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2011-10-10 09:38:02 +00:00
/*
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* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
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*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
/** \file
* \ingroup bke
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*/
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#include <string.h>
#include <math.h>
#include <stdio.h>
#include "CLG_log.h"
2002-10-12 11:37:38 +00:00
#include "MEM_guardedalloc.h"
2.5: Blender "Animato" - New Animation System Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future. Highlights of the new system: * Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action. - F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves. - The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc. * F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated. * Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place) * F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place) * NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still) There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details: http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html So, what currently works: * I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code. * Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock. * Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc. Notes: * Drivers haven't been hooked up yet * Only objects and data directly linked to objects can be animated. * Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change). * Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor) * I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review. In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
#include "DNA_anim_types.h"
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#include "DNA_armature_types.h"
#include "DNA_camera_types.h"
#include "DNA_collection_types.h"
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#include "DNA_constraint_types.h"
#include "DNA_gpencil_types.h"
#include "DNA_gpencil_modifier_types.h"
#include "DNA_key_types.h"
2019-02-27 12:34:56 +11:00
#include "DNA_light_types.h"
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#include "DNA_lattice_types.h"
#include "DNA_material_types.h"
#include "DNA_meta_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
#include "DNA_movieclip_types.h"
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#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_sequence_types.h"
#include "DNA_shader_fx_types.h"
#include "DNA_smoke_types.h"
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#include "DNA_space_types.h"
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
#include "DNA_object_types.h"
#include "DNA_lightprobe_types.h"
#include "DNA_rigidbody_types.h"
#include "DNA_defaults.h"
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#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BLI_linklist.h"
#include "BLI_kdtree.h"
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#include "BLT_translation.h"
#include "BKE_pbvh.h"
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#include "BKE_main.h"
#include "BKE_global.h"
#include "BKE_idprop.h"
2.5: Blender "Animato" - New Animation System Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future. Highlights of the new system: * Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action. - F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves. - The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc. * F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated. * Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place) * F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place) * NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still) There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details: http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html So, what currently works: * I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code. * Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock. * Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc. Notes: * Drivers haven't been hooked up yet * Only objects and data directly linked to objects can be animated. * Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change). * Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor) * I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review. In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
#include "BKE_armature.h"
#include "BKE_action.h"
#include "BKE_deform.h"
#include "BKE_DerivedMesh.h"
#include "BKE_animsys.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_anim.h"
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
#include "BKE_collection.h"
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
#include "BKE_constraint.h"
#include "BKE_curve.h"
#include "BKE_displist.h"
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
#include "BKE_effect.h"
#include "BKE_fcurve.h"
#include "BKE_gpencil_modifier.h"
#include "BKE_icons.h"
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
#include "BKE_key.h"
2019-02-27 12:34:56 +11:00
#include "BKE_light.h"
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
#include "BKE_layer.h"
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
#include "BKE_lattice.h"
2002-10-12 11:37:38 +00:00
#include "BKE_library.h"
#include "BKE_library_query.h"
#include "BKE_library_remap.h"
#include "BKE_linestyle.h"
2002-10-12 11:37:38 +00:00
#include "BKE_mesh.h"
#include "BKE_editmesh.h"
2002-10-12 11:37:38 +00:00
#include "BKE_mball.h"
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
#include "BKE_modifier.h"
#include "BKE_multires.h"
#include "BKE_node.h"
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
#include "BKE_object.h"
#include "BKE_object_facemap.h"
#include "BKE_paint.h"
#include "BKE_particle.h"
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
#include "BKE_pointcache.h"
#include "BKE_lightprobe.h"
#include "BKE_rigidbody.h"
2002-10-12 11:37:38 +00:00
#include "BKE_scene.h"
#include "BKE_sequencer.h"
#include "BKE_shader_fx.h"
#include "BKE_speaker.h"
OK. Here's the long awaited first step (V0.01!) of SoftBody. It is called from within mesh_modifiers (kernel deform.c). It copies vertices to a temporal particle system (struct SoftBody with BodyPoint structs) to do physics tricks with it. For each frame change the delta movements (based on standard ipo anim or even other deforms (later) are applied to the physics system. How to apply and calculate satisfying results is not my thing... so here I'll commu- nicate with others for. Since it's in the modifier stack, the SoftBody code can run entirely on original data (no displists!). Right now I've implemented 2 things; - "Goal" which is a per vertex value for how much the current position should take into account (goal=1 is without physics). This is a powerful method for artists to get control over what moves and not. Right now i read the vertex color for it. - And some spring stuff, which now only works based on force moving it to the originial location. This doesnt work with 'goal'... erhm. - You can re-use physics vars from engine, used right now is (in Object) - damping - springf (spring factor) - softflag (to set types, or activate softbody for it - The SoftBody pointer in struct Object is only runtime, nothing saved in file To prevent all users going to complain it doesn't work, I've hidden the functionality. :) The buttons to set softbody 'on' only show now (psst psst) when the object has name "soft" as first 4 characters. You can find the buttons in the F7 Particle Interaction Panel (which should be renamed 'physics properties' later or so. Demo file: http://www.blender.org/bf/softbody.blend
2004-10-01 14:04:17 +00:00
#include "BKE_softbody.h"
#include "BKE_subsurf.h"
#include "BKE_subdiv_ccg.h"
#include "BKE_material.h"
#include "BKE_camera.h"
#include "BKE_image.h"
#include "BKE_gpencil.h"
2002-10-12 11:37:38 +00:00
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "DRW_engine.h"
#ifdef WITH_MOD_FLUID
# include "LBM_fluidsim.h"
#endif
#ifdef WITH_PYTHON
# include "BPY_extern.h"
#endif
#include "CCGSubSurf.h"
#include "atomic_ops.h"
static CLG_LogRef LOG = {"bke.object"};
/* Vertex parent modifies original BMesh which is not safe for threading.
* Ideally such a modification should be handled as a separate DAG update
* callback for mesh datablock, but for until it is actually supported use
* simpler solution with a mutex lock.
* - sergey -
*/
#define VPARENT_THREADING_HACK
#ifdef VPARENT_THREADING_HACK
static ThreadMutex vparent_lock = BLI_MUTEX_INITIALIZER;
#endif
void BKE_object_workob_clear(Object *workob)
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{
memset(workob, 0, sizeof(Object));
2018-06-17 17:05:51 +02:00
workob->scale[0] = workob->scale[1] = workob->scale[2] = 1.0f;
workob->dscale[0] = workob->dscale[1] = workob->dscale[2] = 1.0f;
workob->rotmode = ROT_MODE_EUL;
2002-10-12 11:37:38 +00:00
}
void BKE_object_free_particlesystems(Object *ob)
{
ParticleSystem *psys;
while ((psys = BLI_pophead(&ob->particlesystem))) {
psys_free(ob, psys);
}
}
void BKE_object_free_softbody(Object *ob)
{
sbFree(ob);
}
void BKE_object_free_curve_cache(Object *ob)
{
if (ob->runtime.curve_cache) {
BKE_displist_free(&ob->runtime.curve_cache->disp);
BKE_curve_bevelList_free(&ob->runtime.curve_cache->bev);
if (ob->runtime.curve_cache->path) {
free_path(ob->runtime.curve_cache->path);
}
BKE_nurbList_free(&ob->runtime.curve_cache->deformed_nurbs);
MEM_freeN(ob->runtime.curve_cache);
ob->runtime.curve_cache = NULL;
}
}
void BKE_object_free_modifiers(Object *ob, const int flag)
{
ModifierData *md;
GpencilModifierData *gp_md;
while ((md = BLI_pophead(&ob->modifiers))) {
modifier_free_ex(md, flag);
}
while ((gp_md = BLI_pophead(&ob->greasepencil_modifiers))) {
BKE_gpencil_modifier_free_ex(gp_md, flag);
}
/* particle modifiers were freed, so free the particlesystems as well */
BKE_object_free_particlesystems(ob);
/* same for softbody */
BKE_object_free_softbody(ob);
/* modifiers may have stored data in the DM cache */
BKE_object_free_derived_caches(ob);
}
void BKE_object_free_shaderfx(Object *ob, const int flag)
{
ShaderFxData *fx;
while ((fx = BLI_pophead(&ob->shader_fx))) {
BKE_shaderfx_free_ex(fx, flag);
}
}
void BKE_object_modifier_hook_reset(Object *ob, HookModifierData *hmd)
{
/* reset functionality */
if (hmd->object) {
bPoseChannel *pchan = BKE_pose_channel_find_name(hmd->object->pose, hmd->subtarget);
if (hmd->subtarget[0] && pchan) {
float imat[4][4], mat[4][4];
/* Calculate the world-space matrix for the pose-channel target first,
* then carry on as usual. */
mul_m4_m4m4(mat, hmd->object->obmat, pchan->pose_mat);
invert_m4_m4(imat, mat);
mul_m4_m4m4(hmd->parentinv, imat, ob->obmat);
}
else {
invert_m4_m4(hmd->object->imat, hmd->object->obmat);
mul_m4_m4m4(hmd->parentinv, hmd->object->imat, ob->obmat);
}
}
}
void BKE_object_modifier_gpencil_hook_reset(Object *ob, HookGpencilModifierData *hmd)
{
if (hmd->object == NULL) {
return;
}
/* reset functionality */
bPoseChannel *pchan = BKE_pose_channel_find_name(hmd->object->pose, hmd->subtarget);
if (hmd->subtarget[0] && pchan) {
float imat[4][4], mat[4][4];
/* Calculate the world-space matrix for the pose-channel target first,
* then carry on as usual. */
mul_m4_m4m4(mat, hmd->object->obmat, pchan->pose_mat);
invert_m4_m4(imat, mat);
mul_m4_m4m4(hmd->parentinv, imat, ob->obmat);
}
else {
invert_m4_m4(hmd->object->imat, hmd->object->obmat);
mul_m4_m4m4(hmd->parentinv, hmd->object->imat, ob->obmat);
}
}
2018-04-14 14:27:38 +02:00
bool BKE_object_support_modifier_type_check(const Object *ob, int modifier_type)
{
const ModifierTypeInfo *mti;
mti = modifierType_getInfo(modifier_type);
/* only geometry objects should be able to get modifiers [#25291] */
if (!ELEM(ob->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_LATTICE)) {
return false;
}
if (ob->type == OB_LATTICE && (mti->flags & eModifierTypeFlag_AcceptsLattice) == 0) {
return false;
}
if (!((mti->flags & eModifierTypeFlag_AcceptsCVs) ||
(ob->type == OB_MESH && (mti->flags & eModifierTypeFlag_AcceptsMesh)))) {
return false;
}
return true;
}
void BKE_object_link_modifiers(Scene *scene, struct Object *ob_dst, const struct Object *ob_src)
{
ModifierData *md;
BKE_object_free_modifiers(ob_dst, 0);
if (!ELEM(ob_dst->type, OB_MESH, OB_CURVE, OB_SURF, OB_FONT, OB_LATTICE)) {
/* only objects listed above can have modifiers and linking them to objects
* which doesn't have modifiers stack is quite silly */
return;
}
for (md = ob_src->modifiers.first; md; md = md->next) {
ModifierData *nmd = NULL;
if (ELEM(md->type, eModifierType_Hook, eModifierType_Collision)) {
continue;
}
if (!BKE_object_support_modifier_type_check(ob_dst, md->type)) {
continue;
}
switch (md->type) {
case eModifierType_Softbody:
BKE_object_copy_softbody(ob_dst, ob_src, 0);
break;
case eModifierType_Skin:
/* ensure skin-node customdata exists */
BKE_mesh_ensure_skin_customdata(ob_dst->data);
break;
}
nmd = modifier_new(md->type);
BLI_strncpy(nmd->name, md->name, sizeof(nmd->name));
if (md->type == eModifierType_Multires) {
/* Has to be done after mod creation, but *before* we actually copy its settings! */
multiresModifier_sync_levels_ex(
scene, ob_dst, (MultiresModifierData *)md, (MultiresModifierData *)nmd);
}
modifier_copyData(md, nmd);
BLI_addtail(&ob_dst->modifiers, nmd);
modifier_unique_name(&ob_dst->modifiers, nmd);
}
BKE_object_copy_particlesystems(ob_dst, ob_src, 0);
/* TODO: smoke?, cloth? */
}
/* Copy CCG related data. Used to sync copy of mesh with reshaped original
* mesh.
*/
static void copy_ccg_data(Mesh *mesh_destination, Mesh *mesh_source, int layer_type)
{
BLI_assert(mesh_destination->totloop == mesh_source->totloop);
CustomData *data_destination = &mesh_destination->ldata;
CustomData *data_source = &mesh_source->ldata;
const int num_elements = mesh_source->totloop;
if (!CustomData_has_layer(data_source, layer_type)) {
return;
}
const int layer_index = CustomData_get_layer_index(data_destination, layer_type);
CustomData_free_layer(data_destination, layer_type, num_elements, layer_index);
BLI_assert(!CustomData_has_layer(data_destination, layer_type));
CustomData_add_layer(data_destination, layer_type, CD_CALLOC, NULL, num_elements);
BLI_assert(CustomData_has_layer(data_destination, layer_type));
CustomData_copy_layer_type_data(data_source, data_destination, layer_type, 0, 0, num_elements);
}
static void object_update_from_subsurf_ccg(Object *object)
{
/* Currently CCG is only created for Mesh objects. */
if (object->type != OB_MESH) {
return;
}
/* If object does not own evaluated mesh we can not access it since it might be freed already
* (happens on dependency graph free where order of CoW-ed IDs free is undefined).
