keymaps . first ; keymap ; keymap = keymap - > next ) {
2009-10-22 23:22:05 +00:00
keymap - > modal_items = NULL ;
2012-03-24 02:51:46 +00:00
keymap - > poll = NULL ;
KEYMAP REFACTORING
Diff Keymaps
User edited keymaps now no longer override the builtin keymaps entirely, but
rather save only the difference and reapply those changes. This means they can
stay better in sync when the builtin keymaps change. The diff/patch algorithm
is not perfect, but better for the common case where only a few items are changed
rather than entire keymaps The main weakness is that if a builtin keymap item
changes, user modification of that item may need to be redone in some cases.
Keymap Editor
The most noticeable change here is that there is no longer an "Edit" button for
keymaps, all are editable immediately, but a "Restore" buttons shows for keymaps
and items that have been edited. Shortcuts for addons can also be edited in the
keymap editor.
Addons
Addons now should only modify the new addon keyconfiguration, the keymap items
there will be added to the builtin ones for handling events, and not get lost
when starting new files. Example code of register/unregister:
km = wm.keyconfigs.addon.keymaps.new("3D View", space_type="VIEW_3D")
km.keymap_items.new('my.operator', 'ESC', 'PRESS')
km = wm.keyconfigs.addon.keymaps["3D View"]
km.keymap_items.remove(km.keymap_items["my.operator"])
Compatibility
The changes made are not forward compatible, i.e. if you save user preferences
with newer versions, older versions will not have key configuration changes that
were made.
2011-08-05 20:45:26 +00:00
keymap - > flag & = ~ KEYMAP_UPDATE ;
2012-05-17 12:59:34 +00:00
KEYMAP REFACTORING
Diff Keymaps
User edited keymaps now no longer override the builtin keymaps entirely, but
rather save only the difference and reapply those changes. This means they can
stay better in sync when the builtin keymaps change. The diff/patch algorithm
is not perfect, but better for the common case where only a few items are changed
rather than entire keymaps The main weakness is that if a builtin keymap item
changes, user modification of that item may need to be redone in some cases.
Keymap Editor
The most noticeable change here is that there is no longer an "Edit" button for
keymaps, all are editable immediately, but a "Restore" buttons shows for keymaps
and items that have been edited. Shortcuts for addons can also be edited in the
keymap editor.
Addons
Addons now should only modify the new addon keyconfiguration, the keymap items
there will be added to the builtin ones for handling events, and not get lost
when starting new files. Example code of register/unregister:
km = wm.keyconfigs.addon.keymaps.new("3D View", space_type="VIEW_3D")
km.keymap_items.new('my.operator', 'ESC', 'PRESS')
km = wm.keyconfigs.addon.keymaps["3D View"]
km.keymap_items.remove(km.keymap_items["my.operator"])
Compatibility
The changes made are not forward compatible, i.e. if you save user preferences
with newer versions, older versions will not have key configuration changes that
were made.
2011-08-05 20:45:26 +00:00
link_list ( fd , & keymap - > diff_items ) ;
2009-10-22 23:22:05 +00:00
link_list ( fd , & keymap - > items ) ;
KEYMAP REFACTORING
Diff Keymaps
User edited keymaps now no longer override the builtin keymaps entirely, but
rather save only the difference and reapply those changes. This means they can
stay better in sync when the builtin keymaps change. The diff/patch algorithm
is not perfect, but better for the common case where only a few items are changed
rather than entire keymaps The main weakness is that if a builtin keymap item
changes, user modification of that item may need to be redone in some cases.
Keymap Editor
The most noticeable change here is that there is no longer an "Edit" button for
keymaps, all are editable immediately, but a "Restore" buttons shows for keymaps
and items that have been edited. Shortcuts for addons can also be edited in the
keymap editor.
Addons
Addons now should only modify the new addon keyconfiguration, the keymap items
there will be added to the builtin ones for handling events, and not get lost
when starting new files. Example code of register/unregister:
km = wm.keyconfigs.addon.keymaps.new("3D View", space_type="VIEW_3D")
km.keymap_items.new('my.operator', 'ESC', 'PRESS')
km = wm.keyconfigs.addon.keymaps["3D View"]
km.keymap_items.remove(km.keymap_items["my.operator"])
Compatibility
The changes made are not forward compatible, i.e. if you save user preferences
with newer versions, older versions will not have key configuration changes that
were made.
2011-08-05 20:45:26 +00:00
2012-03-24 06:18:31 +00:00
for ( kmdi = keymap - > diff_items . first ; kmdi ; kmdi = kmdi - > next ) {
KEYMAP REFACTORING
Diff Keymaps
User edited keymaps now no longer override the builtin keymaps entirely, but
rather save only the difference and reapply those changes. This means they can
stay better in sync when the builtin keymaps change. The diff/patch algorithm
is not perfect, but better for the common case where only a few items are changed
rather than entire keymaps The main weakness is that if a builtin keymap item
changes, user modification of that item may need to be redone in some cases.
Keymap Editor
The most noticeable change here is that there is no longer an "Edit" button for
keymaps, all are editable immediately, but a "Restore" buttons shows for keymaps
and items that have been edited. Shortcuts for addons can also be edited in the
keymap editor.
Addons
Addons now should only modify the new addon keyconfiguration, the keymap items
there will be added to the builtin ones for handling events, and not get lost
when starting new files. Example code of register/unregister:
km = wm.keyconfigs.addon.keymaps.new("3D View", space_type="VIEW_3D")
km.keymap_items.new('my.operator', 'ESC', 'PRESS')
km = wm.keyconfigs.addon.keymaps["3D View"]
km.keymap_items.remove(km.keymap_items["my.operator"])
Compatibility
The changes made are not forward compatible, i.e. if you save user preferences
with newer versions, older versions will not have key configuration changes that
were made.
2011-08-05 20:45:26 +00:00
kmdi - > remove_item = newdataadr ( fd , kmdi - > remove_item ) ;
kmdi - > add_item = newdataadr ( fd , kmdi - > add_item ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( kmdi - > remove_item )
KEYMAP REFACTORING
Diff Keymaps
User edited keymaps now no longer override the builtin keymaps entirely, but
rather save only the difference and reapply those changes. This means they can
stay better in sync when the builtin keymaps change. The diff/patch algorithm
is not perfect, but better for the common case where only a few items are changed
rather than entire keymaps The main weakness is that if a builtin keymap item
changes, user modification of that item may need to be redone in some cases.
Keymap Editor
The most noticeable change here is that there is no longer an "Edit" button for
keymaps, all are editable immediately, but a "Restore" buttons shows for keymaps
and items that have been edited. Shortcuts for addons can also be edited in the
keymap editor.
Addons
Addons now should only modify the new addon keyconfiguration, the keymap items
there will be added to the builtin ones for handling events, and not get lost
when starting new files. Example code of register/unregister:
km = wm.keyconfigs.addon.keymaps.new("3D View", space_type="VIEW_3D")
km.keymap_items.new('my.operator', 'ESC', 'PRESS')
km = wm.keyconfigs.addon.keymaps["3D View"]
km.keymap_items.remove(km.keymap_items["my.operator"])
Compatibility
The changes made are not forward compatible, i.e. if you save user preferences
with newer versions, older versions will not have key configuration changes that
were made.
2011-08-05 20:45:26 +00:00
direct_link_keymapitem ( fd , kmdi - > remove_item ) ;
2012-03-24 06:18:31 +00:00
if ( kmdi - > add_item )
KEYMAP REFACTORING
Diff Keymaps
User edited keymaps now no longer override the builtin keymaps entirely, but
rather save only the difference and reapply those changes. This means they can
stay better in sync when the builtin keymaps change. The diff/patch algorithm
is not perfect, but better for the common case where only a few items are changed
rather than entire keymaps The main weakness is that if a builtin keymap item
changes, user modification of that item may need to be redone in some cases.
Keymap Editor
The most noticeable change here is that there is no longer an "Edit" button for
keymaps, all are editable immediately, but a "Restore" buttons shows for keymaps
and items that have been edited. Shortcuts for addons can also be edited in the
keymap editor.
Addons
Addons now should only modify the new addon keyconfiguration, the keymap items
there will be added to the builtin ones for handling events, and not get lost
when starting new files. Example code of register/unregister:
km = wm.keyconfigs.addon.keymaps.new("3D View", space_type="VIEW_3D")
km.keymap_items.new('my.operator', 'ESC', 'PRESS')
km = wm.keyconfigs.addon.keymaps["3D View"]
km.keymap_items.remove(km.keymap_items["my.operator"])
Compatibility
The changes made are not forward compatible, i.e. if you save user preferences
with newer versions, older versions will not have key configuration changes that
were made.
2011-08-05 20:45:26 +00:00
direct_link_keymapitem ( fd , kmdi - > add_item ) ;
2009-10-22 23:22:05 +00:00
}
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
for ( kmi = keymap - > items . first ; kmi ; kmi = kmi - > next )
KEYMAP REFACTORING
Diff Keymaps
User edited keymaps now no longer override the builtin keymaps entirely, but
rather save only the difference and reapply those changes. This means they can
stay better in sync when the builtin keymaps change. The diff/patch algorithm
is not perfect, but better for the common case where only a few items are changed
rather than entire keymaps The main weakness is that if a builtin keymap item
changes, user modification of that item may need to be redone in some cases.
Keymap Editor
The most noticeable change here is that there is no longer an "Edit" button for
keymaps, all are editable immediately, but a "Restore" buttons shows for keymaps
and items that have been edited. Shortcuts for addons can also be edited in the
keymap editor.
Addons
Addons now should only modify the new addon keyconfiguration, the keymap items
there will be added to the builtin ones for handling events, and not get lost
when starting new files. Example code of register/unregister:
km = wm.keyconfigs.addon.keymaps.new("3D View", space_type="VIEW_3D")
km.keymap_items.new('my.operator', 'ESC', 'PRESS')
km = wm.keyconfigs.addon.keymaps["3D View"]
km.keymap_items.remove(km.keymap_items["my.operator"])
Compatibility
The changes made are not forward compatible, i.e. if you save user preferences
with newer versions, older versions will not have key configuration changes that
were made.
2011-08-05 20:45:26 +00:00
direct_link_keymapitem ( fd , kmi ) ;
- The basic layer for Themes in place!
- currently only implemented for 3d window
- create as many themes you like, and name them
- default theme is not editable, and always will be defined at startup
(initTheme)
- saves in .B.blend
- themes for spaces can become local too, so you can set individual
3d windows at theme 'Maya' or so. (to be implemented)
- it uses alpha as well...!
API:
This doesnt use the old method with BFCOLORID blahblah. The API is copied
from OpenGL conventions (naming) as much as possible:
- void BIF_ThemeColor(ScrArea *sa, int colorid)
sets a color... id's are in BIF_resources.h (TH_GRID, TH_WIRE, etc)
- void BIF_ThemeColorShade(ScrArea *sa, int colorid, int offset)
sets a color with offset, no more weird COLORSHADE_LGREY stuff
- void BIF_GetThemeColor3fv(ScrArea *sa, int colorid, float *col)
like opengl, this gives you in *col the three rgb values
- void BIF_GetThemeColor4ubv(ScrArea *sa, int colorid, char *col)
or the one to get 4 bytes
ThemeColor calls for globals (UI etc) can also call NULL for *sa... this
is to be implemented still.
Next step: cleaning up interface.c for all weird colorcalls.
2003-10-17 14:02:08 +00:00
}
2012-05-17 12:59:34 +00:00
2009-10-22 23:22:05 +00:00
// XXX
2012-05-17 12:59:34 +00:00
user - > uifonts . first = user - > uifonts . last = NULL ;
2011-06-24 14:00:15 +00:00
link_list ( fd , & user - > uistyles ) ;
2012-05-17 12:59:34 +00:00
2009-10-22 23:22:05 +00:00
/* free fd->datamap again */
oldnewmap_free_unused ( fd - > datamap ) ;
oldnewmap_clear ( fd - > datamap ) ;
2012-05-17 12:59:34 +00:00
- The basic layer for Themes in place!
- currently only implemented for 3d window
- create as many themes you like, and name them
- default theme is not editable, and always will be defined at startup
(initTheme)
- saves in .B.blend
- themes for spaces can become local too, so you can set individual
3d windows at theme 'Maya' or so. (to be implemented)
- it uses alpha as well...!
API:
This doesnt use the old method with BFCOLORID blahblah. The API is copied
from OpenGL conventions (naming) as much as possible:
- void BIF_ThemeColor(ScrArea *sa, int colorid)
sets a color... id's are in BIF_resources.h (TH_GRID, TH_WIRE, etc)
- void BIF_ThemeColorShade(ScrArea *sa, int colorid, int offset)
sets a color with offset, no more weird COLORSHADE_LGREY stuff
- void BIF_GetThemeColor3fv(ScrArea *sa, int colorid, float *col)
like opengl, this gives you in *col the three rgb values
- void BIF_GetThemeColor4ubv(ScrArea *sa, int colorid, char *col)
or the one to get 4 bytes
ThemeColor calls for globals (UI etc) can also call NULL for *sa... this
is to be implemented still.
Next step: cleaning up interface.c for all weird colorcalls.
2003-10-17 14:02:08 +00:00
return bhead ;
}
2011-05-18 06:27:32 +00:00
BlendFileData * blo_read_file_internal ( FileData * fd , const char * filepath )
2002-10-12 11:37:38 +00:00
{
2012-05-17 12:59:34 +00:00
BHead * bhead = blo_firstbhead ( fd ) ;
2002-10-12 11:37:38 +00:00
BlendFileData * bfd ;
2012-05-25 17:13:30 +00:00
ListBase mainlist = { NULL , NULL } ;
2012-05-17 12:59:34 +00:00
bfd = MEM_callocN ( sizeof ( BlendFileData ) , " blendfiledata " ) ;
bfd - > main = MEM_callocN ( sizeof ( Main ) , " readfile_Main " ) ;
2012-05-25 17:13:30 +00:00
BLI_addtail ( & mainlist , bfd - > main ) ;
fd - > mainlist = & mainlist ;
2006-11-30 21:40:11 +00:00
2012-05-17 12:59:34 +00:00
bfd - > main - > versionfile = fd - > fileversion ;
bfd - > type = BLENFILETYPE_BLEND ;
2011-09-26 18:51:10 +00:00
BLI_strncpy ( bfd - > main - > name , filepath , sizeof ( bfd - > main - > name ) ) ;
2009-09-16 17:43:09 +00:00
2012-03-24 07:52:14 +00:00
while ( bhead ) {
2012-04-28 06:31:57 +00:00
switch ( bhead - > code ) {
2002-10-12 11:37:38 +00:00
case DATA :
case DNA1 :
2010-05-24 21:52:18 +00:00
case TEST : /* used as preview since 2.5x */
2002-10-12 11:37:38 +00:00
case REND :
bhead = blo_nextbhead ( fd , bhead ) ;
break ;
2007-12-24 18:53:37 +00:00
case GLOB :
2012-05-17 12:59:34 +00:00
bhead = read_global ( bfd , fd , bhead ) ;
2007-12-24 18:53:37 +00:00
break ;
- The basic layer for Themes in place!