*
* Good news is: such mesh does not have modifiers applied, so no need to worry about CCG. */
if (!object->runtime.is_mesh_eval_owned) {
return;
}
/* Object was never evaluated, so can not have CCG subdivision surface. */
Mesh *mesh_eval = object->runtime.mesh_eval;
if (mesh_eval == NULL) {
return;
}
SubdivCCG *subdiv_ccg = mesh_eval->runtime.subdiv_ccg;
if (subdiv_ccg == NULL) {
return;
}
/* Check whether there is anything to be reshaped. */
if (!subdiv_ccg->dirty.coords && !subdiv_ccg->dirty.hidden) {
return;
}
const int tot_level = mesh_eval->runtime.subdiv_ccg_tot_level;
Object *object_orig = DEG_get_original_object(object);
Mesh *mesh_orig = (Mesh *)object_orig->data;
multiresModifier_reshapeFromCCG(tot_level, mesh_orig, subdiv_ccg);
/* NOTE: we need to reshape into an original mesh from main database,
* allowing:
*
* - Update copies of that mesh at any moment.
* - Save the file without doing extra reshape.
* - All the users of the mesh have updated displacement.
*
* However, the tricky part here is that we only know about sculpted
* state of a mesh on an object level, and object is being updated after
* mesh datablock is updated. This forces us to:
*
* - Update mesh datablock from object evaluation, which is technically
* forbidden, but there is no other place for this yet.
* - Reshape to the original mesh from main database, and then copy updated
* layer to copy of that mesh (since copy of the mesh has decoupled
* custom data layers).
*
* All this is defeating all the designs we need to follow to allow safe
* threaded evaluation, but this is as good as we can make it within the
* current sculpt//evaluated mesh design. This is also how we've survived
* with old DerivedMesh based solutions. So, while this is all wrong and
* needs reconsideration, doesn't seem to be a big stopper for real
* production artists.
*/
/* TODO(sergey): Solve this somehow, to be fully stable for threaded
* evaluation environment.
*/
/* NOTE: runtime.mesh_orig is what was before assigning mesh_eval,
* it is orig as in what was in object_eval->data before evaluating
* modifier stack.
*
* mesh_cow is a copy-on-written version od object_orig->data.
*/
Mesh *mesh_cow = object->runtime.mesh_orig;
copy_ccg_data(mesh_cow, mesh_orig, CD_MDISPS);
copy_ccg_data(mesh_cow, mesh_orig, CD_GRID_PAINT_MASK);
/* Everything is now up-to-date. */
subdiv_ccg->dirty.coords = false;
subdiv_ccg->dirty.hidden = false;
}
/* free data derived from mesh, called when mesh changes or is freed */
void BKE_object_free_derived_caches(Object *ob)
{
MEM_SAFE_FREE(ob->runtime.bb);
object_update_from_subsurf_ccg(ob);
BKE_object_free_derived_mesh_caches(ob);
/* Restore initial pointer. */
if (ob->runtime.mesh_orig != NULL) {
ob->data = ob->runtime.mesh_orig;
}
if (ob->runtime.mesh_eval != NULL) {
if (ob->runtime.is_mesh_eval_owned) {
Mesh *mesh_eval = ob->runtime.mesh_eval;
BKE_mesh_eval_delete(mesh_eval);
}
ob->runtime.mesh_eval = NULL;
}
if (ob->runtime.mesh_deform_eval != NULL) {
Mesh *mesh_deform_eval = ob->runtime.mesh_deform_eval;
BKE_mesh_eval_delete(mesh_deform_eval);
ob->runtime.mesh_deform_eval = NULL;
}
BKE_object_to_mesh_clear(ob);
BKE_object_free_curve_cache(ob);
/* clear grease pencil data */
DRW_gpencil_freecache(ob);
}
void BKE_object_free_derived_mesh_caches(struct Object *ob)
{
if (ob->derivedFinal) {
ob->derivedFinal->needsFree = 1;
ob->derivedFinal->release(ob->derivedFinal);
ob->derivedFinal = NULL;
}
if (ob->derivedDeform) {
ob->derivedDeform->needsFree = 1;
ob->derivedDeform->release(ob->derivedDeform);
ob->derivedDeform = NULL;
}
}
void BKE_object_free_caches(Object *object)
{
ModifierData *md;
short update_flag = 0;
/* Free particle system caches holding paths. */
if (object->particlesystem.first) {
ParticleSystem *psys;
for (psys = object->particlesystem.first; psys != NULL; psys = psys->next) {
psys_free_path_cache(psys, psys->edit);
update_flag |= ID_RECALC_PSYS_REDO;
}
}
/* Free memory used by cached derived meshes in the particle system modifiers. */
for (md = object->modifiers.first; md != NULL; md = md->next) {
if (md->type == eModifierType_ParticleSystem) {
ParticleSystemModifierData *psmd = (ParticleSystemModifierData *)md;
if (psmd->mesh_final) {
BKE_id_free(NULL, psmd->mesh_final);
psmd->mesh_final = NULL;
if (psmd->mesh_original) {
BKE_id_free(NULL, psmd->mesh_original);
psmd->mesh_original = NULL;
}
psmd->flag |= eParticleSystemFlag_file_loaded;
update_flag |= ID_RECALC_GEOMETRY;
}
}
}
/* NOTE: If object is coming from a duplicator, it might be a temporary
* object created by dependency graph, which shares pointers with original
* object. In this case we can not free anything.
*/
if ((object->base_flag & BASE_FROM_DUPLI) == 0) {
BKE_object_free_derived_caches(object);
update_flag |= ID_RECALC_GEOMETRY;
}
/* Tag object for update, so once memory critical operation is over and
* scene update routines are back to it's business the object will be
* guaranteed to be in a known state.
*/
if (update_flag != 0) {
DEG_id_tag_update(&object->id, update_flag);
}
}
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
/** Free (or release) any data used by this object (does not free the object itself). */
void BKE_object_free(Object *ob)
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{
BKE_animdata_free((ID *)ob, false);
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
DRW_drawdata_free((ID *)ob);
/* BKE_<id>_free shall never touch to ID->us. Never ever. */
BKE_object_free_modifiers(ob, LIB_ID_CREATE_NO_USER_REFCOUNT);
BKE_object_free_shaderfx(ob, LIB_ID_CREATE_NO_USER_REFCOUNT);
MEM_SAFE_FREE(ob->mat);
MEM_SAFE_FREE(ob->matbits);
MEM_SAFE_FREE(ob->iuser);
MEM_SAFE_FREE(ob->runtime.bb);
ID-Remap - Step one: core work (cleanup and rework of generic ID datablock handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-06-22 17:29:38 +02:00
BLI_freelistN(&ob->defbase);
BLI_freelistN(&ob->fmaps);
if (ob->pose) {
BKE_pose_free_ex(ob->pose, false);
ob->pose = NULL;
}
if (ob->mpath) {
animviz_free_motionpath(ob->mpath);
ob->mpath = NULL;
}
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BKE_constraints_free_ex(&ob->constraints, false);
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BKE_partdeflect_free(ob->pd);
BKE_rigidbody_free_object(ob, NULL);
BKE_rigidbody_free_constraint(ob);
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
sbFree(ob);
BKE_sculptsession_free(ob);
BLI_freelistN(&ob->pc_ids);
BLI_freelistN(&ob->lodlevels);
/* Free runtime curves data. */
if (ob->runtime.curve_cache) {
BKE_curve_bevelList_free(&ob->runtime.curve_cache->bev);
if (ob->runtime.curve_cache->path) {
free_path(ob->runtime.curve_cache->path);
}
MEM_freeN(ob->runtime.curve_cache);
ob->runtime.curve_cache = NULL;
}
BKE_previewimg_free(&ob->preview);
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}
/* actual check for internal data, not context or flags */
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bool BKE_object_is_in_editmode(const Object *ob)
{
if (ob->data == NULL) {
return false;
}
switch (ob->type) {
case OB_MESH:
return ((Mesh *)ob->data)->edit_mesh != NULL;
case OB_ARMATURE:
return ((bArmature *)ob->data)->edbo != NULL;
case OB_FONT:
return ((Curve *)ob->data)->editfont != NULL;
case OB_MBALL:
return ((MetaBall *)ob->data)->editelems != NULL;
case OB_LATTICE:
return ((Lattice *)ob->data)->editlatt != NULL;
case OB_SURF:
case OB_CURVE:
return ((Curve *)ob->data)->editnurb != NULL;
default:
return false;
}
}
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bool BKE_object_is_in_editmode_vgroup(const Object *ob)
{
return (OB_TYPE_SUPPORT_VGROUP(ob->type) && BKE_object_is_in_editmode(ob));
}
bool BKE_object_data_is_in_editmode(const ID *id)
{
const short type = GS(id->name);
BLI_assert(OB_DATA_SUPPORT_EDITMODE(type));
switch (type) {
case ID_ME:
return ((const Mesh *)id)->edit_mesh != NULL;
case ID_CU:
return ((((const Curve *)id)->editnurb != NULL) || (((const Curve *)id)->editfont != NULL));
case ID_MB:
return ((const MetaBall *)id)->editelems != NULL;
case ID_LT:
return ((const Lattice *)id)->editlatt != NULL;
case ID_AR:
return ((const bArmature *)id)->edbo != NULL;
default:
BLI_assert(0);
return false;
}
}
bool BKE_object_is_in_wpaint_select_vert(const Object *ob)
{
if (ob->type == OB_MESH) {
Mesh *me = ob->data;
return ((ob->mode & OB_MODE_WEIGHT_PAINT) && (me->edit_mesh == NULL) &&
(ME_EDIT_PAINT_SEL_MODE(me) == SCE_SELECT_VERTEX));
}
return false;
}
bool BKE_object_has_mode_data(const struct Object *ob, eObjectMode object_mode)
{
if (object_mode & OB_MODE_EDIT) {
if (BKE_object_is_in_editmode(ob)) {
return true;
}
}
else if (object_mode & OB_MODE_VERTEX_PAINT) {
if (ob->sculpt && (ob->sculpt->mode_type == OB_MODE_VERTEX_PAINT)) {
return true;
}
}
else if (object_mode & OB_MODE_WEIGHT_PAINT) {
if (ob->sculpt && (ob->sculpt->mode_type == OB_MODE_WEIGHT_PAINT)) {
return true;
}
}
else if (object_mode & OB_MODE_SCULPT) {
if (ob->sculpt && (ob->sculpt->mode_type == OB_MODE_SCULPT)) {
return true;
}
}
else if (object_mode & OB_MODE_POSE) {
if (ob->pose != NULL) {
return true;
}
}
return false;
}
bool BKE_object_is_mode_compat(const struct Object *ob, eObjectMode object_mode)
{
return ((ob->mode == object_mode) || (ob->mode & object_mode) != 0);
}
/**
* Return which parts of the object are visible, as evaluated by depsgraph
*/
int BKE_object_visibility(const Object *ob, const int dag_eval_mode)
{
if ((ob->base_flag & BASE_VISIBLE) == 0) {
return 0;
}
/* Test which components the object has. */
int visibility = OB_VISIBLE_SELF;
if (ob->particlesystem.first) {
visibility |= OB_VISIBLE_INSTANCES | OB_VISIBLE_PARTICLES;
}
else if (ob->transflag & OB_DUPLI) {
visibility |= OB_VISIBLE_INSTANCES;
}
/* Optional hiding of self if there are particles or instancers. */
if (visibility & (OB_VISIBLE_PARTICLES | OB_VISIBLE_INSTANCES)) {
switch ((eEvaluationMode)dag_eval_mode) {
case DAG_EVAL_VIEWPORT:
if (!(ob->duplicator_visibility_flag & OB_DUPLI_FLAG_VIEWPORT)) {
visibility &= ~OB_VISIBLE_SELF;
}
break;
case DAG_EVAL_RENDER:
if (!(ob->duplicator_visibility_flag & OB_DUPLI_FLAG_RENDER)) {
visibility &= ~OB_VISIBLE_SELF;
}
break;
}
}
return visibility;
}
bool BKE_object_exists_check(Main *bmain, const Object *obtest)
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{
Object *ob;
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if (obtest == NULL) {
return false;
}
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ob = bmain->objects.first;
while (ob) {
if (ob == obtest) {
return true;
}
ob = ob->id.next;
}
return false;
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}
/* *************************************************** */
static const char *get_obdata_defname(int type)
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{
switch (type) {
case OB_MESH:
return DATA_("Mesh");
case OB_CURVE:
return DATA_("Curve");
case OB_SURF:
return DATA_("Surf");
case OB_FONT:
return DATA_("Text");
case OB_MBALL:
return DATA_("Mball");
case OB_CAMERA:
return DATA_("Camera");
case OB_LAMP:
return CTX_DATA_(BLT_I18NCONTEXT_ID_LIGHT, "Light");
case OB_LATTICE:
return DATA_("Lattice");
case OB_ARMATURE:
return DATA_("Armature");
case OB_SPEAKER:
return DATA_("Speaker");
case OB_EMPTY:
return DATA_("Empty");
case OB_GPENCIL:
return DATA_("GPencil");
default:
CLOG_ERROR(&LOG, "Internal error, bad type: %d", type);
return DATA_("Empty");
}
2002-10-12 11:37:38 +00:00
}
void *BKE_object_obdata_add_from_type(Main *bmain, int type, const char *name)
{
if (name == NULL) {
name = get_obdata_defname(type);
}
switch (type) {
case OB_MESH:
return BKE_mesh_add(bmain, name);
case OB_CURVE:
return BKE_curve_add(bmain, name, OB_CURVE);
case OB_SURF:
return BKE_curve_add(bmain, name, OB_SURF);
case OB_FONT:
return BKE_curve_add(bmain, name, OB_FONT);
case OB_MBALL:
return BKE_mball_add(bmain, name);
case OB_CAMERA:
return BKE_camera_add(bmain, name);
case OB_LAMP:
return BKE_light_add(bmain, name);
case OB_LATTICE:
return BKE_lattice_add(bmain, name);
case OB_ARMATURE:
return BKE_armature_add(bmain, name);
case OB_SPEAKER:
return BKE_speaker_add(bmain, name);
case OB_LIGHTPROBE:
return BKE_lightprobe_add(bmain, name);
case OB_GPENCIL:
return BKE_gpencil_data_addnew(bmain, name);
case OB_EMPTY:
return NULL;
default:
CLOG_ERROR(&LOG, "Internal error, bad type: %d", type);
return NULL;
}
}
void BKE_object_init(Object *ob, const short ob_type)
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{
BLI_assert(MEMCMP_STRUCT_AFTER_IS_ZERO(ob, id));
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MEMCPY_STRUCT_AFTER(ob, DNA_struct_default_get(Object), id);
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ob->type = ob_type;
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if (ob->type != OB_EMPTY) {
zero_v2(ob->ima_ofs);
}
if (ELEM(ob->type, OB_LAMP, OB_CAMERA, OB_SPEAKER)) {
ob->trackflag = OB_NEGZ;
ob->upflag = OB_POSY;
}
else {
ob->trackflag = OB_POSY;
ob->upflag = OB_POSZ;
}
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/* Animation Visualization defaults */
animviz_settings_init(&ob->avs);
}
/* more general add: creates minimum required data, but without vertices etc. */
Object *BKE_object_add_only_object(Main *bmain, int type, const char *name)
{
Object *ob;
if (!name) {
name = get_obdata_defname(type);
}
ob = BKE_libblock_alloc(bmain, ID_OB, name, 0);
/* We increase object user count when linking to Collections. */
id_us_min(&ob->id);
/* default object vars */
BKE_object_init(ob, type);
return ob;
}
static Object *object_add_common(Main *bmain, ViewLayer *view_layer, int type, const char *name)
{
Object *ob;
ob = BKE_object_add_only_object(bmain, type, name);
ob->data = BKE_object_obdata_add_from_type(bmain, type, name);
BKE_view_layer_base_deselect_all(view_layer);
DEG_id_tag_update_ex(
bmain, &ob->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY | ID_RECALC_ANIMATION);
return ob;
}
/**
* General add: to scene, with layer from area and default name
*
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
* Object is added to the active Collection.