- currently only implemented for 3d window
- create as many themes you like, and name them
- default theme is not editable, and always will be defined at startup
(initTheme)
- saves in .B.blend
- themes for spaces can become local too, so you can set individual
3d windows at theme 'Maya' or so. (to be implemented)
- it uses alpha as well...!
API:
This doesnt use the old method with BFCOLORID blahblah. The API is copied
from OpenGL conventions (naming) as much as possible:
- void BIF_ThemeColor(ScrArea *sa, int colorid)
sets a color... id's are in BIF_resources.h (TH_GRID, TH_WIRE, etc)
- void BIF_ThemeColorShade(ScrArea *sa, int colorid, int offset)
sets a color with offset, no more weird COLORSHADE_LGREY stuff
- void BIF_GetThemeColor3fv(ScrArea *sa, int colorid, float *col)
like opengl, this gives you in *col the three rgb values
- void BIF_GetThemeColor4ubv(ScrArea *sa, int colorid, char *col)
or the one to get 4 bytes
ThemeColor calls for globals (UI etc) can also call NULL for *sa... this
is to be implemented still.
Next step: cleaning up interface.c for all weird colorcalls.
2003-10-17 14:02:08 +00:00
case USER :
2012-05-17 12:59:34 +00:00
bhead = read_userdef ( bfd , fd , bhead ) ;
- The basic layer for Themes in place!
- currently only implemented for 3d window
- create as many themes you like, and name them
- default theme is not editable, and always will be defined at startup
(initTheme)
- saves in .B.blend
- themes for spaces can become local too, so you can set individual
3d windows at theme 'Maya' or so. (to be implemented)
- it uses alpha as well...!
API:
This doesnt use the old method with BFCOLORID blahblah. The API is copied
from OpenGL conventions (naming) as much as possible:
- void BIF_ThemeColor(ScrArea *sa, int colorid)
sets a color... id's are in BIF_resources.h (TH_GRID, TH_WIRE, etc)
- void BIF_ThemeColorShade(ScrArea *sa, int colorid, int offset)
sets a color with offset, no more weird COLORSHADE_LGREY stuff
- void BIF_GetThemeColor3fv(ScrArea *sa, int colorid, float *col)
like opengl, this gives you in *col the three rgb values
- void BIF_GetThemeColor4ubv(ScrArea *sa, int colorid, char *col)
or the one to get 4 bytes
ThemeColor calls for globals (UI etc) can also call NULL for *sa... this
is to be implemented still.
Next step: cleaning up interface.c for all weird colorcalls.
2003-10-17 14:02:08 +00:00
break ;
2002-10-12 11:37:38 +00:00
case ENDB :
bhead = NULL ;
break ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
case ID_LI :
2009-11-01 00:06:53 +00:00
/* skip library datablocks in undo, this works together with
2012-04-22 11:54:53 +00:00
* BLO_read_from_memfile , where the old main - > library is restored
* overwriting the libraries from the memory file . previously
* it did not save ID_LI / ID_ID blocks in this case , but they are
* needed to make quit . blend recover them correctly . */
2012-03-24 06:18:31 +00:00
if ( fd - > memfile )
2012-05-17 12:59:34 +00:00
bhead = blo_nextbhead ( fd , bhead ) ;
2009-11-01 00:06:53 +00:00
else
2012-05-17 12:59:34 +00:00
bhead = read_libblock ( fd , bfd - > main , bhead , LIB_LOCAL , NULL ) ;
2002-10-12 11:37:38 +00:00
break ;
case ID_ID :
2009-11-01 00:06:53 +00:00
/* same as above */
2012-03-24 06:18:31 +00:00
if ( fd - > memfile )
2012-05-17 12:59:34 +00:00
bhead = blo_nextbhead ( fd , bhead ) ;
2009-11-01 00:06:53 +00:00
else
2002-10-12 11:37:38 +00:00
/* always adds to the most recently loaded
* ID_LI block , see direct_link_library .
2009-11-01 00:06:53 +00:00
* this is part of the file format definition . */
2012-05-25 17:13:30 +00:00
bhead = read_libblock ( fd , mainlist . last , bhead , LIB_READ + LIB_EXTERN , NULL ) ;
2002-10-12 11:37:38 +00:00
break ;
2005-12-15 18:37:47 +00:00
2008-11-27 16:00:59 +00:00
/* in 2.50+ files, the file identifier for screens is patched, forward compatibility */
case ID_SCRN :
2012-05-17 12:59:34 +00:00
bhead - > code = ID_SCR ;
2008-11-27 16:00:59 +00:00
/* deliberate pass on to default */
2002-10-12 11:37:38 +00:00
default :
bhead = read_libblock ( fd , bfd - > main , bhead , LIB_LOCAL , NULL ) ;
}
}
2012-05-17 12:59:34 +00:00
2006-11-25 13:07:28 +00:00
/* do before read_libraries, but skip undo case */
2012-03-24 06:18:31 +00:00
// if (fd->memfile==NULL) (the mesh shuffle hacks don't work yet? ton)
2006-11-25 13:07:28 +00:00
do_versions ( fd , NULL , bfd - > main ) ;
2012-05-17 12:59:34 +00:00
2012-05-25 17:13:30 +00:00
read_libraries ( fd , & mainlist ) ;
2006-12-01 10:12:41 +00:00
2012-05-25 17:13:30 +00:00
blo_join_main ( & mainlist ) ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
lib_link_all ( fd , bfd - > main ) ;
2010-07-04 12:16:01 +00:00
//do_versions_after_linking(fd, NULL, bfd->main); // XXX: not here (or even in this function at all)! this causes crashes on many files - Aligorith (July 04, 2010)
2010-10-16 02:40:31 +00:00
lib_verify_nodetree ( bfd - > main , TRUE ) ;
2009-11-01 00:06:53 +00:00
fix_relpaths_library ( fd - > relabase , bfd - > main ) ; /* make all relative paths, relative to the open blend file */
2005-12-16 17:35:38 +00:00
2007-12-24 18:53:37 +00:00
link_global ( fd , bfd ) ; /* as last */
2006-11-30 21:40:11 +00:00
2002-10-12 11:37:38 +00:00
return bfd ;
}
/* ************* APPEND LIBRARY ************** */
2012-08-04 19:34:38 +00:00
struct BHeadSort {
2008-01-30 18:18:33 +00:00
BHead * bhead ;
void * old ;
} ;
static int verg_bheadsort ( const void * v1 , const void * v2 )
{
2012-08-04 19:34:38 +00:00
const struct BHeadSort * x1 = v1 , * x2 = v2 ;
2008-01-30 18:18:33 +00:00
2012-05-17 12:59:34 +00:00
if ( x1 - > old > x2 - > old ) return 1 ;
else if ( x1 - > old < x2 - > old ) return - 1 ;
2008-01-30 18:18:33 +00:00
return 0 ;
}
static void sort_bhead_old_map ( FileData * fd )
{
BHead * bhead ;
2012-08-04 19:34:38 +00:00
struct BHeadSort * bhs ;
2012-05-17 12:59:34 +00:00
int tot = 0 ;
2008-01-30 18:18:33 +00:00
2012-05-17 12:59:34 +00:00
for ( bhead = blo_firstbhead ( fd ) ; bhead ; bhead = blo_nextbhead ( fd , bhead ) )
2008-01-30 18:18:33 +00:00
tot + + ;
2012-05-17 12:59:34 +00:00
fd - > tot_bheadmap = tot ;
if ( tot = = 0 ) return ;
2008-01-30 18:18:33 +00:00
2012-08-04 19:34:38 +00:00
bhs = fd - > bheadmap = MEM_mallocN ( tot * sizeof ( struct BHeadSort ) , STRINGIFY ( BHeadSort ) ) ;
2008-01-30 18:18:33 +00:00
2012-05-17 12:59:34 +00:00
for ( bhead = blo_firstbhead ( fd ) ; bhead ; bhead = blo_nextbhead ( fd , bhead ) , bhs + + ) {
bhs - > bhead = bhead ;
bhs - > old = bhead - > old ;
2008-01-30 18:18:33 +00:00
}
2012-08-04 19:34:38 +00:00
qsort ( fd - > bheadmap , tot , sizeof ( struct BHeadSort ) , verg_bheadsort ) ;
2008-01-30 18:18:33 +00:00
}
2002-10-12 11:37:38 +00:00
static BHead * find_previous_lib ( FileData * fd , BHead * bhead )
{
2009-11-01 00:06:53 +00:00
/* skip library datablocks in undo, see comment in read_libblock */
2012-03-24 06:18:31 +00:00
if ( fd - > memfile )
2009-11-01 00:06:53 +00:00
return NULL ;
2012-05-17 12:59:34 +00:00
for ( ; bhead ; bhead = blo_prevbhead ( fd , bhead ) ) {
if ( bhead - > code = = ID_LI )
2002-10-12 11:37:38 +00:00
break ;
2012-05-17 12:59:34 +00:00
}
2004-06-23 18:22:51 +00:00
2002-10-12 11:37:38 +00:00
return bhead ;
}
static BHead * find_bhead ( FileData * fd , void * old )
{
2008-02-03 18:50:03 +00:00
#if 0
2002-10-12 11:37:38 +00:00
BHead * bhead ;
2008-02-03 18:50:03 +00:00
# endif
2012-08-04 19:34:38 +00:00
struct BHeadSort * bhs , bhs_s ;
2008-01-30 18:18:33 +00:00
2002-10-12 11:37:38 +00:00
if ( ! old )
return NULL ;
2004-06-23 18:22:51 +00:00
2012-05-17 12:59:34 +00:00
if ( fd - > bheadmap = = NULL )
2008-01-30 18:18:33 +00:00
sort_bhead_old_map ( fd ) ;
2012-05-17 12:59:34 +00:00
bhs_s . old = old ;
2012-08-04 19:34:38 +00:00
bhs = bsearch ( & bhs_s , fd - > bheadmap , fd - > tot_bheadmap , sizeof ( struct BHeadSort ) , verg_bheadsort ) ;
2008-01-30 18:18:33 +00:00
2012-03-24 06:18:31 +00:00
if ( bhs )
2008-01-30 18:18:33 +00:00
return bhs - > bhead ;
2008-02-03 18:50:03 +00:00
#if 0
2012-05-17 12:59:34 +00:00
for ( bhead = blo_firstbhead ( fd ) ; bhead ; bhead = blo_nextbhead ( fd , bhead ) ) {
if ( bhead - > old = = old )
2002-10-12 11:37:38 +00:00
return bhead ;
2012-05-17 12:59:34 +00:00
}
2008-02-03 18:50:03 +00:00
# endif
2004-06-23 18:22:51 +00:00
2002-10-12 11:37:38 +00:00
return NULL ;
}
2007-04-28 16:15:00 +00:00
char * bhead_id_name ( FileData * fd , BHead * bhead )
{
return ( ( char * ) ( bhead + 1 ) ) + fd - > id_name_offs ;
}
static ID * is_yet_read ( FileData * fd , Main * mainvar , BHead * bhead )
2002-10-12 11:37:38 +00:00
{
2010-02-22 09:22:36 +00:00
const char * idname = bhead_id_name ( fd , bhead ) ;
* Multiply for panorama cameras
* Some cases of struct name being set where it shouldnt have been.
* Spelling: wich --> which
* Copy and initialize uv modifier scale, remove unneeded enum.
* Ability to pin any object into the context.
* Update uv window while transforming (useful when used with UVProject modifier)
* Patch by Wahooney, so new template's are internal text and dont get saved over
by mistake.
* Fix for https://bugzilla.redhat.com/show_bug.cgi?id=572186
Bug 572186 - [abrt] crash in blender-2.49b-5.fc12: Process
/usr/bin/blender.bin was killed by signal 6 (SIGABRT). Original fix submitted
by Jochen Schmitt.
* [#21816] bpy.data.add_image has stopped working on Windows. moved to
bpy.data.images.load(), missed this call.
(commits 27726,27825,27828,27831,27832,27833,27834,27836,27837,27838,27839,27858 by Campbell from render25 branch)
2010-03-30 12:15:16 +00:00
/* which_libbase can be NULL, intentionally not using idname+2 */
return BLI_findstring ( which_libbase ( mainvar , GS ( idname ) ) , idname , offsetof ( ID , name ) ) ;
2002-10-12 11:37:38 +00:00
}
static void expand_doit ( FileData * fd , Main * mainvar , void * old )
{
BHead * bhead ;
ID * id ;
2012-05-17 12:59:34 +00:00
bhead = find_bhead ( fd , old ) ;
2012-03-24 06:18:31 +00:00
if ( bhead ) {
2012-05-17 12:59:34 +00:00
/* from another library? */
if ( bhead - > code = = ID_ID ) {
2002-10-12 11:37:38 +00:00
BHead * bheadlib = find_previous_lib ( fd , bhead ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( bheadlib ) {
2012-05-17 12:59:34 +00:00
Library * lib = read_struct ( fd , bheadlib , " Library " ) ;
2012-05-25 17:13:30 +00:00
Main * ptr = blo_find_main ( fd , lib - > name , fd - > relabase ) ;
2012-05-17 12:59:34 +00:00
id = is_yet_read ( fd , ptr , bhead ) ;
if ( id = = NULL ) {
2007-03-16 05:39:30 +00:00
read_libblock ( fd , ptr , bhead , LIB_READ + LIB_INDIRECT , NULL ) ;
2010-01-16 22:53:05 +00:00
// commented because this can print way too much
2012-03-31 00:59:17 +00:00
// if (G.debug & G_DEBUG) printf("expand_doit: other lib %s\n", lib->name);
2006-11-30 21:40:11 +00:00
/* for outliner dependency only */
2012-05-17 12:59:34 +00:00
ptr - > curlib - > parent = mainvar - > curlib ;
2002-10-12 11:37:38 +00:00
}
else {
2008-03-13 21:41:28 +00:00
/* The line below was commented by Ton (I assume), when Hos did the merge from the orange branch. rev 6568
* This line is NEEDED , the case is that you have 3 blend files . . .
2010-07-17 18:08:14 +00:00
* user . blend , lib . blend and lib_indirect . blend - if user . blend already references a " tree " from
2008-03-13 21:41:28 +00:00
* lib_indirect . blend but lib . blend does too , linking in a Scene or Group from lib . blend can result in an
2012-07-16 23:23:33 +00:00
* empty without the dupli group referenced . Once you save and reload the group would appear . - Campbell */
2008-03-14 09:46:53 +00:00
/* This crashes files, must look further into it */
2010-12-04 15:45:16 +00:00
/* Update: the issue is that in file reading, the oldnewmap is OK, but for existing data, it has to be
2012-04-22 11:54:53 +00:00
* inserted in the map to be found ! */
2012-06-11 02:23:26 +00:00
2012-06-04 12:01:49 +00:00
/* Update: previously it was checking for id->flag & LIB_PRE_EXISTING, however that does not affect file
* reading . For file reading we may need to insert it into the libmap as well , because you might have
* two files indirectly linking the same datablock , and in that case we need this in the libmap for the
* fd of both those files .