* If there is no linked collection to the active ViewLayer we create a new one.
*/
/* creates minimum required data, but without vertices etc. */
Object *BKE_object_add(
Main *bmain, Scene *UNUSED(scene), ViewLayer *view_layer, int type, const char *name)
{
Object *ob;
Base *base;
LayerCollection *layer_collection;
ob = object_add_common(bmain, view_layer, type, name);
layer_collection = BKE_layer_collection_get_active(view_layer);
BKE_collection_object_add(bmain, layer_collection->collection, ob);
base = BKE_view_layer_base_find(view_layer, ob);
BKE_view_layer_base_select_and_set_active(view_layer, base);
return ob;
}
/**
* Add a new object, using another one as a reference
*
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* \param ob_src: object to use to determine the collections of the new object.
*/
Object *BKE_object_add_from(
Main *bmain, Scene *scene, ViewLayer *view_layer, int type, const char *name, Object *ob_src)
{
Object *ob;
Base *base;
ob = object_add_common(bmain, view_layer, type, name);
BKE_collection_object_add_from(bmain, scene, ob_src, ob);
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
base = BKE_view_layer_base_find(view_layer, ob);
BKE_view_layer_base_select_and_set_active(view_layer, base);
return ob;
2002-10-12 11:37:38 +00:00
}
/**
* Add a new object, but assign the given datablock as the ob->data
* for the newly created object.
*
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* \param data: The datablock to assign as ob->data for the new object.
* This is assumed to be of the correct type.
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* \param do_id_user: If true, id_us_plus() will be called on data when
* assigning it to the object.
*/
Object *BKE_object_add_for_data(
Main *bmain, ViewLayer *view_layer, int type, const char *name, ID *data, bool do_id_user)
{
Object *ob;
Base *base;
LayerCollection *layer_collection;
/* same as object_add_common, except we don't create new ob->data */
ob = BKE_object_add_only_object(bmain, type, name);
ob->data = data;
if (do_id_user) {
id_us_plus(data);
}
BKE_view_layer_base_deselect_all(view_layer);
DEG_id_tag_update_ex(
bmain, &ob->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY | ID_RECALC_ANIMATION);
layer_collection = BKE_layer_collection_get_active(view_layer);
BKE_collection_object_add(bmain, layer_collection->collection, ob);
base = BKE_view_layer_base_find(view_layer, ob);
BKE_view_layer_base_select_and_set_active(view_layer, base);
return ob;
}
void BKE_object_copy_softbody(struct Object *ob_dst, const struct Object *ob_src, const int flag)
{
SoftBody *sb = ob_src->soft;
SoftBody *sbn;
bool tagged_no_main = ob_dst->id.tag & LIB_TAG_NO_MAIN;
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ob_dst->softflag = ob_src->softflag;
if (sb == NULL) {
ob_dst->soft = NULL;
return;
}
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sbn = MEM_dupallocN(sb);
if ((flag & LIB_ID_COPY_CACHES) == 0) {
sbn->totspring = sbn->totpoint = 0;
sbn->bpoint = NULL;
sbn->bspring = NULL;
}
else {
sbn->totspring = sb->totspring;
sbn->totpoint = sb->totpoint;
if (sbn->bpoint) {
int i;
sbn->bpoint = MEM_dupallocN(sbn->bpoint);
for (i = 0; i < sbn->totpoint; i++) {
if (sbn->bpoint[i].springs) {
sbn->bpoint[i].springs = MEM_dupallocN(sbn->bpoint[i].springs);
}
}
}
if (sb->bspring) {
sbn->bspring = MEM_dupallocN(sb->bspring);
}
}
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sbn->keys = NULL;
sbn->totkey = sbn->totpointkey = 0;
2018-06-17 17:05:51 +02:00
sbn->scratch = NULL;
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
if (tagged_no_main == 0) {
sbn->shared = MEM_dupallocN(sb->shared);
sbn->shared->pointcache = BKE_ptcache_copy_list(
&sbn->shared->ptcaches, &sb->shared->ptcaches, flag);
}
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
if (sb->effector_weights) {
sbn->effector_weights = MEM_dupallocN(sb->effector_weights);
}
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
ob_dst->soft = sbn;
}
ParticleSystem *BKE_object_copy_particlesystem(ParticleSystem *psys, const int flag)
{
ParticleSystem *psysn = MEM_dupallocN(psys);
psys_copy_particles(psysn, psys);
if (psys->clmd) {
psysn->clmd = (ClothModifierData *)modifier_new(eModifierType_Cloth);
modifier_copyData_ex((ModifierData *)psys->clmd, (ModifierData *)psysn->clmd, flag);
psys->hair_in_mesh = psys->hair_out_mesh = NULL;
}
BLI_duplicatelist(&psysn->targets, &psys->targets);
psysn->pathcache = NULL;
psysn->childcache = NULL;
psysn->edit = NULL;
psysn->pdd = NULL;
psysn->effectors = NULL;
psysn->tree = NULL;
psysn->bvhtree = NULL;
psysn->batch_cache = NULL;
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BLI_listbase_clear(&psysn->pathcachebufs);
BLI_listbase_clear(&psysn->childcachebufs);
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if (flag & LIB_ID_CREATE_NO_MAIN) {
BLI_assert((psys->flag & PSYS_SHARED_CACHES) == 0);
psysn->flag |= PSYS_SHARED_CACHES;
BLI_assert(psysn->pointcache != NULL);
}
else {
psysn->pointcache = BKE_ptcache_copy_list(&psysn->ptcaches, &psys->ptcaches, flag);
}
/* XXX - from reading existing code this seems correct but intended usage of
* pointcache should /w cloth should be added in 'ParticleSystem' - campbell */
if (psysn->clmd) {
psysn->clmd->point_cache = psysn->pointcache;
}
if ((flag & LIB_ID_CREATE_NO_USER_REFCOUNT) == 0) {
id_us_plus((ID *)psysn->part);
}
return psysn;
}
void BKE_object_copy_particlesystems(Object *ob_dst, const Object *ob_src, const int flag)
{
ParticleSystem *psys, *npsys;
ModifierData *md;
if (ob_dst->type != OB_MESH) {
/* currently only mesh objects can have soft body */
return;
}
BLI_listbase_clear(&ob_dst->particlesystem);
for (psys = ob_src->particlesystem.first; psys; psys = psys->next) {
npsys = BKE_object_copy_particlesystem(psys, flag);
BLI_addtail(&ob_dst->particlesystem, npsys);
/* need to update particle modifiers too */
for (md = ob_dst->modifiers.first; md; md = md->next) {
if (md->type == eModifierType_ParticleSystem) {
ParticleSystemModifierData *psmd = (ParticleSystemModifierData *)md;
if (psmd->psys == psys) {
psmd->psys = npsys;
}
}
else if (md->type == eModifierType_DynamicPaint) {
DynamicPaintModifierData *pmd = (DynamicPaintModifierData *)md;
if (pmd->brush) {
if (pmd->brush->psys == psys) {
pmd->brush->psys = npsys;
}
}
}
else if (md->type == eModifierType_Smoke) {
SmokeModifierData *smd = (SmokeModifierData *)md;
if (smd->type == MOD_SMOKE_TYPE_FLOW) {
if (smd->flow) {
if (smd->flow->psys == psys) {
smd->flow->psys = npsys;
}
}
}
}
}
}
}
static void copy_object_pose(Object *obn, const Object *ob, const int flag)
{
bPoseChannel *chan;
2018-06-17 17:05:51 +02:00
/* note: need to clear obn->pose pointer first,
* so that BKE_pose_copy_data works (otherwise there's a crash) */
obn->pose = NULL;
BKE_pose_copy_data_ex(&obn->pose, ob->pose, flag, true); /* true = copy constraints */
for (chan = obn->pose->chanbase.first; chan; chan = chan->next) {
bConstraint *con;
2018-06-17 17:05:51 +02:00
chan->flag &= ~(POSE_LOC | POSE_ROT | POSE_SIZE);
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/* XXX Remapping object pointing onto itself should be handled by generic
* BKE_library_remap stuff, but...
* the flush_constraint_targets callback am not sure about, so will delay that for now. */
for (con = chan->constraints.first; con; con = con->next) {
const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con);
ListBase targets = {NULL, NULL};
bConstraintTarget *ct;
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if (cti && cti->get_constraint_targets) {
cti->get_constraint_targets(con, &targets);
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for (ct = targets.first; ct; ct = ct->next) {
if (ct->tar == ob) {
ct->tar = obn;
}
}
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if (cti->flush_constraint_targets) {
cti->flush_constraint_targets(con, &targets, 0);
}
}
}
}
}
static void copy_object_lod(Object *obn, const Object *ob, const int UNUSED(flag))
{
BLI_duplicatelist(&obn->lodlevels, &ob->lodlevels);
obn->currentlod = (LodLevel *)obn->lodlevels.first;
}
2018-04-14 14:27:38 +02:00
bool BKE_object_pose_context_check(const Object *ob)
{
if ((ob) && (ob->type == OB_ARMATURE) && (ob->pose) && (ob->mode & OB_MODE_POSE)) {
return true;
}
else {
return false;
}
}
Object *BKE_object_pose_armature_get(Object *ob)
{
if (ob == NULL) {
return NULL;
}
if (BKE_object_pose_context_check(ob)) {
return ob;
}
ob = modifiers_isDeformedByArmature(ob);
/* Only use selected check when non-active. */
if (BKE_object_pose_context_check(ob)) {
return ob;
}
return NULL;
}
Object *BKE_object_pose_armature_get_visible(Object *ob, ViewLayer *view_layer, View3D *v3d)
2018-02-09 02:31:09 +11:00
{
Object *ob_armature = BKE_object_pose_armature_get(ob);
if (ob_armature) {
Base *base = BKE_view_layer_base_find(view_layer, ob_armature);
if (base) {
if (BASE_VISIBLE(v3d, base)) {
return ob_armature;
}
}
}
return NULL;
2018-02-09 02:31:09 +11:00
}
/**
* Access pose array with special check to get pose object when in weight paint mode.