*
* The crash that this check avoided earlier was because bhead - > code wasn ' t properly passed in , making
* change_idid_adr not detect the mapping was for an ID_ID datablock . */
oldnewmap_insert ( fd - > libmap , bhead - > old , id , bhead - > code ) ;
2005-12-16 17:35:38 +00:00
change_idid_adr_fd ( fd , bhead - > old , id ) ;
2012-06-04 12:01:49 +00:00
2010-01-16 22:53:05 +00:00
// commented because this can print way too much
2012-03-31 00:59:17 +00:00
// if (G.debug & G_DEBUG) printf("expand_doit: already linked: %s lib: %s\n", id->name, lib->name);
2002-10-12 11:37:38 +00:00
}
2007-04-28 16:15:00 +00:00
MEM_freeN ( lib ) ;
2002-10-12 11:37:38 +00:00
}
}
else {
2012-05-17 12:59:34 +00:00
id = is_yet_read ( fd , mainvar , bhead ) ;
if ( id = = NULL ) {
2002-10-12 11:37:38 +00:00
read_libblock ( fd , mainvar , bhead , LIB_TESTIND , NULL ) ;
}
else {
2006-02-12 20:17:12 +00:00
/* this is actually only needed on UI call? when ID was already read before, and another append
2012-04-22 11:54:53 +00:00
* happens which invokes same ID . . . in that case the lookup table needs this entry */
2012-06-04 12:01:49 +00:00
oldnewmap_insert ( fd - > libmap , bhead - > old , id , bhead - > code ) ;
2010-03-22 09:30:00 +00:00
// commented because this can print way too much
2012-03-31 00:59:17 +00:00
// if (G.debug & G_DEBUG) printf("expand: already read %s\n", id->name);
2002-10-12 11:37:38 +00:00
}
}
}
}
2008-01-18 14:30:26 +00:00
2009-01-19 02:26:46 +00:00
2012-09-26 20:05:38 +00:00
// XXX deprecated - old animation system
2006-06-08 19:26:08 +00:00
static void expand_ipo ( FileData * fd , Main * mainvar , Ipo * ipo )
{
IpoCurve * icu ;
2012-05-17 12:59:34 +00:00
for ( icu = ipo - > curve . first ; icu ; icu = icu - > next ) {
2012-03-24 06:18:31 +00:00
if ( icu - > driver )
2006-06-08 19:26:08 +00:00
expand_doit ( fd , mainvar , icu - > driver - > ob ) ;
}
}
2012-09-26 20:05:38 +00:00
// XXX deprecated - old animation system
2009-01-19 02:26:46 +00:00
static void expand_constraint_channels ( FileData * fd , Main * mainvar , ListBase * chanbase )
{
bConstraintChannel * chan ;
2012-05-17 12:59:34 +00:00
for ( chan = chanbase - > first ; chan ; chan = chan - > next ) {
2009-01-19 02:26:46 +00:00
expand_doit ( fd , mainvar , chan - > ipo ) ;
}
}
2009-11-22 11:15:38 +00:00
static void expand_fmodifiers ( FileData * fd , Main * mainvar , ListBase * list )
{
FModifier * fcm ;
2012-05-17 12:59:34 +00:00
for ( fcm = list - > first ; fcm ; fcm = fcm - > next ) {
2009-11-22 11:15:38 +00:00
/* library data for specific F-Modifier types */
switch ( fcm - > type ) {
case FMODIFIER_TYPE_PYTHON :
{
2012-05-17 12:59:34 +00:00
FMod_Python * data = ( FMod_Python * ) fcm - > data ;
2009-11-22 11:15:38 +00:00
expand_doit ( fd , mainvar , data - > script ) ;
}
break ;
}
}
}
static void expand_fcurves ( FileData * fd , Main * mainvar , ListBase * list )
{
FCurve * fcu ;
2012-05-17 12:59:34 +00:00
for ( fcu = list - > first ; fcu ; fcu = fcu - > next ) {
2009-11-22 11:15:38 +00:00
/* Driver targets if there is a driver */
if ( fcu - > driver ) {
2012-05-17 12:59:34 +00:00
ChannelDriver * driver = fcu - > driver ;
Durian Request: Drivers Recode
Highlights:
* Support for Multi-Target Variables
This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that.
* New Variable Types
With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones).
* New Driver Types
In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to.
* Fix for Driver F-Curve colouring bug
Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used.
Notes:
* This commit breaks existing 2.5 files with drivers (in other words, they are lost forever).
* Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later.
* Version patching for 2.49 files still needs to be put back in place.
2010-01-04 21:15:45 +00:00
DriverVar * dvar ;
2009-11-22 11:15:38 +00:00
2012-05-17 12:59:34 +00:00
for ( dvar = driver - > variables . first ; dvar ; dvar = dvar - > next ) {
Durian Request: Drivers Recode
Highlights:
* Support for Multi-Target Variables
This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that.
* New Variable Types
With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones).
* New Driver Types
In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to.
* Fix for Driver F-Curve colouring bug
Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used.
Notes:
* This commit breaks existing 2.5 files with drivers (in other words, they are lost forever).
* Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later.
* Version patching for 2.49 files still needs to be put back in place.
2010-01-04 21:15:45 +00:00
DRIVER_TARGETS_LOOPER ( dvar )
{
// TODO: only expand those that are going to get used?
expand_doit ( fd , mainvar , dtar - > id ) ;
}
DRIVER_TARGETS_LOOPER_END
}
2009-11-22 11:15:38 +00:00
}
/* F-Curve Modifiers */
expand_fmodifiers ( fd , mainvar , & fcu - > modifiers ) ;
}
}
2009-01-19 02:26:46 +00:00
static void expand_action ( FileData * fd , Main * mainvar , bAction * act )
{
bActionChannel * chan ;
2012-09-26 20:05:38 +00:00
// XXX deprecated - old animation system --------------
2009-01-19 02:26:46 +00:00
for ( chan = act - > chanbase . first ; chan ; chan = chan - > next ) {
expand_doit ( fd , mainvar , chan - > ipo ) ;
expand_constraint_channels ( fd , mainvar , & chan - > constraintChannels ) ;
}
2009-11-22 11:15:38 +00:00
// ---------------------------------------------------
/* F-Curves in Action */
expand_fcurves ( fd , mainvar , & act - > curves ) ;
2009-01-19 02:26:46 +00:00
}
2009-02-11 12:19:42 +00:00
static void expand_keyingsets ( FileData * fd , Main * mainvar , ListBase * list )
{
KeyingSet * ks ;
KS_Path * ksp ;
/* expand the ID-pointers in KeyingSets's paths */
2012-05-17 12:59:34 +00:00
for ( ks = list - > first ; ks ; ks = ks - > next ) {
for ( ksp = ks - > paths . first ; ksp ; ksp = ksp - > next ) {
2009-02-11 12:19:42 +00:00
expand_doit ( fd , mainvar , ksp - > id ) ;
}
}
}
2009-07-06 03:44:44 +00:00
static void expand_animdata_nlastrips ( FileData * fd , Main * mainvar , ListBase * list )
{
NlaStrip * strip ;
for ( strip = list - > first ; strip ; strip = strip - > next ) {
/* check child strips */
expand_animdata_nlastrips ( fd , mainvar , & strip - > strips ) ;
2009-11-26 02:13:56 +00:00
/* check F-Curves */
expand_fcurves ( fd , mainvar , & strip - > fcurves ) ;
2009-11-22 11:15:38 +00:00
/* check F-Modifiers */
expand_fmodifiers ( fd , mainvar , & strip - > modifiers ) ;
2009-07-06 03:44:44 +00:00
/* relink referenced action */
expand_doit ( fd , mainvar , strip - > act ) ;
}
}
2009-01-19 02:26:46 +00:00
static void expand_animdata ( FileData * fd , Main * mainvar , AnimData * adt )
{
2009-05-22 11:19:35 +00:00
NlaTrack * nlt ;
2009-01-19 02:26:46 +00:00
/* own action */
expand_doit ( fd , mainvar , adt - > action ) ;
2009-06-06 05:06:46 +00:00
expand_doit ( fd , mainvar , adt - > tmpact ) ;
2009-01-19 02:26:46 +00:00
/* drivers - assume that these F-Curves have driver data to be in this list... */
2009-11-22 11:15:38 +00:00
expand_fcurves ( fd , mainvar , & adt - > drivers ) ;
2009-05-22 11:19:35 +00:00
/* nla-data - referenced actions */
2012-05-17 12:59:34 +00:00
for ( nlt = adt - > nla_tracks . first ; nlt ; nlt = nlt - > next )
2009-07-06 03:44:44 +00:00
expand_animdata_nlastrips ( fd , mainvar , & nlt - > strips ) ;
2009-01-19 02:26:46 +00:00
}
static void expand_particlesettings ( FileData * fd , Main * mainvar , ParticleSettings * part )
{
2011-03-29 21:00:42 +00:00
int a ;
2012-05-17 12:59:34 +00:00
2009-01-19 02:26:46 +00:00
expand_doit ( fd , mainvar , part - > dup_ob ) ;
expand_doit ( fd , mainvar , part - > dup_group ) ;
expand_doit ( fd , mainvar , part - > eff_group ) ;
expand_doit ( fd , mainvar , part - > bb_ob ) ;
2009-06-24 02:11:36 +00:00
2012-03-24 06:18:31 +00:00
if ( part - > adt )
2009-07-24 16:41:12 +00:00
expand_animdata ( fd , mainvar , part - > adt ) ;
2012-05-17 12:59:34 +00:00
for ( a = 0 ; a < MAX_MTEX ; a + + ) {
2012-03-24 06:18:31 +00:00
if ( part - > mtex [ a ] ) {
2011-03-29 21:00:42 +00:00
expand_doit ( fd , mainvar , part - > mtex [ a ] - > tex ) ;
expand_doit ( fd , mainvar , part - > mtex [ a ] - > object ) ;
}
}
2009-01-19 02:26:46 +00:00
}
Orange branch: Revived hidden treasure, the Groups!
Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.
Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
groups.
- In Object buttons, a new (should become first) Panel was added, showing
not only Object "ID button" and Parent, but also the Groups the Object
Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group
But, the real power of groups is in the following features:
-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).
-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).
-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)
-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).
-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!
In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
2005-12-06 10:55:30 +00:00
static void expand_group ( FileData * fd , Main * mainvar , Group * group )
{
GroupObject * go ;
2012-05-17 12:59:34 +00:00
for ( go = group - > gobject . first ; go ; go = go - > next ) {
Orange branch: Revived hidden treasure, the Groups!
Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.
Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
groups.
- In Object buttons, a new (should become first) Panel was added, showing
not only Object "ID button" and Parent, but also the Groups the Object
Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group
But, the real power of groups is in the following features:
-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).
-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).
-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)
-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).
-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!
In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
2005-12-06 10:55:30 +00:00
expand_doit ( fd , mainvar , go - > ob ) ;
}
}
2002-10-12 11:37:38 +00:00
static void expand_key ( FileData * fd , Main * mainvar , Key * key )
{
2012-09-26 20:05:38 +00:00
expand_doit ( fd , mainvar , key - > ipo ) ; // XXX deprecated - old animation system
2009-01-22 10:53:22 +00:00
2012-03-24 06:18:31 +00:00
if ( key - > adt )
2009-01-22 10:53:22 +00:00
expand_animdata ( fd , mainvar , key - > adt ) ;
2002-10-12 11:37:38 +00:00
}
2008-11-12 22:03:11 +00:00
static void expand_nodetree ( FileData * fd , Main * mainvar , bNodeTree * ntree )
{
bNode * node ;
2012-03-24 06:18:31 +00:00
if ( ntree - > adt )
2009-02-20 16:39:39 +00:00
expand_animdata ( fd , mainvar , ntree - > adt ) ;
2009-11-11 09:59:51 +00:00
2012-03-24 06:18:31 +00:00
if ( ntree - > gpd )
2009-11-11 09:59:51 +00:00
expand_doit ( fd , mainvar , ntree - > gpd ) ;
2009-02-20 16:39:39 +00:00
2012-05-17 12:59:34 +00:00
for ( node = ntree - > nodes . first ; node ; node = node - > next ) {
if ( node - > id & & node - > type ! = CMP_NODE_R_LAYERS )
2008-11-12 22:03:11 +00:00
expand_doit ( fd , mainvar , node - > id ) ;
2012-05-17 12:59:34 +00:00
}
2008-11-12 22:03:11 +00:00
}
2002-10-12 11:37:38 +00:00
static void expand_texture ( FileData * fd , Main * mainvar , Tex * tex )
{
expand_doit ( fd , mainvar , tex - > ima ) ;
2012-09-26 20:05:38 +00:00
expand_doit ( fd , mainvar , tex - > ipo ) ; // XXX deprecated - old animation system
2009-01-19 02:26:46 +00:00
2012-03-24 06:18:31 +00:00
if ( tex - > adt )
2009-01-19 02:26:46 +00:00
expand_animdata ( fd , mainvar , tex - > adt ) ;
2008-11-12 22:03:11 +00:00
2012-03-24 06:18:31 +00:00
if ( tex - > nodetree )
2008-11-12 22:03:11 +00:00
expand_nodetree ( fd , mainvar , tex - > nodetree ) ;
2002-10-12 11:37:38 +00:00
}
Brush Datablock:
- Added a new Brush datablock, only used by image paint, but intended
to be used in texture paint, vertex paint, weight paint and sculpt
mode also.
- Being a datablock, these brushes can be saved, appended and linked.
They have a fake user by default, to make sure they are saved even if
not selected.
Image Painting:
- Replaced the img module with C code in imagepaint.c
- Airbrush is no longer a separate tool, but rather an option that can
be used for soften, smear and clone also.
- Blend modes mix, add, subtract, multiply, darken and lighten have been
added, code taken directly from vertex paint.
Note to project files maintainers:
- The img module was removed from SCons and Makefiles, and this should
be done in other build systems also. I'll wait to remove the module
from cvs, to not break compilation.
2006-07-26 22:29:23 +00:00
static void expand_brush ( FileData * fd , Main * mainvar , Brush * brush )
{
2010-01-03 08:37:18 +00:00
expand_doit ( fd , mainvar , brush - > mtex . tex ) ;
2006-07-31 15:53:03 +00:00
expand_doit ( fd , mainvar , brush - > clone . image ) ;
Brush Datablock:
- Added a new Brush datablock, only used by image paint, but intended
to be used in texture paint, vertex paint, weight paint and sculpt
mode also.
- Being a datablock, these brushes can be saved, appended and linked.
They have a fake user by default, to make sure they are saved even if
not selected.
Image Painting:
- Replaced the img module with C code in imagepaint.c
- Airbrush is no longer a separate tool, but rather an option that can
be used for soften, smear and clone also.
- Blend modes mix, add, subtract, multiply, darken and lighten have been
added, code taken directly from vertex paint.
Note to project files maintainers:
- The img module was removed from SCons and Makefiles, and this should
be done in other build systems also. I'll wait to remove the module
from cvs, to not break compilation.
2006-07-26 22:29:23 +00:00
}
2002-10-12 11:37:38 +00:00
static void expand_material ( FileData * fd , Main * mainvar , Material * ma )
{
int a ;
2012-05-17 12:59:34 +00:00
for ( a = 0 ; a < MAX_MTEX ; a + + ) {
2012-03-24 06:18:31 +00:00
if ( ma - > mtex [ a ] ) {
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , ma - > mtex [ a ] - > tex ) ;
expand_doit ( fd , mainvar , ma - > mtex [ a ] - > object ) ;
}
}
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 14:32:21 +00:00
2012-09-26 20:05:38 +00:00
expand_doit ( fd , mainvar , ma - > ipo ) ; // XXX deprecated - old animation system
2009-01-19 02:26:46 +00:00
2012-03-24 06:18:31 +00:00
if ( ma - > adt )
2009-01-19 02:26:46 +00:00
expand_animdata ( fd , mainvar , ma - > adt ) ;
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)
- New Panel "Layers" in Material buttons, allows to add unlimited amount
of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
(including texture), and then added on top of previous layer with an
operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually
Notes:
- at this moment, the full shading pass happens for each layer, including
shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
normals for preview texturing.
- still needs loadsa testing!
2005-12-04 14:32:21 +00:00
2012-03-24 06:18:31 +00:00
if ( ma - > nodetree )
Orange: more noodle updates!
**** NEW: Group Nodes
Node trees usually become messy and confusing quickly, so we need
not only a way to collapse Nodes into single 'groups', but also a
way to re-use that data to create libraries of effects.
This has been done by making a new Library data type, the NodeTree.
Everything that has been grouped is stored here, and available for
re-use, appending or linking. These NodeTrees are fully generic,
i.e. can store shader trees, composit trees, and so on. The 'type'
value as stored in the NodeTree will keep track of internal type
definitions and execute/drawing callbacks. Needless to say, re-using
shader trees in a composit tree is a bit useless, and will be
prevented in the browsing code. :)
So; any NodeTree can become a "Goup Node" inside in a NodeTree. This
Group Node then works just like any Node.
To prevent the current code to become too complex, I've disabled
the possibility to insert Groups inside of Groups. That might be
enabled later, but is a real nasty piece of code to get OK.
Since Group Nodes are a dynamic Node type, a lot of work has been
done to ensure Node definitions can be dynamic too, but still allow
to be stored in files, and allow to be verified for type-definition
changes on reloading. This system needs a little bit maturing still,
so the Python gurus should better wait a little bit! (Also for me to
write the definite API docs for it).
What works now:
- Press CTRL+G to create a new Group. The grouping code checks for
impossible selections (like an unselected node between selected nodes).
Everthing that's selected then gets removed from the current tree, and
inserted in a new NodeTree library data block. A Group Node then is
added which links to this new NodeTree.
- Press ALT+G to ungroup. This will not delete the NodeTree library
data, but just duplicate the Group into the current tree.
- Press TAB, or click on the NodeTree icon to edit Groups. Note that
NodeTrees are instances, so editing one Group will also change the
other users.
This also means that when removing nodes in a Group (or hiding sockets
or changing internal links) this is immediately corrected for all users
of this Group, also in other Materials.
- While editing Groups, only the internal Nodes can be edited. A single
click outside of the Group boundary will close this 'edit mode'.
What needs to be done:
- SHIFT+A menu in toolbox style, also including a list of Groups
- Enable the single-user button in the Group Node
- Displaying all (visible) internal group UI elements in the Node Panel
- Enable Library linking and prevent editing of Groups then.
**** NEW: Socket Visibility control
Node types will be generated with a lot of possible inputs or outputs,
and drawing all sockets all the time isn't very useful then.
A new option in the Node header ('plus' icon) allows to either hide all
unused sockets (first keypress) or to reveil them (when there are hidden
sockets, the icon displays black, otherwise it's blended).
Hidden sockets in Nodes also are not exported to a Group, so this way
you can control what options (in/outputs) exactly are available.
To be done:
- a way to hide individual sockets, like with a RMB click on it.
**** NEW: Nodes now render!
This is still quite primitive, more on a level to replace the (now
obsolete and disabled) Material Layers.
What needs to be done:
- make the "Geometry" node work properly, also for AA textures
- make the Texture Node work (does very little at the moment)
- give Material Nodes all inputs as needed (like Map-to Panel)
- find a way to export more data from a Material Node, like the
shadow value, or light intensity only, etc
Very important also to separate from the Material Buttons the
"global" options, like "Ztransp" or "Wire" or "Halo". These can not
be set for each Material-Node individually.
Also note that the Preview Render (Buttons window) now renders a bit
differently. This was a horrid piece of antique code, using a totally
incompatible way of rendering. Target is to fully re-use internal
render code for previews.
OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
expand_nodetree ( fd , mainvar , ma - > nodetree ) ;
2011-05-26 10:25:51 +00:00
2012-03-24 06:18:31 +00:00
if ( ma - > group )
2011-05-26 10:25:51 +00:00
expand_doit ( fd , mainvar , ma - > group ) ;
2002-10-12 11:37:38 +00:00
}
static void expand_lamp ( FileData * fd , Main * mainvar , Lamp * la )
{
int a ;
2012-05-17 12:59:34 +00:00
for ( a = 0 ; a < MAX_MTEX ; a + + ) {
2012-03-24 06:18:31 +00:00
if ( la - > mtex [ a ] ) {
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , la - > mtex [ a ] - > tex ) ;
expand_doit ( fd , mainvar , la - > mtex [ a ] - > object ) ;
}
}
2009-01-19 02:26:46 +00:00
2012-09-26 20:05:38 +00:00
expand_doit ( fd , mainvar , la - > ipo ) ; // XXX deprecated - old animation system
2009-01-19 02:26:46 +00:00
if ( la - > adt )
expand_animdata ( fd , mainvar , la - > adt ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( la - > nodetree )
2011-11-02 18:55:32 +00:00
expand_nodetree ( fd , mainvar , la - > nodetree ) ;
2002-10-12 11:37:38 +00:00
}
static void expand_lattice ( FileData * fd , Main * mainvar , Lattice * lt )
{
2012-09-26 20:05:38 +00:00
expand_doit ( fd , mainvar , lt - > ipo ) ; // XXX deprecated - old animation system
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , lt - > key ) ;
2010-12-13 06:31:49 +00:00
if ( lt - > adt )
expand_animdata ( fd , mainvar , lt - > adt ) ;
2002-10-12 11:37:38 +00:00
}
static void expand_world ( FileData * fd , Main * mainvar , World * wrld )
{
int a ;
2012-05-17 12:59:34 +00:00
for ( a = 0 ; a < MAX_MTEX ; a + + ) {
2012-03-24 06:18:31 +00:00
if ( wrld - > mtex [ a ] ) {
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , wrld - > mtex [ a ] - > tex ) ;
expand_doit ( fd , mainvar , wrld - > mtex [ a ] - > object ) ;
}
}
2009-01-19 02:26:46 +00:00
2012-09-26 20:05:38 +00:00
expand_doit ( fd , mainvar , wrld - > ipo ) ; // XXX deprecated - old animation system
2009-01-19 02:26:46 +00:00
if ( wrld - > adt )
expand_animdata ( fd , mainvar , wrld - > adt ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( wrld - > nodetree )
2011-11-02 18:55:32 +00:00
expand_nodetree ( fd , mainvar , wrld - > nodetree ) ;
2002-10-12 11:37:38 +00:00
}
static void expand_mball ( FileData * fd , Main * mainvar , MetaBall * mb )
{
int a ;
2012-05-17 12:59:34 +00:00
for ( a = 0 ; a < mb - > totcol ; a + + ) {
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , mb - > mat [ a ] ) ;
}
2009-08-03 13:09:23 +00:00
2012-03-24 06:18:31 +00:00
if ( mb - > adt )
2009-08-03 13:09:23 +00:00
expand_animdata ( fd , mainvar , mb - > adt ) ;
2002-10-12 11:37:38 +00:00
}
static void expand_curve ( FileData * fd , Main * mainvar , Curve * cu )
{
int a ;
2012-05-17 12:59:34 +00:00
for ( a = 0 ; a < cu - > totcol ; a + + ) {
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , cu - > mat [ a ] ) ;
}
2009-01-19 02:26:46 +00:00
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , cu - > vfont ) ;
2012-10-21 05:46:41 +00:00
expand_doit ( fd , mainvar , cu - > vfontb ) ;
2005-06-17 21:04:27 +00:00
expand_doit ( fd , mainvar , cu - > vfonti ) ;
expand_doit ( fd , mainvar , cu - > vfontbi ) ;
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , cu - > key ) ;
2012-09-26 20:05:38 +00:00
expand_doit ( fd , mainvar , cu - > ipo ) ; // XXX deprecated - old animation system
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , cu - > bevobj ) ;
2004-08-29 09:21:52 +00:00
expand_doit ( fd , mainvar , cu - > taperobj ) ;
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , cu - > textoncurve ) ;
2009-01-19 02:26:46 +00:00
2012-03-24 06:18:31 +00:00
if ( cu - > adt )
2009-01-19 02:26:46 +00:00
expand_animdata ( fd , mainvar , cu - > adt ) ;
2002-10-12 11:37:38 +00:00
}
static void expand_mesh ( FileData * fd , Main * mainvar , Mesh * me )
{
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
CustomDataLayer * layer ;
TFace * tf ;
int a , i ;
2005-05-26 13:17:12 +00:00
2012-03-24 06:18:31 +00:00
if ( me - > adt )
2010-07-27 06:06:36 +00:00
expand_animdata ( fd , mainvar , me - > adt ) ;
2012-05-17 12:59:34 +00:00
for ( a = 0 ; a < me - > totcol ; a + + ) {
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , me - > mat [ a ] ) ;
}
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , me - > key ) ;
expand_doit ( fd , mainvar , me - > texcomesh ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( me - > tface ) {
2012-05-17 12:59:34 +00:00
tf = me - > tface ;
for ( i = 0 ; i < me - > totface ; i + + , tf + + ) {
2012-03-24 06:18:31 +00:00
if ( tf - > tpage )
2006-11-21 16:54:00 +00:00
expand_doit ( fd , mainvar , tf - > tpage ) ;
2012-05-17 12:59:34 +00:00
}
2006-11-21 16:54:00 +00:00
}
2012-07-12 07:30:50 +00:00
if ( me - > mface & & ! me - > mpoly ) {
MTFace * mtf ;
for ( a = 0 ; a < me - > fdata . totlayer ; a + + ) {
layer = & me - > fdata . layers [ a ] ;
if ( layer - > type = = CD_MTFACE ) {
mtf = ( MTFace * ) layer - > data ;
for ( i = 0 ; i < me - > totface ; i + + , mtf + + ) {
if ( mtf - > tpage )
expand_doit ( fd , mainvar , mtf - > tpage ) ;
}
}
}
}
else {
MTexPoly * mtp ;
for ( a = 0 ; a < me - > pdata . totlayer ; a + + ) {
layer = & me - > pdata . layers [ a ] ;
if ( layer - > type = = CD_MTEXPOLY ) {
mtp = ( MTexPoly * ) layer - > data ;
for ( i = 0 ; i < me - > totpoly ; i + + , mtp + + ) {
if ( mtp - > tpage )
expand_doit ( fd , mainvar , mtp - > tpage ) ;
}
2012-05-17 12:59:34 +00:00
}
2006-11-21 16:54:00 +00:00
}
2002-10-12 11:37:38 +00:00
}
}
2010-02-06 11:50:39 +00:00
/* temp struct used to transport needed info to expand_constraint_cb() */
typedef struct tConstraintExpandData {
FileData * fd ;
Main * mainvar ;
} tConstraintExpandData ;
/* callback function used to expand constraint ID-links */
2012-05-05 15:54:08 +00:00
static void expand_constraint_cb ( bConstraint * UNUSED ( con ) , ID * * idpoin , short UNUSED ( isReference ) , void * userdata )
2010-02-06 11:50:39 +00:00
{
2012-05-17 12:59:34 +00:00
tConstraintExpandData * ced = ( tConstraintExpandData * ) userdata ;
2010-02-06 11:50:39 +00:00
expand_doit ( ced - > fd , ced - > mainvar , * idpoin ) ;
}
2002-10-12 11:37:38 +00:00
static void expand_constraints ( FileData * fd , Main * mainvar , ListBase * lb )
{
2010-02-06 11:50:39 +00:00
tConstraintExpandData ced ;
2002-10-12 11:37:38 +00:00
bConstraint * curcon ;
2010-02-06 11:50:39 +00:00
/* relink all ID-blocks used by the constraints */
2012-05-17 12:59:34 +00:00
ced . fd = fd ;
ced . mainvar = mainvar ;
2010-02-06 11:50:39 +00:00
id_loop_constraints ( lb , expand_constraint_cb , & ced ) ;
2012-09-26 20:05:38 +00:00
/* deprecated manual expansion stuff */
2012-05-17 12:59:34 +00:00
for ( curcon = lb - > first ; curcon ; curcon = curcon - > next ) {
2007-12-02 18:33:14 +00:00
if ( curcon - > ipo )
2012-09-26 20:05:38 +00:00
expand_doit ( fd , mainvar , curcon - > ipo ) ; // XXX deprecated - old animation system
2002-10-12 11:37:38 +00:00
}
}
2012-06-11 02:23:26 +00:00
#if 0 /* Disabled as it doesn't actually do anything except recurse... */
2002-10-12 11:37:38 +00:00
static void expand_bones ( FileData * fd , Main * mainvar , Bone * bone )
{
Bone * curBone ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
for ( curBone = bone - > childbase . first ; curBone ; curBone = curBone - > next ) {
expand_bones ( fd , mainvar , curBone ) ;
}
}
2012-06-11 02:23:26 +00:00
# endif
2002-10-12 11:37:38 +00:00
static void expand_pose ( FileData * fd , Main * mainvar , bPose * pose )
{
bPoseChannel * chan ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
if ( ! pose )
return ;
2012-05-17 12:59:34 +00:00
for ( chan = pose - > chanbase . first ; chan ; chan = chan - > next ) {
2002-10-12 11:37:38 +00:00
expand_constraints ( fd , mainvar , & chan - > constraints ) ;
2006-11-14 16:29:03 +00:00
expand_doit ( fd , mainvar , chan - > custom ) ;
2002-10-12 11:37:38 +00:00
}
}
static void expand_armature ( FileData * fd , Main * mainvar , bArmature * arm )
2012-06-11 02:23:26 +00:00
{
2012-03-24 06:18:31 +00:00
if ( arm - > adt )
2009-10-22 23:22:05 +00:00
expand_animdata ( fd , mainvar , arm - > adt ) ;
2012-05-17 12:59:34 +00:00
2012-06-11 02:23:26 +00:00
#if 0 /* Disabled as this currently only recurses down the chain doing nothing */
{
Bone * curBone ;
for ( curBone = arm - > bonebase . first ; curBone ; curBone = curBone - > next ) {
expand_bones ( fd , mainvar , curBone ) ;
}
2002-10-12 11:37:38 +00:00
}
2012-06-11 02:23:26 +00:00
# endif
2002-10-12 11:37:38 +00:00
}
2011-03-31 11:21:21 +00:00
static void expand_object_expandModifiers ( void * userData , Object * UNUSED ( ob ) ,
2012-06-06 14:48:39 +00:00
ID * * idpoin )
2005-07-20 18:04:50 +00:00
{
2011-03-31 11:21:21 +00:00
struct { FileData * fd ; Main * mainvar ; } * data = userData ;
2012-05-17 12:59:34 +00:00
FileData * fd = data - > fd ;
Main * mainvar = data - > mainvar ;
2011-03-31 11:21:21 +00:00
expand_doit ( fd , mainvar , * idpoin ) ;
2006-11-25 16:24:52 +00:00
}
2002-10-12 11:37:38 +00:00
static void expand_object ( FileData * fd , Main * mainvar , Object * ob )
{
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
ParticleSystem * psys ;
2002-10-12 11:37:38 +00:00
bSensor * sens ;
bController * cont ;
bActuator * act ;
bActionStrip * strip ;
2006-02-05 19:43:46 +00:00
PartEff * paf ;
2002-10-12 11:37:38 +00:00
int a ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , ob - > data ) ;
2012-05-17 12:59:34 +00:00
2011-03-31 11:21:21 +00:00
/* expand_object_expandModifier() */
2012-03-24 06:18:31 +00:00
if ( ob - > modifiers . first ) {
2011-03-31 11:21:21 +00:00
struct { FileData * fd ; Main * mainvar ; } data ;
2012-05-17 12:59:34 +00:00
data . fd = fd ;
data . mainvar = mainvar ;
2011-03-31 11:21:21 +00:00
modifiers_foreachIDLink ( ob , expand_object_expandModifiers , ( void * ) & data ) ;
2005-07-20 18:04:50 +00:00
}
2012-05-17 12:59:34 +00:00
2004-06-23 18:22:51 +00:00
expand_pose ( fd , mainvar , ob - > pose ) ;
2009-01-19 02:26:46 +00:00
expand_doit ( fd , mainvar , ob - > poselib ) ;
2002-10-12 11:37:38 +00:00
expand_constraints ( fd , mainvar , & ob - > constraints ) ;
2009-01-18 10:41:45 +00:00
2009-09-16 17:43:09 +00:00
expand_doit ( fd , mainvar , ob - > gpd ) ;
2012-09-26 20:05:38 +00:00
// XXX deprecated - old animation system (for version patching only)
2009-01-19 02:26:46 +00:00
expand_doit ( fd , mainvar , ob - > ipo ) ;
expand_doit ( fd , mainvar , ob - > action ) ;
2002-10-12 11:37:38 +00:00
expand_constraint_channels ( fd , mainvar , & ob - > constraintChannels ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
for ( strip = ob - > nlastrips . first ; strip ; strip = strip - > next ) {
Big commit with work on Groups & Libraries:
-> Any Group Duplicate now can get local timing and local NLA override. This
enables to control the entire animation system of the Group.