*/
Object **BKE_object_pose_array_get_ex(ViewLayer *view_layer,
View3D *v3d,
uint *r_objects_len,
bool unique)
{
Object *ob_active = OBACT(view_layer);
Object *ob_pose = BKE_object_pose_armature_get(ob_active);
Object **objects = NULL;
if (ob_pose == ob_active) {
objects = BKE_view_layer_array_from_objects_in_mode(view_layer,
v3d,
r_objects_len,
{
.object_mode = OB_MODE_POSE,
.no_dup_data = unique,
});
}
else if (ob_pose != NULL) {
*r_objects_len = 1;
objects = MEM_mallocN(sizeof(*objects), __func__);
objects[0] = ob_pose;
}
else {
*r_objects_len = 0;
objects = MEM_mallocN(0, __func__);
}
return objects;
}
Object **BKE_object_pose_array_get_unique(ViewLayer *view_layer, View3D *v3d, uint *r_objects_len)
{
return BKE_object_pose_array_get_ex(view_layer, v3d, r_objects_len, true);
}
Object **BKE_object_pose_array_get(ViewLayer *view_layer, View3D *v3d, uint *r_objects_len)
{
return BKE_object_pose_array_get_ex(view_layer, v3d, r_objects_len, false);
}
Base **BKE_object_pose_base_array_get_ex(ViewLayer *view_layer,
View3D *v3d,
uint *r_bases_len,
bool unique)
{
Base *base_active = BASACT(view_layer);
Object *ob_pose = base_active ? BKE_object_pose_armature_get(base_active->object) : NULL;
Base *base_pose = NULL;
Base **bases = NULL;
if (base_active) {
if (ob_pose == base_active->object) {
base_pose = base_active;
}
else {
base_pose = BKE_view_layer_base_find(view_layer, ob_pose);
}
}
if (base_active && (base_pose == base_active)) {
bases = BKE_view_layer_array_from_bases_in_mode(view_layer,
v3d,
r_bases_len,
{
.object_mode = OB_MODE_POSE,
.no_dup_data = unique,
});
}
else if (base_pose != NULL) {
*r_bases_len = 1;
bases = MEM_mallocN(sizeof(*bases), __func__);
bases[0] = base_pose;
}
else {
*r_bases_len = 0;
bases = MEM_mallocN(0, __func__);
}
return bases;
}
Base **BKE_object_pose_base_array_get_unique(ViewLayer *view_layer, View3D *v3d, uint *r_bases_len)
{
return BKE_object_pose_base_array_get_ex(view_layer, v3d, r_bases_len, true);
}
Base **BKE_object_pose_base_array_get(ViewLayer *view_layer, View3D *v3d, uint *r_bases_len)
{
return BKE_object_pose_base_array_get_ex(view_layer, v3d, r_bases_len, false);
}
void BKE_object_transform_copy(Object *ob_tar, const Object *ob_src)
{
copy_v3_v3(ob_tar->loc, ob_src->loc);
copy_v3_v3(ob_tar->rot, ob_src->rot);
copy_v3_v3(ob_tar->quat, ob_src->quat);
copy_v3_v3(ob_tar->rotAxis, ob_src->rotAxis);
ob_tar->rotAngle = ob_src->rotAngle;
ob_tar->rotmode = ob_src->rotmode;
copy_v3_v3(ob_tar->scale, ob_src->scale);
}
/**
* Only copy internal data of Object ID from source
* to already allocated/initialized destination.
* You probably never want to use that directly,
* use #BKE_id_copy or #BKE_id_copy_ex for typical needs.
*
* WARNING! This function will not handle ID user count!
*
* \param flag: Copying options (see BKE_library.h's LIB_ID_COPY_... flags for more).
*/
void BKE_object_copy_data(Main *bmain, Object *ob_dst, const Object *ob_src, const int flag)
2002-10-12 11:37:38 +00:00
{
ModifierData *md;
GpencilModifierData *gmd;
ShaderFxData *fx;
/* Do not copy runtime data. */
BKE_object_runtime_reset_on_copy(ob_dst, flag);
/* We never handle usercount here for own data. */
const int flag_subdata = flag | LIB_ID_CREATE_NO_USER_REFCOUNT;
if (ob_src->totcol) {
ob_dst->mat = MEM_dupallocN(ob_src->mat);
ob_dst->matbits = MEM_dupallocN(ob_src->matbits);
ob_dst->totcol = ob_src->totcol;
}
else if (ob_dst->mat != NULL || ob_dst->matbits != NULL) {
/* This shall not be needed, but better be safe than sorry. */
BLI_assert(!"Object copy: non-NULL material pointers with zero counter, should not happen.");
ob_dst->mat = NULL;
ob_dst->matbits = NULL;
}
if (ob_src->iuser) {
ob_dst->iuser = MEM_dupallocN(ob_src->iuser);
}
if (ob_src->runtime.bb) {
ob_dst->runtime.bb = MEM_dupallocN(ob_src->runtime.bb);
}
BLI_listbase_clear(&ob_dst->modifiers);
for (md = ob_src->modifiers.first; md; md = md->next) {
ModifierData *nmd = modifier_new(md->type);
BLI_strncpy(nmd->name, md->name, sizeof(nmd->name));
modifier_copyData_ex(md, nmd, flag_subdata);
BLI_addtail(&ob_dst->modifiers, nmd);
}
BLI_listbase_clear(&ob_dst->greasepencil_modifiers);
for (gmd = ob_src->greasepencil_modifiers.first; gmd; gmd = gmd->next) {
GpencilModifierData *nmd = BKE_gpencil_modifier_new(gmd->type);
BLI_strncpy(nmd->name, gmd->name, sizeof(nmd->name));
BKE_gpencil_modifier_copyData_ex(gmd, nmd, flag_subdata);
BLI_addtail(&ob_dst->greasepencil_modifiers, nmd);
}
BLI_listbase_clear(&ob_dst->shader_fx);
for (fx = ob_src->shader_fx.first; fx; fx = fx->next) {
ShaderFxData *nfx = BKE_shaderfx_new(fx->type);
BLI_strncpy(nfx->name, fx->name, sizeof(nfx->name));
BKE_shaderfx_copyData_ex(fx, nfx, flag_subdata);
BLI_addtail(&ob_dst->shader_fx, nfx);
}
if (ob_src->pose) {
copy_object_pose(ob_dst, ob_src, flag_subdata);
/* backwards compat... non-armatures can get poses in older files? */
if (ob_src->type == OB_ARMATURE) {
const bool do_pose_id_user = (flag & LIB_ID_CREATE_NO_USER_REFCOUNT) == 0;
BKE_pose_rebuild(bmain, ob_dst, ob_dst->data, do_pose_id_user);
}
}
defgroup_copy_list(&ob_dst->defbase, &ob_src->defbase);
BKE_object_facemap_copy_list(&ob_dst->fmaps, &ob_src->fmaps);
BKE_constraints_copy_ex(&ob_dst->constraints, &ob_src->constraints, flag_subdata, true);
ob_dst->mode = ob_dst->type != OB_GPENCIL ? OB_MODE_OBJECT : ob_dst->mode;
ob_dst->sculpt = NULL;
if (ob_src->pd) {
ob_dst->pd = MEM_dupallocN(ob_src->pd);
if (ob_dst->pd->rng) {
ob_dst->pd->rng = MEM_dupallocN(ob_src->pd->rng);
}
}
BKE_object_copy_softbody(ob_dst, ob_src, flag_subdata);
BKE_rigidbody_object_copy(bmain, ob_dst, ob_src, flag_subdata);
BKE_object_copy_particlesystems(ob_dst, ob_src, flag_subdata);
ob_dst->derivedDeform = NULL;
ob_dst->derivedFinal = NULL;
BLI_listbase_clear((ListBase *)&ob_dst->drawdata);
BLI_listbase_clear(&ob_dst->pc_ids);
ob_dst->avs = ob_src->avs;
ob_dst->mpath = animviz_copy_motionpath(ob_src->mpath);
copy_object_lod(ob_dst, ob_src, flag_subdata);
/* Do not copy object's preview
* (mostly due to the fact renderers create temp copy of objects). */
if ((flag & LIB_ID_COPY_NO_PREVIEW) == 0 && false) { /* XXX TODO temp hack */
BKE_previewimg_id_copy(&ob_dst->id, &ob_src->id);
}
else {
ob_dst->preview = NULL;
}
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}
/* copy objects, will re-initialize cached simulation data */
Object *BKE_object_copy(Main *bmain, const Object *ob)
{
Object *ob_copy;
BKE_id_copy(bmain, &ob->id, (ID **)&ob_copy);
/* We increase object user count when linking to Collections. */
id_us_min(&ob_copy->id);
return ob_copy;
}
/** Perform deep-copy of object and its 'children' data-blocks (obdata, materials, actions, etc.).
*
2019-05-19 19:21:45 +10:00
* \param dupflag: Controls which sub-data are also duplicated
* (see #eDupli_ID_Flags in DNA_userdef_types.h).
*
* \note This function does not do any remapping to new IDs, caller must do it
* (\a #BKE_libblock_relink_to_newid()).
* \note Caller MUST free \a newid pointers itself (#BKE_main_id_clear_newpoins()) and call updates
* of DEG too (#DAG_relations_tag_update()).
*/
Object *BKE_object_duplicate(Main *bmain, const Object *ob, const int dupflag)
{
Material ***matarar;
ID *id;
int a, didit;
Object *obn = BKE_object_copy(bmain, ob);
/* 0 == full linked. */
if (dupflag == 0) {
return obn;
}
#define ID_NEW_REMAP_US(a) \
if ((a)->id.newid) { \
(a) = (void *)(a)->id.newid; \
(a)->id.us++; \
}
#define ID_NEW_REMAP_US2(a) \
if (((ID *)a)->newid) { \
(a) = ((ID *)a)->newid; \
((ID *)a)->us++; \
}
/* duplicates using userflags */
if (dupflag & USER_DUP_ACT) {
BKE_animdata_copy_id_action(bmain, &obn->id, true);
}
if (dupflag & USER_DUP_MAT) {
for (a = 0; a < obn->totcol; a++) {
id = (ID *)obn->mat[a];
if (id) {
ID_NEW_REMAP_US(obn->mat[a])
else
{
obn->mat[a] = ID_NEW_SET(obn->mat[a], BKE_material_copy(bmain, obn->mat[a]));
if (dupflag & USER_DUP_ACT) {
BKE_animdata_copy_id_action(bmain, &obn->mat[a]->id, true);
}
}
id_us_min(id);
}
}
}
if (dupflag & USER_DUP_PSYS) {
ParticleSystem *psys;
for (psys = obn->particlesystem.first; psys; psys = psys->next) {
id = (ID *)psys->part;
if (id) {
ID_NEW_REMAP_US(psys->part)
else
{
psys->part = ID_NEW_SET(psys->part, BKE_particlesettings_copy(bmain, psys->part));
if (dupflag & USER_DUP_ACT) {
BKE_animdata_copy_id_action(bmain, &psys->part->id, true);
}
}
id_us_min(id);
}
}
}
id = obn->data;
didit = 0;
switch (obn->type) {
case OB_MESH:
if (dupflag & USER_DUP_MESH) {
ID_NEW_REMAP_US2(obn->data)
else
{
obn->data = ID_NEW_SET(obn->data, BKE_mesh_copy(bmain, obn->data));
didit = 1;
}
id_us_min(id);
}
break;
case OB_CURVE:
if (dupflag & USER_DUP_CURVE) {
ID_NEW_REMAP_US2(obn->data)
else
{
obn->data = ID_NEW_SET(obn->data, BKE_curve_copy(bmain, obn->data));
didit = 1;
}
id_us_min(id);
}
break;
case OB_SURF:
if (dupflag & USER_DUP_SURF) {
ID_NEW_REMAP_US2(obn->data)
else
{
obn->data = ID_NEW_SET(obn->data, BKE_curve_copy(bmain, obn->data));
didit = 1;
}
id_us_min(id);
}
break;
case OB_FONT:
if (dupflag & USER_DUP_FONT) {
ID_NEW_REMAP_US2(obn->data)
else
{
obn->data = ID_NEW_SET(obn->data, BKE_curve_copy(bmain, obn->data));
didit = 1;
}
id_us_min(id);
}
break;
case OB_MBALL:
if (dupflag & USER_DUP_MBALL) {
ID_NEW_REMAP_US2(obn->data)
else
{
obn->data = ID_NEW_SET(obn->data, BKE_mball_copy(bmain, obn->data));
didit = 1;
}
id_us_min(id);
}
break;
case OB_LAMP:
if (dupflag & USER_DUP_LAMP) {
ID_NEW_REMAP_US2(obn->data)
else
{
obn->data = ID_NEW_SET(obn->data, BKE_light_copy(bmain, obn->data));
didit = 1;
}
id_us_min(id);
}
break;
case OB_ARMATURE:
if (dupflag != 0) {
DEG_id_tag_update(&obn->id, ID_RECALC_GEOMETRY);
if (obn->pose) {
BKE_pose_tag_recalc(bmain, obn->pose);
}
if (dupflag & USER_DUP_ARM) {
ID_NEW_REMAP_US2(obn->data)
else
{
obn->data = ID_NEW_SET(obn->data, BKE_armature_copy(bmain, obn->data));
BKE_pose_rebuild(bmain, obn, obn->data, true);
didit = 1;
}
id_us_min(id);
}
}
break;
case OB_LATTICE:
if (dupflag != 0) {
ID_NEW_REMAP_US2(obn->data)
else
{
obn->data = ID_NEW_SET(obn->data, BKE_lattice_copy(bmain, obn->data));
didit = 1;
}
id_us_min(id);
}
break;
case OB_CAMERA:
if (dupflag != 0) {
ID_NEW_REMAP_US2(obn->data)
else
{
obn->data = ID_NEW_SET(obn->data, BKE_camera_copy(bmain, obn->data));
didit = 1;
}
id_us_min(id);
}
break;
case OB_LIGHTPROBE:
if (dupflag & USER_DUP_LIGHTPROBE) {
ID_NEW_REMAP_US2(obn->data)
else
{
obn->data = ID_NEW_SET(obn->data, BKE_lightprobe_copy(bmain, obn->data));
didit = 1;
}
id_us_min(id);
}
break;
case OB_SPEAKER:
if (dupflag != 0) {
ID_NEW_REMAP_US2(obn->data)
else
{
obn->data = ID_NEW_SET(obn->data, BKE_speaker_copy(bmain, obn->data));
didit = 1;
}
id_us_min(id);
}
break;
case OB_GPENCIL:
if (dupflag & USER_DUP_GPENCIL) {
ID_NEW_REMAP_US2(obn->data)
else
{
obn->data = ID_NEW_SET(obn->data, BKE_gpencil_copy(bmain, obn->data));
didit = 1;
}
id_us_min(id);
}
break;
}
/* Check if obdata is copied. */
if (didit) {
Key *key = BKE_key_from_object(obn);
Key *oldkey = BKE_key_from_object(ob);
if (oldkey != NULL) {
ID_NEW_SET(oldkey, key);
}
if (dupflag & USER_DUP_ACT) {
BKE_animdata_copy_id_action(bmain, (ID *)obn->data, true);
if (key) {
BKE_animdata_copy_id_action(bmain, (ID *)key, true);
}
}
if (dupflag & USER_DUP_MAT) {
matarar = give_matarar(obn);
if (matarar) {
for (a = 0; a < obn->totcol; a++) {
id = (ID *)(*matarar)[a];
if (id) {
ID_NEW_REMAP_US((*matarar)[a])
else
{
(*matarar)[a] = ID_NEW_SET((*matarar)[a], BKE_material_copy(bmain, (*matarar)[a]));
if (dupflag & USER_DUP_ACT) {
BKE_animdata_copy_id_action(bmain, &(*matarar)[a]->id, true);
}
}
id_us_min(id);
}
}
}
}
}
#undef ID_NEW_REMAP_US
#undef ID_NEW_REMAP_US2
if (ob->data != NULL) {
DEG_id_tag_update_ex(bmain, (ID *)obn->data, ID_RECALC_EDITORS);
}
return obn;
}
void BKE_object_make_local_ex(Main *bmain,
Object *ob,
const bool lib_local,
const bool clear_proxy)
2002-10-12 11:37:38 +00:00
{
bool is_local = false, is_lib = false;
/* - only lib users: do nothing (unless force_local is set)
* - only local users: set flag
* - mixed: make copy
* In case we make a whole lib's content local,
* we always want to localize, and we skip remapping (done later).