Two methods for this have been implemented.
1) The quick way: just give the duplicator a "Startframe" offset.
2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator
to override NLA/action of any Grouped Object.
For "Group NLA" to work, an ActionStrip needs to know which Object in a
group it controls. On adding a strip, the code checks if an Action was
already used by an Object in the Group, and assigns it automatic to that
Object.
You can also set this in the Nkey "Properties" panel for the strip.
Change in NLA: the SHIFT+A "Add strip" command now always adds strips to
the active Object. (It used to check where mouse was). This allows to add
NLA strips to Objects that didn't have actions/nla yet.
Important note: In Blender, duplicates are fully procedural and generated
on the fly for each redraw. This means that redraw speed equals to stepping
through frames, when using animated Duplicated Groups.
-> Recoded entire duplicator system
The old method was antique and clumsy, using globals and full temporal
copies of Object. The new system is nicer in control, faster, and since it
doesn't use temporal object copies anymore, it works better with Derived
Mesh and DisplayList and rendering.
By centralizing the code for duplicating, more options can be easier added.
Features to note:
- Duplicates now draw selected/unselected based on its Duplicator setting.
- Same goes for the drawtype (wire, solid, selection outline, etc)
- Duplicated Groups can be normally selected too
Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a
listing of all groups, allowing to add Group instances immediate.
-> Library System
- SHIFT+F4 data browse now shows the entire path for linked data
- Outliner draws Library Icons to denote linked data
- Outliner operation added: "Make Local" for library data.
- Outliner now also draws Groups in regular view, allowing to unlink too.
-> Fixes
- depsgraph missed signal update for bone-parented Objects
- on reading file, the entire database was tagged to "recalc" fully,
causing unnecessary slowdown on reading.
Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
expand_doit ( fd , mainvar , strip - > object ) ;
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , strip - > act ) ;
expand_doit ( fd , mainvar , strip - > ipo ) ;
}
2012-09-26 20:05:38 +00:00
// XXX deprecated - old animation system (for version patching only)
2009-01-19 02:26:46 +00:00
2012-03-24 06:18:31 +00:00
if ( ob - > adt )
2009-01-19 02:26:46 +00:00
expand_animdata ( fd , mainvar , ob - > adt ) ;
2012-05-17 12:59:34 +00:00
for ( a = 0 ; a < ob - > totcol ; a + + ) {
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , ob - > mat [ a ] ) ;
}
2004-10-13 17:59:44 +00:00
2012-05-04 15:42:49 +00:00
paf = blo_do_version_give_parteff_245 ( ob ) ;
2006-02-05 19:43:46 +00:00
if ( paf & & paf - > group )
expand_doit ( fd , mainvar , paf - > group ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( ob - > dup_group )
2006-02-20 17:44:21 +00:00
expand_doit ( fd , mainvar , ob - > dup_group ) ;
2006-11-30 15:54:21 +00:00
2012-03-24 06:18:31 +00:00
if ( ob - > proxy )
2006-11-30 15:54:21 +00:00
expand_doit ( fd , mainvar , ob - > proxy ) ;
2012-03-24 06:18:31 +00:00
if ( ob - > proxy_group )
2006-11-30 15:54:21 +00:00
expand_doit ( fd , mainvar , ob - > proxy_group ) ;
2012-05-17 12:59:34 +00:00
for ( psys = ob - > particlesystem . first ; psys ; psys = psys - > next )
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
expand_doit ( fd , mainvar , psys - > part ) ;
2012-05-17 12:59:34 +00:00
for ( sens = ob - > sensors . first ; sens ; sens = sens - > next ) {
if ( sens - > type = = SENS_TOUCH ) {
bTouchSensor * ts = sens - > data ;
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , ts - > ma ) ;
}
2012-05-17 12:59:34 +00:00
else if ( sens - > type = = SENS_MESSAGE ) {
bMessageSensor * ms = sens - > data ;
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , ms - > fromObject ) ;
}
}
2012-05-17 12:59:34 +00:00
for ( cont = ob - > controllers . first ; cont ; cont = cont - > next ) {
if ( cont - > type = = CONT_PYTHON ) {
bPythonCont * pc = cont - > data ;
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , pc - > text ) ;
}
}
2012-05-17 12:59:34 +00:00
for ( act = ob - > actuators . first ; act ; act = act - > next ) {
if ( act - > type = = ACT_SOUND ) {
bSoundActuator * sa = act - > data ;
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , sa - > sound ) ;
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_CAMERA ) {
bCameraActuator * ca = act - > data ;
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , ca - > ob ) ;
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_EDIT_OBJECT ) {
bEditObjectActuator * eoa = act - > data ;
2012-03-24 06:18:31 +00:00
if ( eoa ) {
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , eoa - > ob ) ;
expand_doit ( fd , mainvar , eoa - > me ) ;
}
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_OBJECT ) {
bObjectActuator * oa = act - > data ;
2009-06-08 20:08:19 +00:00
expand_doit ( fd , mainvar , oa - > reference ) ;
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_ADD_OBJECT ) {
bAddObjectActuator * aoa = act - > data ;
2009-10-22 23:22:05 +00:00
expand_doit ( fd , mainvar , aoa - > ob ) ;
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_SCENE ) {
bSceneActuator * sa = act - > data ;
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , sa - > camera ) ;
expand_doit ( fd , mainvar , sa - > scene ) ;
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_2DFILTER ) {
bTwoDFilterActuator * tdfa = act - > data ;
2009-10-22 23:22:05 +00:00
expand_doit ( fd , mainvar , tdfa - > text ) ;
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_ACTION ) {
bActionActuator * aa = act - > data ;
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , aa - > act ) ;
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_SHAPEACTION ) {
bActionActuator * aa = act - > data ;
2008-06-18 06:46:49 +00:00
expand_doit ( fd , mainvar , aa - > act ) ;
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_PROPERTY ) {
bPropertyActuator * pa = act - > data ;
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , pa - > ob ) ;
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_MESSAGE ) {
bMessageActuator * ma = act - > data ;
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , ma - > toObject ) ;
}
2012-03-24 06:18:31 +00:00
else if ( act - > type = = ACT_PARENT ) {
2012-05-17 12:59:34 +00:00
bParentActuator * pa = act - > data ;
2009-10-22 23:22:05 +00:00
expand_doit ( fd , mainvar , pa - > ob ) ;
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_ARMATURE ) {
bArmatureActuator * arma = act - > data ;
2009-10-22 23:22:05 +00:00
expand_doit ( fd , mainvar , arma - > target ) ;
}
2012-05-17 12:59:34 +00:00
else if ( act - > type = = ACT_STEERING ) {
bSteeringActuator * sta = act - > data ;
2010-05-31 22:35:22 +00:00
expand_doit ( fd , mainvar , sta - > target ) ;
expand_doit ( fd , mainvar , sta - > navmesh ) ;
}
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( ob - > pd & & ob - > pd - > tex )
2008-02-28 11:39:13 +00:00
expand_doit ( fd , mainvar , ob - > pd - > tex ) ;
2006-11-25 16:24:52 +00:00
2002-10-12 11:37:38 +00:00
}
static void expand_scene ( FileData * fd , Main * mainvar , Scene * sce )
{
Base * base ;
2006-12-07 14:17:38 +00:00
SceneRenderLayer * srl ;
2012-05-17 12:59:34 +00:00
for ( base = sce - > base . first ; base ; base = base - > next ) {
2002-10-12 11:37:38 +00:00
expand_doit ( fd , mainvar , base - > object ) ;
}
expand_doit ( fd , mainvar , sce - > camera ) ;
expand_doit ( fd , mainvar , sce - > world ) ;
2006-02-07 15:50:55 +00:00
2012-03-24 06:18:31 +00:00
if ( sce - > adt )
2009-01-19 02:26:46 +00:00
expand_animdata ( fd , mainvar , sce - > adt ) ;
2009-02-11 12:19:42 +00:00
expand_keyingsets ( fd , mainvar , & sce - > keyingsets ) ;
2009-01-19 02:26:46 +00:00
2012-03-24 06:18:31 +00:00
if ( sce - > set )
2009-02-17 03:43:56 +00:00
expand_doit ( fd , mainvar , sce - > set ) ;
2012-03-24 06:18:31 +00:00
if ( sce - > nodetree )
2006-02-07 15:50:55 +00:00
expand_nodetree ( fd , mainvar , sce - > nodetree ) ;
2006-12-07 14:17:38 +00:00
2012-05-17 12:59:34 +00:00
for ( srl = sce - > r . layers . first ; srl ; srl = srl - > next ) {
2006-12-07 14:17:38 +00:00
expand_doit ( fd , mainvar , srl - > mat_override ) ;
expand_doit ( fd , mainvar , srl - > light_override ) ;
}
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( sce - > r . dometext )
2009-07-20 20:28:29 +00:00
expand_doit ( fd , mainvar , sce - > gm . dome . warptext ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( sce - > gpd )
2009-09-16 17:43:09 +00:00
expand_doit ( fd , mainvar , sce - > gpd ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( sce - > ed ) {
2009-12-18 13:28:03 +00:00
Sequence * seq ;
2012-05-17 12:59:34 +00:00
2012-04-30 16:22:40 +00:00
SEQ_BEGIN ( sce - > ed , seq )
{
2012-03-24 06:18:31 +00:00
if ( seq - > scene ) expand_doit ( fd , mainvar , seq - > scene ) ;
if ( seq - > scene_camera ) expand_doit ( fd , mainvar , seq - > scene_camera ) ;
if ( seq - > sound ) expand_doit ( fd , mainvar , seq - > sound ) ;
2009-12-18 13:28:03 +00:00
}
SEQ_END
}
2009-12-16 19:49:33 +00:00
# ifdef DURIAN_CAMERA_SWITCH
{
TimeMarker * marker ;
2012-06-11 02:23:26 +00:00
2012-05-17 12:59:34 +00:00
for ( marker = sce - > markers . first ; marker ; marker = marker - > next ) {
2012-03-24 06:18:31 +00:00
if ( marker - > camera ) {
2009-12-16 19:49:33 +00:00
expand_doit ( fd , mainvar , marker - > camera ) ;
}
}
}
# endif
2012-04-02 13:56:39 +00:00
expand_doit ( fd , mainvar , sce - > clip ) ;
2002-10-12 11:37:38 +00:00
}
static void expand_camera ( FileData * fd , Main * mainvar , Camera * ca )
{
2012-09-26 20:05:38 +00:00
expand_doit ( fd , mainvar , ca - > ipo ) ; // XXX deprecated - old animation system
2009-01-19 02:26:46 +00:00
2012-03-24 06:18:31 +00:00
if ( ca - > adt )
2009-01-19 02:26:46 +00:00
expand_animdata ( fd , mainvar , ca - > adt ) ;
2002-10-12 11:37:38 +00:00
}
2011-08-01 11:44:20 +00:00
static void expand_speaker ( FileData * fd , Main * mainvar , Speaker * spk )
{
expand_doit ( fd , mainvar , spk - > sound ) ;
if ( spk - > adt )
expand_animdata ( fd , mainvar , spk - > adt ) ;
}
2002-10-12 11:37:38 +00:00
static void expand_sound ( FileData * fd , Main * mainvar , bSound * snd )
{
2012-09-26 20:05:38 +00:00
expand_doit ( fd , mainvar , snd - > ipo ) ; // XXX deprecated - old animation system
2002-10-12 11:37:38 +00:00
}
2012-02-17 10:54:21 +00:00
static void expand_movieclip ( FileData * fd , Main * mainvar , MovieClip * clip )
{
if ( clip - > adt )
expand_animdata ( fd , mainvar , clip - > adt ) ;
}
2002-10-12 11:37:38 +00:00
2012-07-31 20:54:27 +00:00
static void expand_mask_parent ( FileData * fd , Main * mainvar , MaskParent * parent )
{
if ( parent - > id ) {
expand_doit ( fd , mainvar , parent - > id ) ;
}
}
static void expand_mask ( FileData * fd , Main * mainvar , Mask * mask )
{
MaskLayer * mask_layer ;
if ( mask - > adt )
expand_animdata ( fd , mainvar , mask - > adt ) ;
for ( mask_layer = mask - > masklayers . first ; mask_layer ; mask_layer = mask_layer - > next ) {
MaskSpline * spline ;
for ( spline = mask_layer - > splines . first ; spline ; spline = spline - > next ) {
int i ;
for ( i = 0 ; i < spline - > tot_point ; i + + ) {
MaskSplinePoint * point = & spline - > points [ i ] ;
expand_mask_parent ( fd , mainvar , & point - > parent ) ;
}
expand_mask_parent ( fd , mainvar , & spline - > parent ) ;
}
}
}
2002-10-12 11:37:38 +00:00
static void expand_main ( FileData * fd , Main * mainvar )
{
2006-09-06 09:51:30 +00:00
ListBase * lbarray [ MAX_LIBARRAY ] ;
2002-10-12 11:37:38 +00:00
ID * id ;
2012-05-19 13:28:19 +00:00
int a , do_it = TRUE ;
2012-05-17 12:59:34 +00:00
if ( fd = = NULL ) return ;
2012-05-19 13:28:19 +00:00
while ( do_it ) {
do_it = FALSE ;
2012-05-17 12:59:34 +00:00
a = set_listbasepointers ( mainvar , lbarray ) ;
2012-03-24 07:52:14 +00:00
while ( a - - ) {
2002-10-12 11:37:38 +00:00
id = lbarray [ a ] - > first ;
2012-03-24 07:52:14 +00:00
while ( id ) {
2012-08-01 15:32:27 +00:00
if ( id - > flag & LIB_NEED_EXPAND ) {
2012-04-28 06:31:57 +00:00
switch ( GS ( id - > name ) ) {
2002-10-12 11:37:38 +00:00
case ID_OB :
expand_object ( fd , mainvar , ( Object * ) id ) ;
break ;
case ID_ME :
expand_mesh ( fd , mainvar , ( Mesh * ) id ) ;
break ;
case ID_CU :
expand_curve ( fd , mainvar , ( Curve * ) id ) ;
break ;
case ID_MB :
expand_mball ( fd , mainvar , ( MetaBall * ) id ) ;
break ;
case ID_SCE :
expand_scene ( fd , mainvar , ( Scene * ) id ) ;
break ;
case ID_MA :
expand_material ( fd , mainvar , ( Material * ) id ) ;
break ;
case ID_TE :
expand_texture ( fd , mainvar , ( Tex * ) id ) ;
break ;
case ID_WO :
expand_world ( fd , mainvar , ( World * ) id ) ;
break ;
case ID_LT :
expand_lattice ( fd , mainvar , ( Lattice * ) id ) ;
break ;
case ID_LA :
2012-04-29 15:47:02 +00:00
expand_lamp ( fd , mainvar , ( Lamp * ) id ) ;
2002-10-12 11:37:38 +00:00
break ;
case ID_KE :
expand_key ( fd , mainvar , ( Key * ) id ) ;
break ;
case ID_CA :
expand_camera ( fd , mainvar , ( Camera * ) id ) ;
break ;
2011-08-01 11:44:20 +00:00
case ID_SPK :
2012-04-29 15:47:02 +00:00
expand_speaker ( fd , mainvar , ( Speaker * ) id ) ;
2011-08-01 11:44:20 +00:00
break ;
2002-10-12 11:37:38 +00:00
case ID_SO :
expand_sound ( fd , mainvar , ( bSound * ) id ) ;
break ;
case ID_AR :
expand_armature ( fd , mainvar , ( bArmature * ) id ) ;
break ;
case ID_AC :
2012-09-26 20:05:38 +00:00
expand_action ( fd , mainvar , ( bAction * ) id ) ; // XXX deprecated - old animation system
2002-10-12 11:37:38 +00:00
break ;
Orange branch: Revived hidden treasure, the Groups!
Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.
Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
groups.
- In Object buttons, a new (should become first) Panel was added, showing
not only Object "ID button" and Parent, but also the Groups the Object
Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group
But, the real power of groups is in the following features:
-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).
-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).
-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)
-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).
-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!
In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
2005-12-06 10:55:30 +00:00
case ID_GR :
expand_group ( fd , mainvar , ( Group * ) id ) ;
break ;
Orange: more noodle updates!
**** NEW: Group Nodes
Node trees usually become messy and confusing quickly, so we need
not only a way to collapse Nodes into single 'groups', but also a
way to re-use that data to create libraries of effects.
This has been done by making a new Library data type, the NodeTree.
Everything that has been grouped is stored here, and available for
re-use, appending or linking. These NodeTrees are fully generic,
i.e. can store shader trees, composit trees, and so on. The 'type'
value as stored in the NodeTree will keep track of internal type
definitions and execute/drawing callbacks. Needless to say, re-using
shader trees in a composit tree is a bit useless, and will be
prevented in the browsing code. :)
So; any NodeTree can become a "Goup Node" inside in a NodeTree. This
Group Node then works just like any Node.
To prevent the current code to become too complex, I've disabled
the possibility to insert Groups inside of Groups. That might be
enabled later, but is a real nasty piece of code to get OK.
Since Group Nodes are a dynamic Node type, a lot of work has been
done to ensure Node definitions can be dynamic too, but still allow
to be stored in files, and allow to be verified for type-definition
changes on reloading. This system needs a little bit maturing still,
so the Python gurus should better wait a little bit! (Also for me to
write the definite API docs for it).
What works now:
- Press CTRL+G to create a new Group. The grouping code checks for
impossible selections (like an unselected node between selected nodes).
Everthing that's selected then gets removed from the current tree, and
inserted in a new NodeTree library data block. A Group Node then is
added which links to this new NodeTree.
- Press ALT+G to ungroup. This will not delete the NodeTree library
data, but just duplicate the Group into the current tree.
- Press TAB, or click on the NodeTree icon to edit Groups. Note that
NodeTrees are instances, so editing one Group will also change the
other users.
This also means that when removing nodes in a Group (or hiding sockets
or changing internal links) this is immediately corrected for all users
of this Group, also in other Materials.
- While editing Groups, only the internal Nodes can be edited. A single
click outside of the Group boundary will close this 'edit mode'.
What needs to be done:
- SHIFT+A menu in toolbox style, also including a list of Groups
- Enable the single-user button in the Group Node
- Displaying all (visible) internal group UI elements in the Node Panel
- Enable Library linking and prevent editing of Groups then.
**** NEW: Socket Visibility control
Node types will be generated with a lot of possible inputs or outputs,
and drawing all sockets all the time isn't very useful then.
A new option in the Node header ('plus' icon) allows to either hide all
unused sockets (first keypress) or to reveil them (when there are hidden
sockets, the icon displays black, otherwise it's blended).
Hidden sockets in Nodes also are not exported to a Group, so this way
you can control what options (in/outputs) exactly are available.
To be done:
- a way to hide individual sockets, like with a RMB click on it.
**** NEW: Nodes now render!
This is still quite primitive, more on a level to replace the (now
obsolete and disabled) Material Layers.
What needs to be done:
- make the "Geometry" node work properly, also for AA textures
- make the Texture Node work (does very little at the moment)
- give Material Nodes all inputs as needed (like Map-to Panel)
- find a way to export more data from a Material Node, like the
shadow value, or light intensity only, etc
Very important also to separate from the Material Buttons the
"global" options, like "Ztransp" or "Wire" or "Halo". These can not
be set for each Material-Node individually.
Also note that the Preview Render (Buttons window) now renders a bit
differently. This was a horrid piece of antique code, using a totally
incompatible way of rendering. Target is to fully re-use internal
render code for previews.
OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
case ID_NT :
expand_nodetree ( fd , mainvar , ( bNodeTree * ) id ) ;
break ;
Brush Datablock:
- Added a new Brush datablock, only used by image paint, but intended
to be used in texture paint, vertex paint, weight paint and sculpt
mode also.
- Being a datablock, these brushes can be saved, appended and linked.
They have a fake user by default, to make sure they are saved even if
not selected.
Image Painting:
- Replaced the img module with C code in imagepaint.c
- Airbrush is no longer a separate tool, but rather an option that can
be used for soften, smear and clone also.
- Blend modes mix, add, subtract, multiply, darken and lighten have been
added, code taken directly from vertex paint.
Note to project files maintainers:
- The img module was removed from SCons and Makefiles, and this should
be done in other build systems also. I'll wait to remove the module
from cvs, to not break compilation.
2006-07-26 22:29:23 +00:00
case ID_BR :
expand_brush ( fd , mainvar , ( Brush * ) id ) ;
break ;
2006-06-08 19:26:08 +00:00
case ID_IP :
2012-09-26 20:05:38 +00:00
expand_ipo ( fd , mainvar , ( Ipo * ) id ) ; // XXX deprecated - old animation system
2006-06-08 19:26:08 +00:00
break ;
2008-01-18 14:30:26 +00:00
case ID_PA :
expand_particlesettings ( fd , mainvar , ( ParticleSettings * ) id ) ;
2012-02-17 10:54:21 +00:00
break ;
case ID_MC :
expand_movieclip ( fd , mainvar , ( MovieClip * ) id ) ;
break ;
2012-07-31 20:54:27 +00:00
case ID_MSK :
expand_mask ( fd , mainvar , ( Mask * ) id ) ;
break ;
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
2012-05-19 13:28:19 +00:00
do_it = TRUE ;
2012-08-01 15:32:27 +00:00
id - > flag - = LIB_NEED_EXPAND ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
id = id - > next ;
2002-10-12 11:37:38 +00:00
}
}
}
}
2008-12-19 16:36:15 +00:00
static int object_in_any_scene ( Main * mainvar , Object * ob )
2006-06-02 20:48:22 +00:00
{
Scene * sce ;
2012-05-17 12:59:34 +00:00
for ( sce = mainvar - > scene . first ; sce ; sce = sce - > id . next ) {
2012-05-05 14:33:36 +00:00
if ( BKE_scene_base_find ( sce , ob ) )
2006-06-02 20:48:22 +00:00
return 1 ;
2012-05-17 12:59:34 +00:00
}
2006-06-02 20:48:22 +00:00
return 0 ;
}
2004-12-08 19:08:37 +00:00
2011-05-21 06:48:19 +00:00
static void give_base_to_objects ( Main * mainvar , Scene * sce , Library * lib , const short idcode , const short is_link )
2002-10-12 11:37:38 +00:00
{
Object * ob ;
Base * base ;
2012-05-17 12:59:34 +00:00
const short is_group_append = ( is_link = = FALSE & & idcode = = ID_GR ) ;
2004-06-23 18:22:51 +00:00
2006-06-19 12:29:35 +00:00
/* give all objects which are LIB_INDIRECT a base, or for a group when *lib has been set */
2012-05-21 06:33:32 +00:00
for ( ob = mainvar - > object . first ; ob ; ob = ob - > id . next ) {
if ( ob - > id . flag & LIB_INDIRECT ) {
2012-04-22 11:54:53 +00:00
/* IF below is quite confusing!
* if we are appending , but this object wasnt just added along with a group ,
* then this is already used indirectly in the scene somewhere else and we didnt just append it .