*/
if (!ID_IS_LINKED(ob)) {
return;
}
BKE_library_ID_test_usages(bmain, ob, &is_local, &is_lib);
if (lib_local || is_local) {
if (!is_lib) {
id_clear_lib_data(bmain, &ob->id);
BKE_id_expand_local(bmain, &ob->id);
if (clear_proxy) {
if (ob->proxy_from != NULL) {
ob->proxy_from->proxy = NULL;
ob->proxy_from->proxy_group = NULL;
}
ob->proxy = ob->proxy_from = ob->proxy_group = NULL;
}
}
else {
Object *ob_new = BKE_object_copy(bmain, ob);
ob_new->id.us = 0;
ob_new->proxy = ob_new->proxy_from = ob_new->proxy_group = NULL;
/* setting newid is mandatory for complex make_lib_local logic... */
ID_NEW_SET(ob, ob_new);
if (!lib_local) {
BKE_libblock_remap(bmain, ob, ob_new, ID_REMAP_SKIP_INDIRECT_USAGE);
}
}
}
2002-10-12 11:37:38 +00:00
}
void BKE_object_make_local(Main *bmain, Object *ob, const bool lib_local)
{
BKE_object_make_local_ex(bmain, ob, lib_local, true);
}
/* Returns true if the Object is from an external blend file (libdata) */
2018-04-14 14:27:38 +02:00
bool BKE_object_is_libdata(const Object *ob)
{
return (ob && ID_IS_LINKED(ob));
}
/* Returns true if the Object data is from an external blend file (libdata) */
2018-04-14 14:27:38 +02:00
bool BKE_object_obdata_is_libdata(const Object *ob)
{
/* Linked objects with local obdata are forbidden! */
BLI_assert(!ob || !ob->data || (ID_IS_LINKED(ob) ? ID_IS_LINKED(ob->data) : true));
return (ob && ob->data && ID_IS_LINKED(ob->data));
}
/* *************** PROXY **************** */
/* when you make proxy, ensure the exposed layers are extern */
static void armature_set_id_extern(Object *ob)
{
bArmature *arm = ob->data;
bPoseChannel *pchan;
unsigned int lay = arm->layer_protected;
2018-06-17 17:05:51 +02:00
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
if (!(pchan->bone->layer & lay)) {
id_lib_extern((ID *)pchan->custom);
}
}
}
void BKE_object_copy_proxy_drivers(Object *ob, Object *target)
{
if ((target->adt) && (target->adt->drivers.first)) {
FCurve *fcu;
/* add new animdata block */
if (!ob->adt) {
ob->adt = BKE_animdata_add_id(&ob->id);
}
/* make a copy of all the drivers (for now), then correct any links that need fixing */
free_fcurves(&ob->adt->drivers);
copy_fcurves(&ob->adt->drivers, &target->adt->drivers);
for (fcu = ob->adt->drivers.first; fcu; fcu = fcu->next) {
ChannelDriver *driver = fcu->driver;
DriverVar *dvar;
for (dvar = driver->variables.first; dvar; dvar = dvar->next) {
/* all drivers */
DRIVER_TARGETS_LOOPER_BEGIN (dvar) {
if (dtar->id) {
if ((Object *)dtar->id == target) {
dtar->id = (ID *)ob;
}
else {
/* only on local objects because this causes indirect links
* 'a -> b -> c', blend to point directly to a.blend
* when a.blend has a proxy that's linked into c.blend */
if (!ID_IS_LINKED(ob)) {
id_lib_extern((ID *)dtar->id);
}
}
}
}
DRIVER_TARGETS_LOOPER_END;
}
}
}
}
/**
* Proxy rule:
* - lib_object->proxy_from == the one we borrow from, set temporally while object_update.
* - local_object->proxy == pointer to library object, saved in files and read.
* - local_object->proxy_group == pointer to collection dupli-object, saved in files and read.
*/
void BKE_object_make_proxy(Main *bmain, Object *ob, Object *target, Object *cob)
{
/* paranoia checks */
if (ID_IS_LINKED(ob) || !ID_IS_LINKED(target)) {
CLOG_ERROR(&LOG, "cannot make proxy");
return;
}
ob->proxy = target;
ob->proxy_group = cob;
id_lib_extern(&target->id);
DEG_id_tag_update(&ob->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY | ID_RECALC_ANIMATION);
DEG_id_tag_update(&target->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY | ID_RECALC_ANIMATION);
/* copy transform
* - cob means this proxy comes from a collection, just apply the matrix
* so the object wont move from its dupli-transform.
*
* - no cob means this is being made from a linked object,
* this is closer to making a copy of the object - in-place. */
if (cob) {
ob->rotmode = target->rotmode;
mul_m4_m4m4(ob->obmat, cob->obmat, target->obmat);
if (cob->instance_collection) { /* should always be true */
float tvec[3];
mul_v3_mat3_m4v3(tvec, ob->obmat, cob->instance_collection->instance_offset);
sub_v3_v3(ob->obmat[3], tvec);
}
BKE_object_apply_mat4(ob, ob->obmat, false, true);
}
else {
BKE_object_transform_copy(ob, target);
ob->parent = target->parent; /* libdata */
copy_m4_m4(ob->parentinv, target->parentinv);
}
/* copy animdata stuff - drivers only for now... */
BKE_object_copy_proxy_drivers(ob, target);
/* skip constraints? */
/* FIXME: this is considered by many as a bug */
/* set object type and link to data */
ob->type = target->type;
ob->data = target->data;
id_us_plus((ID *)ob->data); /* ensures lib data becomes LIB_TAG_EXTERN */
/* copy vertex groups */
defgroup_copy_list(&ob->defbase, &target->defbase);
/* copy material and index information */
ob->actcol = ob->totcol = 0;
if (ob->mat) {
MEM_freeN(ob->mat);
}
if (ob->matbits) {
MEM_freeN(ob->matbits);
}
ob->mat = NULL;
ob->matbits = NULL;
if ((target->totcol) && (target->mat) && OB_TYPE_SUPPORT_MATERIAL(ob->type)) {
int i;
ob->actcol = target->actcol;
ob->totcol = target->totcol;
ob->mat = MEM_dupallocN(target->mat);
ob->matbits = MEM_dupallocN(target->matbits);
for (i = 0; i < target->totcol; i++) {
/* don't need to run test_object_materials
* since we know this object is new and not used elsewhere */
id_us_plus((ID *)ob->mat[i]);
}
}
/* type conversions */
if (target->type == OB_ARMATURE) {
copy_object_pose(ob, target, 0); /* data copy, object pointers in constraints */
BKE_pose_rest(ob->pose); /* clear all transforms in channels */
BKE_pose_rebuild(bmain, ob, ob->data, true); /* set all internal links */
armature_set_id_extern(ob);
}
else if (target->type == OB_EMPTY) {
ob->empty_drawtype = target->empty_drawtype;
ob->empty_drawsize = target->empty_drawsize;
}
/* copy IDProperties */
if (ob->id.properties) {
IDP_FreeProperty(ob->id.properties);
ob->id.properties = NULL;
}
if (target->id.properties) {
ob->id.properties = IDP_CopyProperty(target->id.properties);
}
/* copy drawtype info */
ob->dt = target->dt;
}
/**
* Use with newly created objects to set their size
* (used to apply scene-scale).
*/
void BKE_object_obdata_size_init(struct Object *ob, const float size)
{
/* apply radius as a scale to types that support it */
switch (ob->type) {
case OB_EMPTY: {
ob->empty_drawsize *= size;
break;
}
case OB_FONT: {
Curve *cu = ob->data;
cu->fsize *= size;
break;
}
case OB_CAMERA: {
Camera *cam = ob->data;
cam->drawsize *= size;
break;
}
case OB_LAMP: {
Light *lamp = ob->data;
lamp->dist *= size;
lamp->area_size *= size;
lamp->area_sizey *= size;
lamp->area_sizez *= size;
break;
}
/* Only lattice (not mesh, curve, mball...),
* because its got data when newly added */
case OB_LATTICE: {
struct Lattice *lt = ob->data;
float mat[4][4];
unit_m4(mat);
scale_m4_fl(mat, size);
BKE_lattice_transform(lt, (float(*)[4])mat, false);
break;
}
}
}
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/* *************** CALC ****************** */
void BKE_object_scale_to_mat3(Object *ob, float mat[3][3])
2002-10-12 11:37:38 +00:00
{
float vec[3];
mul_v3_v3v3(vec, ob->scale, ob->dscale);
size_to_mat3(mat, vec);
}
void BKE_object_rot_to_mat3(const Object *ob, float mat[3][3], bool use_drot)
{
float rmat[3][3], dmat[3][3];
/* 'dmat' is the delta-rotation matrix, which will get (pre)multiplied
* with the rotation matrix to yield the appropriate rotation
*/
/* rotations may either be quats, eulers (with various rotation orders), or axis-angle */
if (ob->rotmode > 0) {
/* Euler rotations
* (will cause gimble lock, but this can be alleviated a bit with rotation orders). */
eulO_to_mat3(rmat, ob->rot, ob->rotmode);
eulO_to_mat3(dmat, ob->drot, ob->rotmode);
}
else if (ob->rotmode == ROT_MODE_AXISANGLE) {
/* axis-angle - not really that great for 3D-changing orientations */
axis_angle_to_mat3(rmat, ob->rotAxis, ob->rotAngle);
axis_angle_to_mat3(dmat, ob->drotAxis, ob->drotAngle);
}
else {
/* quats are normalized before use to eliminate scaling issues */
float tquat[4];
normalize_qt_qt(tquat, ob->quat);
quat_to_mat3(rmat, tquat);
normalize_qt_qt(tquat, ob->dquat);
quat_to_mat3(dmat, tquat);
}
/* combine these rotations */
if (use_drot) {
mul_m3_m3m3(mat, dmat, rmat);
}
else {
copy_m3_m3(mat, rmat);
}
}
void BKE_object_mat3_to_rot(Object *ob, float mat[3][3], bool use_compat)
{
BLI_ASSERT_UNIT_M3(mat);
switch (ob->rotmode) {
case ROT_MODE_QUAT: {
float dquat[4];
mat3_normalized_to_quat(ob->quat, mat);
normalize_qt_qt(dquat, ob->dquat);
invert_qt_normalized(dquat);
mul_qt_qtqt(ob->quat, dquat, ob->quat);
break;
}
case ROT_MODE_AXISANGLE: {
float quat[4];
float dquat[4];
/* without drot we could apply 'mat' directly */
mat3_normalized_to_quat(quat, mat);
axis_angle_to_quat(dquat, ob->drotAxis, ob->drotAngle);
invert_qt_normalized(dquat);
mul_qt_qtqt(quat, dquat, quat);
quat_to_axis_angle(ob->rotAxis, &ob->rotAngle, quat);
break;
}
default: /* euler */
{
float quat[4];
float dquat[4];
/* without drot we could apply 'mat' directly */
mat3_normalized_to_quat(quat, mat);
eulO_to_quat(dquat, ob->drot, ob->rotmode);
invert_qt_normalized(dquat);
mul_qt_qtqt(quat, dquat, quat);
/* end drot correction */
if (use_compat) {
quat_to_compatible_eulO(ob->rot, ob->rot, ob->rotmode, quat);
}
else {
quat_to_eulO(ob->rot, ob->rotmode, quat);
}
break;
}
}
}
void BKE_object_tfm_protected_backup(const Object *ob, ObjectTfmProtectedChannels *obtfm)
{
#define TFMCPY(_v) (obtfm->_v = ob->_v)
#define TFMCPY3D(_v) copy_v3_v3(obtfm->_v, ob->_v)
#define TFMCPY4D(_v) copy_v4_v4(obtfm->_v, ob->_v)
TFMCPY3D(loc);
TFMCPY3D(dloc);
TFMCPY3D(scale);
TFMCPY3D(dscale);
TFMCPY3D(rot);
TFMCPY3D(drot);
TFMCPY4D(quat);
TFMCPY4D(dquat);
TFMCPY3D(rotAxis);
TFMCPY3D(drotAxis);
TFMCPY(rotAngle);
TFMCPY(drotAngle);
#undef TFMCPY
#undef TFMCPY3D
#undef TFMCPY4D
}
void BKE_object_tfm_protected_restore(Object *ob,
const ObjectTfmProtectedChannels *obtfm,
const short protectflag)
{
unsigned int i;
for (i = 0; i < 3; i++) {
if (protectflag & (OB_LOCK_LOCX << i)) {
ob->loc[i] = obtfm->loc[i];
ob->dloc[i] = obtfm->dloc[i];
}
if (protectflag & (OB_LOCK_SCALEX << i)) {
ob->scale[i] = obtfm->scale[i];
ob->dscale[i] = obtfm->dscale[i];
}
if (protectflag & (OB_LOCK_ROTX << i)) {
ob->rot[i] = obtfm->rot[i];
ob->drot[i] = obtfm->drot[i];
ob->quat[i + 1] = obtfm->quat[i + 1];
ob->dquat[i + 1] = obtfm->dquat[i + 1];
ob->rotAxis[i] = obtfm->rotAxis[i];
ob->drotAxis[i] = obtfm->drotAxis[i];
}
}
if ((protectflag & OB_LOCK_ROT4D) && (protectflag & OB_LOCK_ROTW)) {
ob->quat[0] = obtfm->quat[0];
ob->dquat[0] = obtfm->dquat[0];
ob->rotAngle = obtfm->rotAngle;
ob->drotAngle = obtfm->drotAngle;
}
}
void BKE_object_tfm_copy(Object *object_dst, const Object *object_src)
{
#define TFMCPY(_v) (object_dst->_v = object_src->_v)
#define TFMCPY3D(_v) copy_v3_v3(object_dst->_v, object_src->_v)
#define TFMCPY4D(_v) copy_v4_v4(object_dst->_v, object_src->_v)
TFMCPY3D(loc);
TFMCPY3D(dloc);
TFMCPY3D(scale);
TFMCPY3D(dscale);
TFMCPY3D(rot);
TFMCPY3D(drot);
TFMCPY4D(quat);
TFMCPY4D(dquat);
TFMCPY3D(rotAxis);
TFMCPY3D(drotAxis);
TFMCPY(rotAngle);
TFMCPY(drotAngle);
#undef TFMCPY
#undef TFMCPY3D
#undef TFMCPY4D
}
void BKE_object_to_mat3(Object *ob, float mat[3][3]) /* no parent */
{
float smat[3][3];
float rmat[3][3];
/*float q1[4];*/
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/* scale */
BKE_object_scale_to_mat3(ob, smat);
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/* rot */
BKE_object_rot_to_mat3(ob, rmat, true);
mul_m3_m3m3(mat, rmat, smat);
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}
void BKE_object_to_mat4(Object *ob, float mat[4][4])
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{
float tmat[3][3];
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BKE_object_to_mat3(ob, tmat);
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copy_m4_m3(mat, tmat);
add_v3_v3v3(mat[3], ob->loc, ob->dloc);
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}
void BKE_object_matrix_local_get(struct Object *ob, float mat[4][4])
{
if (ob->parent) {
float par_imat[4][4];
BKE_object_get_parent_matrix(ob, ob->parent, par_imat);
invert_m4(par_imat);
mul_m4_m4m4(mat, par_imat, ob->obmat);
}
else {
copy_m4_m4(mat, ob->obmat);
}
}
/**
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* \param depsgraph: Used for dupli-frame time.
* \return success if \a mat is set.
*/
static bool ob_parcurve(Object *ob, Object *par, float mat[4][4])
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{
Curve *cu = par->data;
float vec[4], dir[3], quat[4], radius, ctime;
/* NOTE: Curve cache is supposed to be evaluated here already, however there
* are cases where we can not guarantee that. This includes, for example,
* dependency cycles. We can't correct anything from here, since that would
* cause a threading conflicts.
*
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* TODO(sergey): Some of the legit looking cases like T56619 need to be
* looked into, and maybe curve cache (and other dependencies) are to be
* evaluated prior to conversion. */
if (par->runtime.curve_cache == NULL) {
return false;
}
if (par->runtime.curve_cache->path == NULL) {
return false;
}
/* ctime is now a proper var setting of Curve which gets set by Animato like any other var
* that's animated, but this will only work if it actually is animated.
*
* We divide the curvetime calculated in the previous step by the length of the path,
* to get a time factor, which then gets clamped to lie within 0.0 - 1.0 range.
*/
if (cu->pathlen) {
ctime = cu->ctime / cu->pathlen;
}
else {
ctime = cu->ctime;
}
CLAMP(ctime, 0.0f, 1.0f);
unit_m4(mat);
/* vec: 4 items! */
if (where_on_path(par, ctime, vec, dir, (cu->flag & CU_FOLLOW) ? quat : NULL, &radius, NULL)) {
if (cu->flag & CU_FOLLOW) {
quat_apply_track(quat, ob->trackflag, ob->upflag);
normalize_qt(quat);
quat_to_mat4(mat, quat);
}
if (cu->flag & CU_PATH_RADIUS) {
float tmat[4][4], rmat[4][4];
scale_m4_fl(tmat, radius);
mul_m4_m4m4(rmat, tmat, mat);
copy_m4_m4(mat, rmat);
}
copy_v3_v3(mat[3], vec);
}
return true;
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}
static void ob_parbone(Object *ob, Object *par, float mat[4][4])
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{
bPoseChannel *pchan;
float vec[3];
if (par->type != OB_ARMATURE) {
unit_m4(mat);
return;
}
/* Make sure the bone is still valid */
pchan = BKE_pose_channel_find_name(par->pose, ob->parsubstr);
if (!pchan || !pchan->bone) {
CLOG_ERROR(
&LOG, "Object %s with Bone parent: bone %s doesn't exist", ob->id.name + 2, ob->parsubstr);
unit_m4(mat);
return;
}
/* get bone transform */
if (pchan->bone->flag & BONE_RELATIVE_PARENTING) {
/* the new option uses the root - expected behavior, but differs from old... */
/* XXX check on version patching? */
copy_m4_m4(mat, pchan->chan_mat);
}
else {
copy_m4_m4(mat, pchan->pose_mat);
/* but for backwards compatibility, the child has to move to the tail */
copy_v3_v3(vec, mat[1]);
mul_v3_fl(vec, pchan->bone->length);
add_v3_v3(mat[3], vec);
}
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}
static void give_parvert(Object *par, int nr, float vec[3])
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{
zero_v3(vec);
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if (par->type == OB_MESH) {
Mesh *me = par->data;
BMEditMesh *em = me->edit_mesh;
Mesh *me_eval = (em) ? em->mesh_eval_final : par->runtime.mesh_eval;
if (me_eval) {
int count = 0;
const int numVerts = me_eval->totvert;
if (nr < numVerts) {
if (em && me_eval->runtime.is_original) {
if (em->bm->elem_table_dirty & BM_VERT) {
#ifdef VPARENT_THREADING_HACK
BLI_mutex_lock(&vparent_lock);
if (em->bm->elem_table_dirty & BM_VERT) {
BM_mesh_elem_table_ensure(em->bm, BM_VERT);
}
BLI_mutex_unlock(&vparent_lock);
#else
BLI_assert(!"Not safe for threading");
BM_mesh_elem_table_ensure(em->bm, BM_VERT);
#endif
}
}
if (CustomData_has_layer(&me_eval->vdata, CD_ORIGINDEX) &&
!(em && me_eval->runtime.is_original)) {
const int *index = CustomData_get_layer(&me_eval->vdata, CD_ORIGINDEX);
/* Get the average of all verts with (original index == nr). */
for (int i = 0; i < numVerts; i++) {
if (index[i] == nr) {
add_v3_v3(vec, me_eval->mvert[i].co);
count++;
}
}
}
else {
if (nr < numVerts) {
add_v3_v3(vec, me_eval->mvert[nr].co);
count++;
}
}
}
if (count == 0) {
/* keep as 0, 0, 0 */
}
else if (count > 0) {
mul_v3_fl(vec, 1.0f / count);
}
else {
/* use first index if its out of range */
if (me_eval->totvert) {
copy_v3_v3(vec, me_eval->mvert[0].co);
}
}
}
else {
CLOG_ERROR(&LOG,
"Evaluated mesh is needed to solve parenting, "
"object position can be wrong now");
}
}
else if (ELEM(par->type, OB_CURVE, OB_SURF)) {
ListBase *nurb;
/* Unless there's some weird depsgraph failure the cache should exist. */
BLI_assert(par->runtime.curve_cache != NULL);
if (par->runtime.curve_cache->deformed_nurbs.first != NULL) {
nurb = &par->runtime.curve_cache->deformed_nurbs;
}
else {
Curve *cu = par->data;
nurb = BKE_curve_nurbs_get(cu);
}
BKE_nurbList_index_get_co(nurb, nr, vec);
}
else if (par->type == OB_LATTICE) {
Lattice *latt = par->data;
DispList *dl = par->runtime.curve_cache ?
BKE_displist_find(&par->runtime.curve_cache->disp, DL_VERTS) :
NULL;
float(*co)[3] = dl ? (float(*)[3])dl->verts : NULL;
int tot;
if (latt->editlatt) {
latt = latt->editlatt->latt;
}
tot = latt->pntsu * latt->pntsv * latt->pntsw;
/* ensure dl is correct size */
BLI_assert(dl == NULL || dl->nr == tot);
if (nr < tot) {
if (co) {
copy_v3_v3(vec, co[nr]);
}
else {
copy_v3_v3(vec, latt->def[nr].vec);
}
}
}
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}
static void ob_parvert3(Object *ob, Object *par, float mat[4][4])
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{
/* in local ob space */
if (OB_TYPE_SUPPORT_PARVERT(par->type)) {
float cmat[3][3], v1[3], v2[3], v3[3], q[4];
give_parvert(par, ob->par1, v1);
give_parvert(par, ob->par2, v2);
give_parvert(par, ob->par3, v3);
tri_to_quat(q, v1, v2, v3);
quat_to_mat3(cmat, q);
copy_m4_m3(mat, cmat);
mid_v3_v3v3v3(mat[3], v1, v2, v3);
}
else {
unit_m4(mat);
}
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}
void BKE_object_get_parent_matrix(Object *ob, Object *par, float parentmat[4][4])
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{
float tmat[4][4];
float vec[3];
bool ok;
switch (ob->partype & PARTYPE) {
case PAROBJECT:
ok = 0;
if (par->type == OB_CURVE) {
if ((((Curve *)par->data)->flag & CU_PATH) && (ob_parcurve(ob, par, tmat))) {
ok = 1;
}
}
if (ok) {
mul_m4_m4m4(parentmat, par->obmat, tmat);
}
else {
copy_m4_m4(parentmat, par->obmat);
}
break;
case PARBONE:
ob_parbone(ob, par, tmat);
mul_m4_m4m4(parentmat, par->obmat, tmat);
break;
case PARVERT1:
unit_m4(parentmat);
give_parvert(par, ob->par1, vec);
mul_v3_m4v3(parentmat[3], par->obmat, vec);
break;
case PARVERT3:
ob_parvert3(ob, par, tmat);
mul_m4_m4m4(parentmat, par->obmat, tmat);
break;
case PARSKEL:
copy_m4_m4(parentmat, par->obmat);
break;
}
}
/**
* \param r_originmat: Optional matrix that stores the space the object is in
* (without its own matrix applied)
*/
static void solve_parenting(
Object *ob, Object *par, float obmat[4][4], float r_originmat[3][3], const bool set_origin)
{
float totmat[4][4];
float tmat[4][4];
float locmat[4][4];
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BKE_object_to_mat4(ob, locmat);
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BKE_object_get_parent_matrix(ob, par, totmat);
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/* total */
mul_m4_m4m4(tmat, totmat, ob->parentinv);
mul_m4_m4m4(obmat, tmat, locmat);
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if (r_originmat) {
/* usable originmat */
copy_m3_m4(r_originmat, tmat);
}
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/* origin, for help line */
if (set_origin) {
if ((ob->partype & PARTYPE) == PARSKEL) {
copy_v3_v3(ob->runtime.parent_display_origin, par->obmat[3]);
}
else {
copy_v3_v3(ob->runtime.parent_display_origin, totmat[3]);
}
}
}
/* note, scene is the active scene while actual_scene is the scene the object resides in */
static void object_where_is_calc_ex(Depsgraph *depsgraph,
Scene *scene,
Object *ob,
float ctime,
RigidBodyWorld *rbw,
float r_originmat[3][3])
{
if (ob->parent) {
Object *par = ob->parent;
/* calculate parent matrix */
solve_parenting(ob, par, ob->obmat, r_originmat, true);
}
else {
BKE_object_to_mat4(ob, ob->obmat);
}
/* try to fall back to the scene rigid body world if none given */
rbw = rbw ? rbw : scene->rigidbody_world;
/* read values pushed into RBO from sim/cache... */
BKE_rigidbody_sync_transforms(rbw, ob, ctime);
/* solve constraints */
if (ob->constraints.first && !(ob->transflag & OB_NO_CONSTRAINTS)) {
bConstraintOb *cob;
cob = BKE_constraints_make_evalob(depsgraph, scene, ob, NULL, CONSTRAINT_OBTYPE_OBJECT);
BKE_constraints_solve(depsgraph, &ob->constraints, cob, ctime);
BKE_constraints_clear_evalob(cob);
}
/* set negative scale flag in object */
if (is_negative_m4(ob->obmat)) {
ob->transflag |= OB_NEG_SCALE;
}
else {
ob->transflag &= ~OB_NEG_SCALE;
}
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}
void BKE_object_where_is_calc_time(Depsgraph *depsgraph, Scene *scene, Object *ob, float ctime)
{
/* Execute drivers and animation. */
const bool flush_to_original = DEG_is_active(depsgraph);
BKE_animsys_evaluate_animdata(scene, &ob->id, ob->adt, ctime, ADT_RECALC_ALL, flush_to_original);
object_where_is_calc_ex(depsgraph, scene, ob, ctime, NULL, NULL);
}
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
/* get object transformation matrix without recalculating dependencies and
* constraints -- assume dependencies are already solved by depsgraph.
* no changes to object and it's parent would be done.