*
* ( ob - > id . flag & LIB_PRE_EXISTING ) = = 0 means that this is a newly appended object - Campbell */
2010-01-07 16:19:38 +00:00
if ( is_group_append = = 0 | | ( ob - > id . flag & LIB_PRE_EXISTING ) = = 0 ) {
2012-05-19 13:28:19 +00:00
int do_it = FALSE ;
2008-01-18 11:51:46 +00:00
2012-05-17 12:59:34 +00:00
if ( ob - > id . us = = 0 ) {
2012-05-19 13:28:19 +00:00
do_it = TRUE ;
2011-05-19 06:17:44 +00:00
}
2012-03-24 06:18:31 +00:00
else if ( idcode = = ID_GR ) {
if ( ob - > id . us = = 1 & & is_link = = FALSE & & ob - > id . lib = = lib ) {
if ( ( ob - > flag & OB_FROMGROUP ) & & object_in_any_scene ( mainvar , ob ) = = 0 ) {
2012-05-19 13:28:19 +00:00
do_it = TRUE ;
2011-05-21 07:15:36 +00:00
}
2011-05-19 06:17:44 +00:00
}
}
2011-05-21 07:15:36 +00:00
else {
/* when appending, make sure any indirectly loaded objects
* get a base else they cant be accessed at all [ # 27437 ] */
2012-03-24 06:18:31 +00:00
if ( ob - > id . us = = 1 & & is_link = = FALSE & & ob - > id . lib = = lib ) {
2011-06-09 04:28:53 +00:00
/* we may be appending from a scene where we already
* have a linked object which is not in any scene [ # 27616 ] */
2012-03-24 06:18:31 +00:00
if ( ( ob - > id . flag & LIB_PRE_EXISTING ) = = 0 ) {
if ( object_in_any_scene ( mainvar , ob ) = = 0 ) {
2012-05-19 13:28:19 +00:00
do_it = TRUE ;
2011-06-09 04:28:53 +00:00
}
2011-05-21 07:15:36 +00:00
}
2011-05-19 06:17:44 +00:00
}
}
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( do_it ) {
2012-05-17 12:59:34 +00:00
base = MEM_callocN ( sizeof ( Base ) , " add_ext_base " ) ;
2008-01-18 11:51:46 +00:00
BLI_addtail ( & ( sce - > base ) , base ) ;
2012-05-17 12:59:34 +00:00
base - > lay = ob - > lay ;
base - > object = ob ;
base - > flag = ob - > flag ;
ob - > id . us = 1 ;
2006-06-19 12:29:35 +00:00
2008-01-18 11:51:46 +00:00
ob - > id . flag - = LIB_INDIRECT ;
ob - > id . flag | = LIB_EXTERN ;
}
2002-10-12 11:37:38 +00:00
}
}
}
}
2004-12-08 19:08:37 +00:00
2010-01-07 16:19:38 +00:00
static void give_base_to_groups ( Main * mainvar , Scene * scene )
2010-01-07 14:28:00 +00:00
{
Group * group ;
2012-05-17 12:59:34 +00:00
2010-01-07 14:28:00 +00:00
/* give all objects which are LIB_INDIRECT a base, or for a group when *lib has been set */
2012-05-17 12:59:34 +00:00
for ( group = mainvar - > group . first ; group ; group = group - > id . next ) {
2012-03-24 06:18:31 +00:00
if ( ( ( group - > id . flag & LIB_INDIRECT ) = = 0 & & ( group - > id . flag & LIB_PRE_EXISTING ) = = 0 ) ) {
2010-01-07 14:59:22 +00:00
Base * base ;
2012-05-17 12:59:34 +00:00
2012-05-05 14:03:12 +00:00
/* BKE_object_add(...) messes with the selection */
2012-05-17 12:59:34 +00:00
Object * ob = BKE_object_add_only_object ( OB_EMPTY , group - > id . name + 2 ) ;
ob - > type = OB_EMPTY ;
ob - > lay = scene - > lay ;
2010-01-07 14:59:22 +00:00
/* assign the base */
2012-05-17 12:59:34 +00:00
base = BKE_scene_base_add ( scene , ob ) ;
2010-01-07 14:59:22 +00:00
base - > flag | = SELECT ;
base - > object - > flag = base - > flag ;
2010-12-17 15:51:42 +00:00
ob - > recalc | = OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME ;
2012-05-17 12:59:34 +00:00
scene - > basact = base ;
2010-01-07 14:59:22 +00:00
/* assign the group */
2012-05-17 12:59:34 +00:00
ob - > dup_group = group ;
2010-01-07 14:28:00 +00:00
ob - > transflag | = OB_DUPLIGROUP ;
2010-01-07 14:59:22 +00:00
rename_id ( & ob - > id , group - > id . name + 2 ) ;
2011-11-06 16:38:21 +00:00
copy_v3_v3 ( ob - > loc , scene - > cursor ) ;
2010-01-07 14:28:00 +00:00
}
}
}
2002-10-12 11:37:38 +00:00
2011-03-13 01:15:14 +00:00
/* returns true if the item was found
2012-04-22 11:54:53 +00:00
* but it may already have already been appended / linked */
2011-05-26 20:45:19 +00:00
static ID * append_named_part ( Main * mainl , FileData * fd , const char * idname , const short idcode )
2002-10-12 11:37:38 +00:00
{
BHead * bhead ;
2012-05-17 12:59:34 +00:00
ID * id = NULL ;
int found = 0 ;
2002-10-12 11:37:38 +00:00
2012-05-17 12:59:34 +00:00
for ( bhead = blo_firstbhead ( fd ) ; bhead ; bhead = blo_nextbhead ( fd , bhead ) ) {
if ( bhead - > code = = idcode ) {
2011-05-18 06:27:32 +00:00
const char * idname_test = bhead_id_name ( fd , bhead ) ;
2012-05-17 12:59:34 +00:00
if ( strcmp ( idname_test + 2 , idname ) = = 0 ) {
found = 1 ;
id = is_yet_read ( fd , mainl , bhead ) ;
if ( id = = NULL ) {
2012-04-06 16:19:30 +00:00
/* not read yet */
2011-05-24 15:02:46 +00:00
read_libblock ( fd , mainl , bhead , LIB_TESTEXT , & id ) ;
2012-05-17 12:59:34 +00:00
2012-04-06 16:19:30 +00:00
if ( id ) {
/* sort by name in list */
2012-05-17 12:59:34 +00:00
ListBase * lb = which_libbase ( mainl , idcode ) ;
2012-04-06 16:19:30 +00:00
id_sort_by_name ( lb , id ) ;
}
2002-10-12 11:37:38 +00:00
}
else {
2012-04-06 16:19:30 +00:00
/* already linked */
2002-10-12 11:37:38 +00:00
printf ( " append: already linked \n " ) ;
2012-06-04 12:01:49 +00:00
oldnewmap_insert ( fd - > libmap , bhead - > old , id , bhead - > code ) ;
2012-03-24 06:18:31 +00:00
if ( id - > flag & LIB_INDIRECT ) {
2002-10-12 11:37:38 +00:00
id - > flag - = LIB_INDIRECT ;
id - > flag | = LIB_EXTERN ;
}
}
2012-05-17 12:59:34 +00:00
2011-05-26 20:45:19 +00:00
break ;
2002-10-12 11:37:38 +00:00
}
}
2012-05-17 12:59:34 +00:00
else if ( bhead - > code = = ENDB ) {
2011-05-26 20:45:19 +00:00
break ;
}
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
2011-05-24 15:02:46 +00:00
/* if we found the id but the id is NULL, this is really bad */
BLI_assert ( ( found ! = 0 ) = = ( id ! = NULL ) ) ;
2012-05-17 12:59:34 +00:00
return ( found ) ? id : NULL ;
2002-10-12 11:37:38 +00:00
}
2011-05-26 20:45:19 +00:00
static ID * append_named_part_ex ( const bContext * C , Main * mainl , FileData * fd , const char * idname , const int idcode , const int flag )
{
ID * id = append_named_part ( mainl , fd , idname , idcode ) ;
2012-03-24 06:18:31 +00:00
if ( id & & ( GS ( id - > name ) = = ID_OB ) ) { /* loose object: give a base */
2012-05-17 12:59:34 +00:00
Scene * scene = CTX_data_scene ( C ) ; /* can be NULL */
2012-03-24 06:18:31 +00:00
if ( scene ) {
2011-05-26 20:45:19 +00:00
Base * base ;
Object * ob ;
2012-05-17 12:59:34 +00:00
2012-04-29 17:11:40 +00:00
base = MEM_callocN ( sizeof ( Base ) , " app_nam_part " ) ;
2011-05-26 20:45:19 +00:00
BLI_addtail ( & scene - > base , base ) ;
2012-05-17 12:59:34 +00:00
ob = ( Object * ) id ;
2011-05-26 20:45:19 +00:00
/* link at active layer (view3d->lay if in context, else scene->lay */
2012-03-24 06:18:31 +00:00
if ( ( flag & FILE_ACTIVELAY ) ) {
2011-05-26 20:45:19 +00:00
View3D * v3d = CTX_wm_view3d ( C ) ;
ob - > lay = v3d ? v3d - > layact : scene - > lay ;
}
2012-05-17 12:59:34 +00:00
ob - > mode = 0 ;
base - > lay = ob - > lay ;
base - > object = ob ;
2011-05-26 20:45:19 +00:00
ob - > id . us + + ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( flag & FILE_AUTOSELECT ) {
2011-05-26 20:45:19 +00:00
base - > flag | = SELECT ;
base - > object - > flag = base - > flag ;
/* do NOT make base active here! screws up GUI stuff, if you want it do it on src/ level */
}
}
}
2012-05-17 12:59:34 +00:00
2011-05-26 20:45:19 +00:00
return id ;
}
ID * BLO_library_append_named_part ( Main * mainl , BlendHandle * * bh , const char * idname , const int idcode )
2009-09-16 17:43:09 +00:00
{
2012-05-17 12:59:34 +00:00
FileData * fd = ( FileData * ) ( * bh ) ;
2011-05-26 20:45:19 +00:00
return append_named_part ( mainl , fd , idname , idcode ) ;
}
ID * BLO_library_append_named_part_ex ( const bContext * C , Main * mainl , BlendHandle * * bh , const char * idname , const int idcode , const short flag )
2009-09-12 19:54:39 +00:00
{
2012-05-17 12:59:34 +00:00
FileData * fd = ( FileData * ) ( * bh ) ;
2011-05-26 20:45:19 +00:00
return append_named_part_ex ( C , mainl , fd , idname , idcode , flag ) ;
2009-09-16 17:43:09 +00:00
}
2002-10-12 11:37:38 +00:00
static void append_id_part ( FileData * fd , Main * mainvar , ID * id , ID * * id_r )
{
BHead * bhead ;
2012-05-17 12:59:34 +00:00
for ( bhead = blo_firstbhead ( fd ) ; bhead ; bhead = blo_nextbhead ( fd , bhead ) ) {
2002-10-12 11:37:38 +00:00
if ( bhead - > code = = GS ( id - > name ) ) {
2012-05-17 12:59:34 +00:00
2011-05-26 21:04:01 +00:00
if ( strcmp ( id - > name , bhead_id_name ( fd , bhead ) ) = = 0 ) {
2005-05-26 13:17:12 +00:00
id - > flag & = ~ LIB_READ ;
2012-08-01 15:32:27 +00:00
id - > flag | = LIB_NEED_EXPAND ;
2005-06-02 09:24:58 +00:00
// printf("read lib block %s\n", id->name);
2002-10-12 11:37:38 +00:00
read_libblock ( fd , mainvar , bhead , id - > flag , id_r ) ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
break ;
}
2012-03-24 06:18:31 +00:00
}
else if ( bhead - > code = = ENDB )
2002-10-12 11:37:38 +00:00
break ;
}
}
2007-03-16 05:39:30 +00:00
/* common routine to append/link something from a library */
2006-01-04 19:05:24 +00:00
2012-05-21 06:33:32 +00:00
static Main * library_append_begin ( Main * mainvar , FileData * * fd , const char * filepath )
2002-10-12 11:37:38 +00:00
{
2002-12-20 02:08:46 +00:00
Main * mainl ;
2012-05-25 17:13:30 +00:00
( * fd ) - > mainlist = MEM_callocN ( sizeof ( ListBase ) , " FileData.mainlist " ) ;
2012-05-17 12:59:34 +00:00
2003-04-26 18:01:01 +00:00
/* make mains */
2012-05-25 17:13:30 +00:00
blo_split_main ( ( * fd ) - > mainlist , mainvar ) ;
2012-05-17 12:59:34 +00:00
2003-04-26 18:01:01 +00:00
/* which one do we need? */
2012-05-25 17:13:30 +00:00
mainl = blo_find_main ( * fd , filepath , G . main - > name ) ;
2006-11-26 21:17:15 +00:00
2010-05-05 14:59:22 +00:00
/* needed for do_version */
2012-05-17 12:59:34 +00:00
mainl - > versionfile = ( * fd ) - > fileversion ;
2010-05-05 14:59:22 +00:00
read_file_version ( * fd , mainl ) ;
2006-11-26 21:17:15 +00:00
2009-09-16 17:43:09 +00:00
return mainl ;
}
2012-05-21 06:33:32 +00:00
Main * BLO_library_append_begin ( Main * mainvar , BlendHandle * * bh , const char * filepath )
2009-09-16 17:43:09 +00:00
{
2012-05-17 12:59:34 +00:00
FileData * fd = ( FileData * ) ( * bh ) ;
2011-08-05 05:26:19 +00:00
return library_append_begin ( mainvar , & fd , filepath ) ;
2009-09-16 17:43:09 +00:00
}
2011-08-04 09:47:09 +00:00
/* Context == NULL signifies not to do any scene manipulation */
2009-09-16 17:43:09 +00:00
static void library_append_end ( const bContext * C , Main * mainl , FileData * * fd , int idcode , short flag )
{
2011-01-06 01:35:07 +00:00
Main * mainvar ;
2010-10-07 21:25:05 +00:00
Library * curlib ;
2012-05-17 12:59:34 +00:00
2010-01-26 14:00:13 +00:00
/* make main consistent */
2008-03-20 04:59:59 +00:00
expand_main ( * fd , mainl ) ;
2012-05-17 12:59:34 +00:00
2003-04-26 18:01:01 +00:00
/* do this when expand found other libs */
2012-05-25 17:13:30 +00:00
read_libraries ( * fd , ( * fd ) - > mainlist ) ;
2010-10-07 21:25:05 +00:00
2012-05-17 12:59:34 +00:00
curlib = mainl - > curlib ;
2009-09-16 17:43:09 +00:00
/* make the lib path relative if required */
2012-03-24 06:18:31 +00:00
if ( flag & FILE_RELPATH ) {
2006-01-04 19:05:24 +00:00
/* use the full path, this could have been read by other library even */
2010-10-07 21:25:05 +00:00
BLI_strncpy ( curlib - > name , curlib - > filepath , sizeof ( curlib - > name ) ) ;
2006-01-04 19:05:24 +00:00
/* uses current .blend file as reference */
2010-10-18 06:41:16 +00:00
BLI_path_rel ( curlib - > name , G . main - > name ) ;
2005-10-25 20:19:31 +00:00
}
2012-05-17 12:59:34 +00:00
2012-05-25 17:13:30 +00:00
blo_join_main ( ( * fd ) - > mainlist ) ;
mainvar = ( * fd ) - > mainlist - > first ;
MEM_freeN ( ( * fd ) - > mainlist ) ;
2012-05-17 12:59:34 +00:00
mainl = NULL ; /* blo_join_main free's mainl, cant use anymore */
2008-12-19 16:36:15 +00:00
lib_link_all ( * fd , mainvar ) ;
2010-10-16 02:40:31 +00:00
lib_verify_nodetree ( mainvar , FALSE ) ;
2010-10-18 06:41:16 +00:00
fix_relpaths_library ( G . main - > name , mainvar ) ; /* make all relative paths, relative to the open blend file */
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( C ) {
2012-05-17 12:59:34 +00:00
Scene * scene = CTX_data_scene ( C ) ;
2011-08-04 09:47:09 +00:00
/* give a base to loose objects. If group append, do it for objects too */
2012-03-24 06:18:31 +00:00
if ( scene ) {
2012-05-17 12:59:34 +00:00
const short is_link = ( flag & FILE_LINK ) ! = 0 ;
if ( idcode = = ID_SCE ) {
2012-03-18 07:38:51 +00:00
/* don't instance anything when linking in scenes, assume the scene its self instances the data */
2011-08-04 09:47:09 +00:00
}
else {
give_base_to_objects ( mainvar , scene , curlib , idcode , is_link ) ;
2012-05-17 12:59:34 +00:00
2011-08-04 09:47:09 +00:00
if ( flag & FILE_GROUP_INSTANCE ) {
give_base_to_groups ( mainvar , scene ) ;
}
2010-01-07 14:28:00 +00:00
}
2009-08-22 17:11:36 +00:00
}
2011-08-04 09:47:09 +00:00
else {
printf ( " library_append_end, scene is NULL (objects wont get bases) \n " ) ;
}
2011-05-19 06:17:44 +00:00
}
2007-03-16 05:39:30 +00:00
/* has been removed... erm, why? s..ton) */
2004-09-13 06:57:24 +00:00
/* 20040907: looks like they are give base already in append_named_part(); -Nathan L */
2004-12-08 19:08:37 +00:00
/* 20041208: put back. It only linked direct, not indirect objects (ton) */
2003-04-26 18:01:01 +00:00
/* patch to prevent switch_endian happens twice */
2012-03-24 06:18:31 +00:00
if ( ( * fd ) - > flags & FD_FLAGS_SWITCH_ENDIAN ) {
2012-04-29 17:11:40 +00:00
blo_freefiledata ( * fd ) ;
2008-03-20 04:59:59 +00:00
* fd = NULL ;
2012-10-21 05:46:41 +00:00
}
2009-09-16 17:43:09 +00:00
}
void BLO_library_append_end ( const bContext * C , struct Main * mainl , BlendHandle * * bh , int idcode , short flag )
{
2012-05-17 12:59:34 +00:00
FileData * fd = ( FileData * ) ( * bh ) ;
2009-09-16 17:43:09 +00:00
library_append_end ( C , mainl , & fd , idcode , flag ) ;
2012-05-17 12:59:34 +00:00
* bh = ( BlendHandle * ) fd ;
2007-03-16 05:39:30 +00:00
}
2011-05-18 19:42:30 +00:00
void * BLO_library_read_struct ( FileData * fd , BHead * bh , const char * blockname )
2007-03-16 05:39:30 +00:00
{
2011-05-18 19:42:30 +00:00
return read_struct ( fd , bh , blockname ) ;
2007-03-16 05:39:30 +00:00
}
2002-10-12 11:37:38 +00:00
/* ************* READ LIBRARY ************** */
static int mainvar_count_libread_blocks ( Main * mainvar )
{
2006-09-06 09:51:30 +00:00
ListBase * lbarray [ MAX_LIBARRAY ] ;
2012-05-17 12:59:34 +00:00
int a , tot = 0 ;
a = set_listbasepointers ( mainvar , lbarray ) ;
2012-03-24 07:52:14 +00:00
while ( a - - ) {
2011-01-06 01:35:07 +00:00
ID * id ;
2012-05-17 12:59:34 +00:00
for ( id = lbarray [ a ] - > first ; id ; id = id - > next ) {
2002-10-12 11:37:38 +00:00
if ( id - > flag & LIB_READ )
tot + + ;
2012-05-17 12:59:34 +00:00
}
2002-10-12 11:37:38 +00:00
}
return tot ;
}
static void read_libraries ( FileData * basefd , ListBase * mainlist )
{
2012-05-17 12:59:34 +00:00
Main * mainl = mainlist - > first ;
2002-10-12 11:37:38 +00:00
Main * mainptr ;
2006-09-06 09:51:30 +00:00
ListBase * lbarray [ MAX_LIBARRAY ] ;
2012-05-19 13:28:19 +00:00
int a , do_it = TRUE ;
2012-05-17 12:59:34 +00:00
2012-05-19 13:28:19 +00:00
while ( do_it ) {
do_it = FALSE ;
2012-05-17 12:59:34 +00:00
2003-04-26 18:01:01 +00:00
/* test 1: read libdata */
2004-04-24 20:04:37 +00:00
mainptr = mainl - > next ;
2012-03-24 07:52:14 +00:00
while ( mainptr ) {
2012-05-17 12:59:34 +00:00
int tot = mainvar_count_libread_blocks ( mainptr ) ;
2005-06-02 09:24:58 +00:00
2007-04-28 16:15:00 +00:00
// printf("found LIB_READ %s\n", mainptr->curlib->name);
2012-03-24 06:18:31 +00:00
if ( tot ) {
2012-05-17 12:59:34 +00:00
FileData * fd = mainptr - > curlib - > filedata ;
if ( fd = = NULL ) {
2010-01-11 11:59:14 +00:00
/* printf and reports for now... its important users know this */
2012-10-26 17:32:50 +00:00
BKE_reportf_wrap ( basefd - > reports , RPT_INFO , TIP_ ( " Read library: '%s', '%s' " ) ,
2012-01-05 09:50:07 +00:00
mainptr - > curlib - > filepath , mainptr - > curlib - > name ) ;
2012-05-17 12:59:34 +00:00
fd = blo_openblenderfile ( mainptr - > curlib - > filepath , basefd - > reports ) ;
2012-05-25 17:13:30 +00:00
2010-04-20 10:36:00 +00:00
/* allow typing in a new lib path */
2012-08-08 18:21:54 +00:00
if ( G . debug_value = = - 666 ) {
2012-05-17 12:59:34 +00:00
while ( fd = = NULL ) {
char newlib_path [ FILE_MAX ] = { 0 } ;
2010-04-20 21:38:55 +00:00
printf ( " Missing library...' \n " ) ;
2010-10-18 06:41:16 +00:00
printf ( " current file: %s \n " , G . main - > name ) ;
2010-06-02 17:58:28 +00:00
printf ( " absolute lib: %s \n " , mainptr - > curlib - > filepath ) ;
2010-04-20 21:38:55 +00:00
printf ( " relative lib: %s \n " , mainptr - > curlib - > name ) ;
2010-04-20 10:36:00 +00:00
printf ( " enter a new path: \n " ) ;
2012-05-17 12:59:34 +00:00
2012-03-24 06:18:31 +00:00
if ( scanf ( " %s " , newlib_path ) > 0 ) {
2011-10-19 23:10:54 +00:00
BLI_strncpy ( mainptr - > curlib - > name , newlib_path , sizeof ( mainptr - > curlib - > name ) ) ;
BLI_strncpy ( mainptr - > curlib - > filepath , newlib_path , sizeof ( mainptr - > curlib - > filepath ) ) ;
2010-10-18 06:41:16 +00:00
cleanup_path ( G . main - > name , mainptr - > curlib - > filepath ) ;
2010-04-23 11:19:06 +00:00
2012-05-17 12:59:34 +00:00
fd = blo_openblenderfile ( mainptr - > curlib - > filepath , basefd - > reports ) ;
2012-09-05 01:42:52 +00:00
2012-03-24 06:18:31 +00:00
if ( fd ) {
2012-09-05 01:42:52 +00:00
fd - > mainlist = mainlist ;
2010-06-02 17:58:28 +00:00
printf ( " found: '%s', party on macuno! \n " , mainptr - > curlib - > filepath ) ;
2010-04-23 11:19:06 +00:00
}
2010-04-20 10:36:00 +00:00
}
}
}
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
if ( fd ) {
2012-05-28 10:32:38 +00:00
/* share the mainlist, so all libraries are added immediately in a
* single list . it used to be that all FileData ' s had their own list ,
* but with indirectly linking this meant we didn ' t catch duplicate
* libraries properly */
fd - > mainlist = mainlist ;
2012-05-17 12:59:34 +00:00
fd - > reports = basefd - > reports ;
2009-09-16 17:43:09 +00:00
2002-10-12 11:37:38 +00:00
if ( fd - > libmap )
oldnewmap_free ( fd - > libmap ) ;
2012-05-17 12:59:34 +00:00
2005-12-16 17:35:38 +00:00
fd - > libmap = oldnewmap_new ( ) ;
2005-01-05 10:31:27 +00:00
2012-05-17 12:59:34 +00:00
mainptr - > curlib - > filedata = fd ;
mainptr - > versionfile = fd - > fileversion ;
2007-12-01 14:36:06 +00:00
/* subversion */
read_file_version ( fd , mainptr ) ;
2002-10-12 11:37:38 +00:00
}
2012-05-17 12:59:34 +00:00
else mainptr - > curlib - > filedata = NULL ;
if ( fd = = NULL ) {
2012-10-26 17:32:50 +00:00
BKE_reportf_wrap ( basefd - > reports , RPT_WARNING , TIP_ ( " Cannot find lib '%s' " ) ,
2012-01-05 09:50:07 +00:00
mainptr - > curlib - > filepath ) ;
2010-01-11 11:59:14 +00:00
}
2002-10-12 11:37:38 +00:00
}
2012-03-24 06:18:31 +00:00
if ( fd ) {
2012-05-19 13:28:19 +00:00
do_it = TRUE ;
2012-05-17 12:59:34 +00:00
a = set_listbasepointers ( mainptr , lbarray ) ;
2012-03-24 07:52:14 +00:00
while ( a - - ) {
2012-05-17 12:59:34 +00:00
ID * id = lbarray [ a ] - > first ;
2012-03-24 07:52:14 +00:00
while ( id ) {
2012-05-17 12:59:34 +00:00
ID * idn = id - > next ;
2012-03-24 06:18:31 +00:00
if ( id - > flag & LIB_READ ) {
2012-05-17 12:59:34 +00:00
ID * realid = NULL ;
2002-10-12 11:37:38 +00:00
BLI_remlink ( lbarray [ a ] , id ) ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
append_id_part ( fd , mainptr , id , & realid ) ;
2010-01-11 12:24:08 +00:00
if ( ! realid ) {
2012-09-30 10:38:12 +00:00
BKE_reportf_wrap ( fd - > reports , RPT_WARNING ,
2012-10-26 17:32:50 +00:00
TIP_ ( " LIB ERROR: %s: '%s' missing from '%s' " ) ,
2012-01-05 09:50:07 +00:00
BKE_idcode_to_name ( GS ( id - > name ) ) ,
id - > name + 2 , mainptr - > curlib - > filepath ) ;
2010-01-11 12:24:08 +00:00
}
2005-12-16 17:35:38 +00:00
change_idid_adr ( mainlist , basefd , id , realid ) ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
MEM_freeN ( id ) ;
}
2012-05-17 12:59:34 +00:00
id = idn ;
2002-10-12 11:37:38 +00:00
}
}
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
expand_main ( fd , mainptr ) ;
}
}
2012-05-17 12:59:34 +00:00
mainptr = mainptr - > next ;
2002-10-12 11:37:38 +00:00
}
}
2005-12-16 17:35:38 +00:00
/* test if there are unread libblocks */
2012-05-17 12:59:34 +00:00
for ( mainptr = mainl - > next ; mainptr ; mainptr = mainptr - > next ) {
a = set_listbasepointers ( mainptr , lbarray ) ;
2012-03-24 07:52:14 +00:00
while ( a - - ) {
2012-05-21 06:33:32 +00:00
ID * id , * idn = NULL ;
for ( id = lbarray [ a ] - > first ; id ; id = idn ) {
idn = id - > next ;
2012-03-24 06:18:31 +00:00
if ( id - > flag & LIB_READ ) {
2002-10-12 11:37:38 +00:00
BLI_remlink ( lbarray [ a ] , id ) ;
2012-09-30 10:38:12 +00:00
BKE_reportf_wrap ( basefd - > reports , RPT_WARNING ,
2012-10-26 17:32:50 +00:00
TIP_ ( " LIB ERROR: %s: '%s' unread lib block missing from '%s' " ) ,
2012-05-17 10:31:06 +00:00
BKE_idcode_to_name ( GS ( id - > name ) ) , id - > name + 2 , mainptr - > curlib - > filepath ) ;
2005-12-16 17:35:38 +00:00
change_idid_adr ( mainlist , basefd , id , NULL ) ;
2012-05-17 12:59:34 +00:00
2002-10-12 11:37:38 +00:00
MEM_freeN ( id ) ;
}
}
}
2005-12-16 17:35:38 +00:00
}
/* do versions, link, and free */
2012-05-17 12:59:34 +00:00
for ( mainptr = mainl - > next ; mainptr ; mainptr = mainptr - > next ) {
2003-04-26 18:01:01 +00:00
/* some mains still have to be read, then
* versionfile is still zero ! */
2012-03-24 06:18:31 +00:00
if ( mainptr - > versionfile ) {
if ( mainptr - > curlib - > filedata ) // can be zero... with shift+f1 append
2005-07-26 18:46:28 +00:00
do_versions ( mainptr - > curlib - > filedata , mainptr - > curlib , mainptr ) ;
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else
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do_versions ( basefd , NULL , mainptr ) ;
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}
2012-03-24 06:18:31 +00:00
if ( mainptr - > curlib - > filedata )
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lib_link_all ( mainptr - > curlib - > filedata , mainptr ) ;
2012-03-24 06:18:31 +00:00
if ( mainptr - > curlib - > filedata ) blo_freefiledata ( mainptr - > curlib - > filedata ) ;
2012-05-17 12:59:34 +00:00
mainptr - > curlib - > filedata = NULL ;
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}
}
2008-02-02 11:19:34 +00:00
This commit removes the glue from Blender, and with it
the directories decrypt, deflate, encrypt, inflate, readstreamglue,
sign, writeblenfile and writestreamglue.
Sirdude was so kind to modify the makefiles, so SCons and
Make are ready to build with the new Blender.
Visual Studio workspaces, solutions and projectfiles still need
to be updated (I'll do the .vcprojs and .sln myself after this commit).
Runtimes created with the Blender Publisher are not anymore
recognised - if you want these available, you'll have to convert
them first to .blends with the Publisher.
2004-04-16 15:55:16 +00:00
/* reading runtime */
2002-10-12 11:37:38 +00:00
2011-10-19 23:10:54 +00:00
BlendFileData * blo_read_blendafterruntime ( int file , const char * name , int actualsize , ReportList * reports )
2004-09-05 13:43:51 +00:00
{
This commit removes the glue from Blender, and with it
the directories decrypt, deflate, encrypt, inflate, readstreamglue,
sign, writeblenfile and writestreamglue.
Sirdude was so kind to modify the makefiles, so SCons and
Make are ready to build with the new Blender.
Visual Studio workspaces, solutions and projectfiles still need
to be updated (I'll do the .vcprojs and .sln myself after this commit).
Runtimes created with the Blender Publisher are not anymore
recognised - if you want these available, you'll have to convert
them first to .blends with the Publisher.
2004-04-16 15:55:16 +00:00
BlendFileData * bfd = NULL ;
2002-10-12 11:37:38 +00:00
FileData * fd = filedata_new ( ) ;
This commit removes the glue from Blender, and with it
the directories decrypt, deflate, encrypt, inflate, readstreamglue,
sign, writeblenfile and writestreamglue.
Sirdude was so kind to modify the makefiles, so SCons and
Make are ready to build with the new Blender.
Visual Studio workspaces, solutions and projectfiles still need
to be updated (I'll do the .vcprojs and .sln myself after this commit).
Runtimes created with the Blender Publisher are not anymore
recognised - if you want these available, you'll have to convert
them first to .blends with the Publisher.
2004-04-16 15:55:16 +00:00
fd - > filedes = file ;
fd - > buffersize = actualsize ;
fd - > read = fd_read_from_file ;
2012-05-17 12:59:34 +00:00
2008-09-11 13:00:54 +00:00
/* needed for library_append and read_libraries */
2009-11-01 00:06:53 +00:00
BLI_strncpy ( fd - > relabase , name , sizeof ( fd - > relabase ) ) ;
2012-05-17 12:59:34 +00:00
2008-12-19 00:50:21 +00:00
fd = blo_decode_and_check ( fd , reports ) ;
2005-07-25 18:35:49 +00:00
if ( ! fd )
This commit removes the glue from Blender, and with it
the directories decrypt, deflate, encrypt, inflate, readstreamglue,
sign, writeblenfile and writestreamglue.
Sirdude was so kind to modify the makefiles, so SCons and
Make are ready to build with the new Blender.
Visual Studio workspaces, solutions and projectfiles still need
to be updated (I'll do the .vcprojs and .sln myself after this commit).
Runtimes created with the Blender Publisher are not anymore
recognised - if you want these available, you'll have to convert
them first to .blends with the Publisher.
2004-04-16 15:55:16 +00:00
return NULL ;
2012-05-17 12:59:34 +00:00
fd - > reports = reports ;
bfd = blo_read_file_internal ( fd , " " ) ;
2002-10-12 11:37:38 +00:00
blo_freefiledata ( fd ) ;
2012-05-17 12:59:34 +00:00
This commit removes the glue from Blender, and with it
the directories decrypt, deflate, encrypt, inflate, readstreamglue,
sign, writeblenfile and writestreamglue.
Sirdude was so kind to modify the makefiles, so SCons and
Make are ready to build with the new Blender.
Visual Studio workspaces, solutions and projectfiles still need
to be updated (I'll do the .vcprojs and .sln myself after this commit).
Runtimes created with the Blender Publisher are not anymore
recognised - if you want these available, you'll have to convert
them first to .blends with the Publisher.
2004-04-16 15:55:16 +00:00
return bfd ;
2002-10-12 11:37:38 +00:00
}