* used for bundles orientation in 3d space relative to parented blender camera */
void BKE_object_where_is_calc_mat4(Object *ob, float obmat[4][4])
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
{
if (ob->parent) {
Object *par = ob->parent;
solve_parenting(ob, par, obmat, NULL, false);
}
else {
BKE_object_to_mat4(ob, obmat);
}
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}
void BKE_object_where_is_calc_ex(
Depsgraph *depsgraph, Scene *scene, RigidBodyWorld *rbw, Object *ob, float r_originmat[3][3])
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{
float ctime = DEG_get_ctime(depsgraph);
object_where_is_calc_ex(depsgraph, scene, ob, ctime, rbw, r_originmat);
}
void BKE_object_where_is_calc(Depsgraph *depsgraph, Scene *scene, Object *ob)
{
float ctime = DEG_get_ctime(depsgraph);
object_where_is_calc_ex(depsgraph, scene, ob, ctime, NULL, NULL);
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}
/**
* For calculation of the inverse parent transform, only used for editor.
*
* It assumes the object parent is already in the depsgraph.
* Otherwise, after changing ob->parent you need to call:
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* - #DEG_relations_tag_update(bmain);
* - #BKE_scene_graph_update_tagged(depsgraph, bmain);
*/
void BKE_object_workob_calc_parent(Depsgraph *depsgraph, Scene *scene, Object *ob, Object *workob)
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{
BKE_object_workob_clear(workob);
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unit_m4(workob->obmat);
unit_m4(workob->parentinv);
unit_m4(workob->constinv);
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/* Since this is used while calculating parenting,
* at this moment ob_eval->parent is still NULL. */
workob->parent = DEG_get_evaluated_object(depsgraph, ob->parent);
workob->trackflag = ob->trackflag;
workob->upflag = ob->upflag;
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workob->partype = ob->partype;
workob->par1 = ob->par1;
workob->par2 = ob->par2;
workob->par3 = ob->par3;
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workob->constraints = ob->constraints;
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BLI_strncpy(workob->parsubstr, ob->parsubstr, sizeof(workob->parsubstr));
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BKE_object_where_is_calc(depsgraph, scene, workob);
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}
/**
* Applies the global transformation \a mat to the \a ob using a relative parent space if supplied.
*
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* \param mat: the global transformation mat that the object should be set object to.
* \param parent: the parent space in which this object will be set relative to
* (should probably always be parent_eval).
* \param use_compat: true to ensure that rotations are set using the
* min difference between the old and new orientation.
*/
void BKE_object_apply_mat4_ex(
Object *ob, float mat[4][4], Object *parent, float parentinv[4][4], const bool use_compat)
{
/* see BKE_pchan_apply_mat4() for the equivalent 'pchan' function */
float rot[3][3];
if (parent != NULL) {
float rmat[4][4], diff_mat[4][4], imat[4][4], parent_mat[4][4];
BKE_object_get_parent_matrix(ob, parent, parent_mat);
mul_m4_m4m4(diff_mat, parent_mat, parentinv);
invert_m4_m4(imat, diff_mat);
mul_m4_m4m4(rmat, imat, mat); /* get the parent relative matrix */
/* same as below, use rmat rather than mat */
mat4_to_loc_rot_size(ob->loc, rot, ob->scale, rmat);
}
else {
mat4_to_loc_rot_size(ob->loc, rot, ob->scale, mat);
}
BKE_object_mat3_to_rot(ob, rot, use_compat);
sub_v3_v3(ob->loc, ob->dloc);
if (ob->dscale[0] != 0.0f) {
ob->scale[0] /= ob->dscale[0];
}
if (ob->dscale[1] != 0.0f) {
ob->scale[1] /= ob->dscale[1];
}
if (ob->dscale[2] != 0.0f) {
ob->scale[2] /= ob->dscale[2];
}
/* BKE_object_mat3_to_rot handles delta rotations */
}
/* XXX: should be removed after COW operators port to use BKE_object_apply_mat4_ex directly */
void BKE_object_apply_mat4(Object *ob,
float mat[4][4],
const bool use_compat,
const bool use_parent)
{
BKE_object_apply_mat4_ex(ob, mat, use_parent ? ob->parent : NULL, ob->parentinv, use_compat);
}
BoundBox *BKE_boundbox_alloc_unit(void)
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{
BoundBox *bb;
const float min[3] = {-1.0f, -1.0f, -1.0f}, max[3] = {1.0f, 1.0f, 1.0f};
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bb = MEM_callocN(sizeof(BoundBox), "OB-BoundBox");
BKE_boundbox_init_from_minmax(bb, min, max);
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return bb;
}
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void BKE_boundbox_init_from_minmax(BoundBox *bb, const float min[3], const float max[3])
{
bb->vec[0][0] = bb->vec[1][0] = bb->vec[2][0] = bb->vec[3][0] = min[0];
bb->vec[4][0] = bb->vec[5][0] = bb->vec[6][0] = bb->vec[7][0] = max[0];
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bb->vec[0][1] = bb->vec[1][1] = bb->vec[4][1] = bb->vec[5][1] = min[1];
bb->vec[2][1] = bb->vec[3][1] = bb->vec[6][1] = bb->vec[7][1] = max[1];
bb->vec[0][2] = bb->vec[3][2] = bb->vec[4][2] = bb->vec[7][2] = min[2];
bb->vec[1][2] = bb->vec[2][2] = bb->vec[5][2] = bb->vec[6][2] = max[2];
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}
void BKE_boundbox_calc_center_aabb(const BoundBox *bb, float r_cent[3])
{
r_cent[0] = 0.5f * (bb->vec[0][0] + bb->vec[4][0]);
r_cent[1] = 0.5f * (bb->vec[0][1] + bb->vec[2][1]);
r_cent[2] = 0.5f * (bb->vec[0][2] + bb->vec[1][2]);
}
void BKE_boundbox_calc_size_aabb(const BoundBox *bb, float r_size[3])
{
r_size[0] = 0.5f * fabsf(bb->vec[0][0] - bb->vec[4][0]);
r_size[1] = 0.5f * fabsf(bb->vec[0][1] - bb->vec[2][1]);
r_size[2] = 0.5f * fabsf(bb->vec[0][2] - bb->vec[1][2]);
}
void BKE_boundbox_minmax(const BoundBox *bb, float obmat[4][4], float r_min[3], float r_max[3])
{
int i;
for (i = 0; i < 8; i++) {
float vec[3];
mul_v3_m4v3(vec, obmat, bb->vec[i]);
minmax_v3v3_v3(r_min, r_max, vec);
}
}
BoundBox *BKE_object_boundbox_get(Object *ob)
{
BoundBox *bb = NULL;
switch (ob->type) {
case OB_MESH:
bb = BKE_mesh_boundbox_get(ob);
break;
case OB_CURVE:
case OB_SURF:
case OB_FONT:
bb = BKE_curve_boundbox_get(ob);
break;
case OB_MBALL:
bb = BKE_mball_boundbox_get(ob);
break;
case OB_LATTICE:
bb = BKE_lattice_boundbox_get(ob);
break;
case OB_ARMATURE:
bb = BKE_armature_boundbox_get(ob);
break;
case OB_GPENCIL:
bb = BKE_gpencil_boundbox_get(ob);
break;
default:
break;
}
return bb;
}
/* used to temporally disable/enable boundbox */
void BKE_object_boundbox_flag(Object *ob, int flag, const bool set)
{
BoundBox *bb = BKE_object_boundbox_get(ob);
if (bb) {
if (set) {
bb->flag |= flag;
}
else {
bb->flag &= ~flag;
}
}
}
void BKE_object_boundbox_calc_from_mesh(struct Object *ob, struct Mesh *me_eval)
{
float min[3], max[3];
INIT_MINMAX(min, max);
if (!BKE_mesh_minmax(me_eval, min, max)) {
zero_v3(min);
zero_v3(max);
}
if (ob->runtime.bb == NULL) {
ob->runtime.bb = MEM_callocN(sizeof(BoundBox), "DM-BoundBox");
}
BKE_boundbox_init_from_minmax(ob->runtime.bb, min, max);
ob->runtime.bb->flag &= ~BOUNDBOX_DIRTY;
}
/* -------------------------------------------------------------------- */
/** \name Object Dimension Get/Set
*
* \warning Setting dimensions is prone to feedback loops in evaluation.
* \{ */
void BKE_object_dimensions_get(Object *ob, float vec[3])
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
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{
BoundBox *bb = NULL;
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bb = BKE_object_boundbox_get(ob);
if (bb) {
float scale[3];
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mat4_to_size(scale, ob->obmat);
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vec[0] = fabsf(scale[0]) * (bb->vec[4][0] - bb->vec[0][0]);
vec[1] = fabsf(scale[1]) * (bb->vec[2][1] - bb->vec[0][1]);
vec[2] = fabsf(scale[2]) * (bb->vec[1][2] - bb->vec[0][2]);
}
else {
zero_v3(vec);
}
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
}
/**
* The original scale and object matrix can be passed in so any difference
* of the objects matrix and the final matrix can be accounted for,
* typically this caused by parenting, constraints or delta-scale.
*
* Re-using these values from the object causes a feedback loop
* when multiple values are modified at once in some situations. see: T69536.
*/
void BKE_object_dimensions_set_ex(Object *ob,
const float value[3],
int axis_mask,
const float ob_scale_orig[3],
const float ob_obmat_orig[4][4])
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
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{
BoundBox *bb = NULL;
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bb = BKE_object_boundbox_get(ob);
if (bb) {
float len[3];
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len[0] = bb->vec[4][0] - bb->vec[0][0];
len[1] = bb->vec[2][1] - bb->vec[0][1];
len[2] = bb->vec[1][2] - bb->vec[0][2];
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for (int i = 0; i < 3; i++) {
if (((1 << i) & axis_mask) == 0) {
if (ob_scale_orig != NULL) {
const float scale_delta = len_v3(ob_obmat_orig[i]) / ob_scale_orig[i];
if (isfinite(scale_delta)) {
len[i] *= scale_delta;
}
}
if (len[i] > 0.0f) {
ob->scale[i] = copysignf(value[i] / len[i], ob->scale[i]);
}
}
}
}
Restored Fluid Sim baking This commit restores fluid sim baking functionality in 2.5, it's been on the todo for a while, and was previously almost completely non-functional. The old code was quite complicated and specific to the 2.4 animation system, so I've pretty much rewritten most of it. This includes: * Animated variables work again - just key them in the UI. Non-animateable values should be already set non-animateable in RNA, hopefully I got them all. Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / Object initial velocity / Deforming meshes / Fluid control Attract strength / Fluid control Attract radius / Fluid control Velocity strength / Fluid control Velocity radius / Object Active status (checkbox next to fluid type) The Domain time scale is still not yet implemented. * Fluid sim now use global scene units data by default - when enabled, the scene's global gravity value is used and when units are set (metric/imperial) the simulation real world size is taken from the object's actual measurements. * The baking process is now done in the background, using the nifty threaded Jobs system. It's non-blocking and your domain object will show the simulated fluid as it becomes available for that frame. A nice extra thing for the future would be to improve the visualisation of the object's state while baking, and also the jobs system/ui could do with some touchups - currently it has to share a bit from the 'render' job, and appears as 'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00
}
void BKE_object_dimensions_set(Object *ob, const float value[3], int axis_mask)
{
BKE_object_dimensions_set_ex(ob, value, axis_mask, NULL, NULL);
}
void BKE_object_minmax(Object *ob, float min_r[3], float max_r[3], const bool use_hidden)
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{
BoundBox bb;
float vec[3];
bool changed = false;
switch (ob->type) {
case OB_CURVE:
case OB_FONT:
case OB_SURF: {
bb = *BKE_curve_boundbox_get(ob);
BKE_boundbox_minmax(&bb, ob->obmat, min_r, max_r);
changed = true;
break;
}
case OB_MESH: {
bb = *BKE_mesh_boundbox_get(ob);
BKE_boundbox_minmax(&bb, ob->obmat, min_r, max_r);
changed = true;
break;
}
case OB_GPENCIL: {
bb = *BKE_gpencil_boundbox_get(ob);
BKE_boundbox_minmax(&bb, ob->obmat, min_r, max_r);
changed = true;
break;
}
case OB_LATTICE: {
Lattice *lt = ob->data;
BPoint *bp = lt->def;
int u, v, w;
for (w = 0; w < lt->pntsw; w++) {
for (v = 0; v < lt->pntsv; v++) {
for (u = 0; u < lt->pntsu; u++, bp++) {
mul_v3_m4v3(vec, ob->obmat, bp->vec);
minmax_v3v3_v3(min_r, max_r, vec);
}
}
}
changed = true;
break;
}
case OB_ARMATURE: {
changed = BKE_pose_minmax(ob, min_r, max_r, use_hidden, false);
break;
}
case OB_MBALL: {
float ob_min[3], ob_max[3];
changed = BKE_mball_minmax_ex(ob->data, ob_min, ob_max, ob->obmat, 0);
if (changed) {
minmax_v3v3_v3(min_r, max_r, ob_min);
minmax_v3v3_v3(min_r, max_r, ob_max);
}
break;
}
}
if (changed == false) {
float size[3];
copy_v3_v3(size, ob->scale);
if (ob->type == OB_EMPTY) {
mul_v3_fl(size, ob->empty_drawsize);
}
minmax_v3v3_v3(min_r, max_r, ob->obmat[3]);
copy_v3_v3(vec, ob->obmat[3]);
add_v3_v3(vec, size);
minmax_v3v3_v3(min_r, max_r, vec);
copy_v3_v3(vec, ob->obmat[3]);
sub_v3_v3(vec, size);
minmax_v3v3_v3(min_r, max_r, vec);
}
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}
void BKE_object_empty_draw_type_set(Object *ob, const int value)
{
ob->empty_drawtype = value;
if (ob->type == OB_EMPTY && ob->empty_drawtype == OB_EMPTY_IMAGE) {
if (!ob->iuser) {
ob->iuser = MEM_callocN(sizeof(ImageUser), "image user");
ob->iuser->ok = 1;
ob->iuser->flag |= IMA_ANIM_ALWAYS;
ob->iuser->frames = 100;
ob->iuser->sfra = 1;
}
}
else {
if (ob->iuser) {
MEM_freeN(ob->iuser);
ob->iuser = NULL;
}
}
}
bool BKE_object_empty_image_frame_is_visible_in_view3d(const Object *ob, const RegionView3D *rv3d)
{
const char visibility_flag = ob->empty_image_visibility_flag;
if (rv3d->is_persp) {
return (visibility_flag & OB_EMPTY_IMAGE_HIDE_PERSPECTIVE) == 0;
}
else {
return (visibility_flag & OB_EMPTY_IMAGE_HIDE_ORTHOGRAPHIC) == 0;
}
}
bool BKE_object_empty_image_data_is_visible_in_view3d(const Object *ob, const RegionView3D *rv3d)
{
/* Caller is expected to check this. */
BLI_assert(BKE_object_empty_image_frame_is_visible_in_view3d(ob, rv3d));
const char visibility_flag = ob->empty_image_visibility_flag;
if ((visibility_flag & (OB_EMPTY_IMAGE_HIDE_BACK | OB_EMPTY_IMAGE_HIDE_FRONT)) != 0) {
float eps, dot;
if (rv3d->is_persp) {
/* Note, we could normalize the 'view_dir' then use 'eps'
* however the issue with empty objects being visible when viewed from the side
* is only noticeable in orthographic views. */
float view_dir[3];
sub_v3_v3v3(view_dir, rv3d->viewinv[3], ob->obmat[3]);
dot = dot_v3v3(ob->obmat[2], view_dir);
eps = 0.0f;
}
else {
dot = dot_v3v3(ob->obmat[2], rv3d->viewinv[2]);
eps = 1e-5f;
}
if (visibility_flag & OB_EMPTY_IMAGE_HIDE_BACK) {
if (dot < eps) {
return false;
}
}
if (visibility_flag & OB_EMPTY_IMAGE_HIDE_FRONT) {
if (dot > -eps) {
return false;
}
}
}
if (visibility_flag & OB_EMPTY_IMAGE_HIDE_NON_AXIS_ALIGNED) {
float proj[3];
project_plane_v3_v3v3(proj, ob->obmat[2], rv3d->viewinv[2]);
const float proj_length_sq = len_squared_v3(proj);
if (proj_length_sq > 1e-5f) {
return false;
}
}
return true;
}
bool BKE_object_minmax_dupli(Depsgraph *depsgraph,
Scene *scene,
Object *ob,
float r_min[3],
float r_max[3],
const bool use_hidden)
{
bool ok = false;
if ((ob->transflag & OB_DUPLI) == 0) {
return ok;
}
else {
ListBase *lb;
DupliObject *dob;
lb = object_duplilist(depsgraph, scene, ob);
for (dob = lb->first; dob; dob = dob->next) {
if ((use_hidden == false) && (dob->no_draw != 0)) {
/* pass */
}
else {
BoundBox *bb = BKE_object_boundbox_get(dob->ob);
if (bb) {
int i;
for (i = 0; i < 8; i++) {
float vec[3];
mul_v3_m4v3(vec, dob->mat, bb->vec[i]);
minmax_v3v3_v3(r_min, r_max, vec);
}
ok = true;
}
}
}
free_object_duplilist(lb); /* does restore */
}
return ok;
}
void BKE_object_foreach_display_point(Object *ob,
float obmat[4][4],
void (*func_cb)(const float[3], void *),
void *user_data)
{
float co[3];
if (ob->runtime.mesh_eval) {
const Mesh *me = ob->runtime.mesh_eval;
const MVert *mv = me->mvert;
const int totvert = me->totvert;
for (int i = 0; i < totvert; i++, mv++) {
mul_v3_m4v3(co, obmat, mv->co);
func_cb(co, user_data);
}
}
else if (ob->runtime.curve_cache && ob->runtime.curve_cache->disp.first) {
DispList *dl;
for (dl = ob->runtime.curve_cache->disp.first; dl; dl = dl->next) {
const float *v3 = dl->verts;
int totvert = dl->nr;
int i;
for (i = 0; i < totvert; i++, v3 += 3) {
mul_v3_m4v3(co, obmat, v3);
func_cb(co, user_data);
}
}
}
}
void BKE_scene_foreach_display_point(Depsgraph *depsgraph,
void (*func_cb)(const float[3], void *),
void *user_data)
{
DEG_OBJECT_ITER_BEGIN (depsgraph,
ob,
DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY | DEG_ITER_OBJECT_FLAG_VISIBLE |
DEG_ITER_OBJECT_FLAG_DUPLI) {
if ((ob->base_flag & BASE_SELECTED) != 0) {
BKE_object_foreach_display_point(ob, ob->obmat, func_cb, user_data);
}
}
DEG_OBJECT_ITER_END;
}
/* copied from DNA_object_types.h */
typedef struct ObTfmBack {
float loc[3], dloc[3];
/** scale and delta scale. */
float scale[3], dscale[3];
/** euler rotation. */
float rot[3], drot[3];
/** quaternion rotation. */
float quat[4], dquat[4];
/** axis angle rotation - axis part. */
float rotAxis[3], drotAxis[3];
/** axis angle rotation - angle part. */
float rotAngle, drotAngle;
/** final worldspace matrix with constraints & animsys applied. */
float obmat[4][4];
/** inverse result of parent, so that object doesn't 'stick' to parent. */
float parentinv[4][4];
/** inverse result of constraints. doesn't include effect of parent or object local transform. */
float constinv[4][4];
/** inverse matrix of 'obmat' for during render, temporally: ipokeys of transform. */
float imat[4][4];
} ObTfmBack;
void *BKE_object_tfm_backup(Object *ob)
{
ObTfmBack *obtfm = MEM_mallocN(sizeof(ObTfmBack), "ObTfmBack");
copy_v3_v3(obtfm->loc, ob->loc);
copy_v3_v3(obtfm->dloc, ob->dloc);
copy_v3_v3(obtfm->scale, ob->scale);
copy_v3_v3(obtfm->dscale, ob->dscale);
copy_v3_v3(obtfm->rot, ob->rot);
copy_v3_v3(obtfm->drot, ob->drot);
copy_qt_qt(obtfm->quat, ob->quat);
copy_qt_qt(obtfm->dquat, ob->dquat);
copy_v3_v3(obtfm->rotAxis, ob->rotAxis);
copy_v3_v3(obtfm->drotAxis, ob->drotAxis);
obtfm->rotAngle = ob->rotAngle;
obtfm->drotAngle = ob->drotAngle;
copy_m4_m4(obtfm->obmat, ob->obmat);
copy_m4_m4(obtfm->parentinv, ob->parentinv);
copy_m4_m4(obtfm->constinv, ob->constinv);
copy_m4_m4(obtfm->imat, ob->imat);
return (void *)obtfm;
}
void BKE_object_tfm_restore(Object *ob, void *obtfm_pt)
{
ObTfmBack *obtfm = (ObTfmBack *)obtfm_pt;
copy_v3_v3(ob->loc, obtfm->loc);
copy_v3_v3(ob->dloc, obtfm->dloc);
copy_v3_v3(ob->scale, obtfm->scale);
copy_v3_v3(ob->dscale, obtfm->dscale);
copy_v3_v3(ob->rot, obtfm->rot);
copy_v3_v3(ob->drot, obtfm->drot);
copy_qt_qt(ob->quat, obtfm->quat);
copy_qt_qt(ob->dquat, obtfm->dquat);
copy_v3_v3(ob->rotAxis, obtfm->rotAxis);
copy_v3_v3(ob->drotAxis, obtfm->drotAxis);
ob->rotAngle = obtfm->rotAngle;
ob->drotAngle = obtfm->drotAngle;
copy_m4_m4(ob->obmat, obtfm->obmat);
copy_m4_m4(ob->parentinv, obtfm->parentinv);
copy_m4_m4(ob->constinv, obtfm->constinv);
copy_m4_m4(ob->imat, obtfm->imat);
}
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bool BKE_object_parent_loop_check(const Object *par, const Object *ob)
{
/* test if 'ob' is a parent somewhere in par's parents */
if (par == NULL) {
return false;
}
if (ob == par) {
return true;
}
return BKE_object_parent_loop_check(par->parent, ob);
}
static void object_handle_update_proxy(Depsgraph *depsgraph,
Scene *scene,
Object *object,
const bool do_proxy_update)
{
/* The case when this is a collection proxy, object_update is called in collection.c */
if (object->proxy == NULL) {
return;
}
/* set pointer in library proxy target, for copying, but restore it */
object->proxy->proxy_from = object;
// printf("set proxy pointer for later collection stuff %s\n", ob->id.name);
/* the no-group proxy case, we call update */
if (object->proxy_group == NULL) {
if (do_proxy_update) {
// printf("call update, lib ob %s proxy %s\n", ob->proxy->id.name, ob->id.name);
BKE_object_handle_update(depsgraph, scene, object->proxy);
}
}
}
/**
* Proxy rule:
* - lib_object->proxy_from == the one we borrow from, only set temporal and cleared here.
* - local_object->proxy == pointer to library object, saved in files and read.
*
* Function below is polluted with proxy exceptions, cleanup will follow!
*
* The main object update call, for object matrix, constraints, keys and displist (modifiers)
* requires flags to be set!
*
* Ideally we shouldn't have to pass the rigid body world,
* but need bigger restructuring to avoid id.
*/
void BKE_object_handle_update_ex(Depsgraph *depsgraph,
Scene *scene,
Object *ob,
RigidBodyWorld *rbw,
const bool do_proxy_update)
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
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{
const ID *object_data = ob->data;
const bool recalc_object = (ob->id.recalc & ID_RECALC_ALL) != 0;
const bool recalc_data = (object_data != NULL) ? ((object_data->recalc & ID_RECALC_ALL) != 0) :
0;
if (!recalc_object && !recalc_data) {
object_handle_update_proxy(depsgraph, scene, ob, do_proxy_update);
return;
}
/* Speed optimization for animation lookups. */
if (ob->pose != NULL) {
BKE_pose_channels_hash_make(ob->pose);
if (ob->pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
BKE_pose_update_constraint_flags(ob->pose);
}
}
if (recalc_data) {
if (ob->type == OB_ARMATURE) {
/* this happens for reading old files and to match library armatures
* with poses we do it ahead of BKE_object_where_is_calc to ensure animation
* is evaluated on the rebuilt pose, otherwise we get incorrect poses
* on file load */
if (ob->pose == NULL || (ob->pose->flag & POSE_RECALC)) {
/* No need to pass bmain here, we assume we do not need to rebuild DEG from here... */
BKE_pose_rebuild(NULL, ob, ob->data, true);
}
}
}
/* XXX new animsys warning: depsgraph tag ID_RECALC_GEOMETRY should not skip drivers,
* which is only in BKE_object_where_is_calc now */
/* XXX: should this case be ID_RECALC_TRANSFORM instead? */
if (recalc_object || recalc_data) {
if (G.debug & G_DEBUG_DEPSGRAPH_EVAL) {
printf("recalcob %s\n", ob->id.name + 2);
}
/* Handle proxy copy for target. */
if (!BKE_object_eval_proxy_copy(depsgraph, ob)) {
BKE_object_where_is_calc_ex(depsgraph, scene, rbw, ob, NULL);
}
}
if (recalc_data) {
BKE_object_handle_data_update(depsgraph, scene, ob);
}
ob->id.recalc &= ID_RECALC_ALL;
object_handle_update_proxy(depsgraph, scene, ob, do_proxy_update);
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
}
/**
* \warning "scene" here may not be the scene object actually resides in.
* When dealing with background-sets, "scene" is actually the active scene.
* e.g. "scene" <-- set 1 <-- set 2 ("ob" lives here) <-- set 3 <-- ... <-- set n
* rigid bodies depend on their world so use #BKE_object_handle_update_ex()
* to also pass along the current rigid body world.
*/
void BKE_object_handle_update(Depsgraph *depsgraph, Scene *scene, Object *ob)
{
BKE_object_handle_update_ex(depsgraph, scene, ob, NULL, true);
}
void BKE_object_sculpt_data_create(Object *ob)
{
BLI_assert((ob->sculpt == NULL) && (ob->mode & OB_MODE_ALL_SCULPT));
ob->sculpt = MEM_callocN(sizeof(SculptSession), __func__);
ob->sculpt->mode_type = ob->mode;
}
int BKE_object_obdata_texspace_get(Object *ob, short **r_texflag, float **r_loc, float **r_size)
{
if (ob->data == NULL) {
return 0;
}
switch (GS(((ID *)ob->data)->name)) {
case ID_ME: {
BKE_mesh_texspace_get_reference((Mesh *)ob->data, r_texflag, r_loc, r_size);
break;
}
case ID_CU: {
Curve *cu = ob->data;
BKE_curve_texspace_ensure(cu);
if (r_texflag) {
*r_texflag = &cu->texflag;
}
if (r_loc) {
*r_loc = cu->loc;
}
if (r_size) {
*r_size = cu->size;
}
break;
}
case ID_MB: {
MetaBall *mb = ob->data;
if (r_texflag) {
*r_texflag = &mb->texflag;
}
if (r_loc) {
*r_loc = mb->loc;
}
if (r_size) {
*r_size = mb->size;
}
break;
}
default:
return 0;
}
return 1;
}
/** Get evaluated mesh for given (main, original) object and depsgraph. */
Mesh *BKE_object_get_evaluated_mesh(const Depsgraph *depsgraph, Object *ob)
{
Object *ob_eval = DEG_get_evaluated_object(depsgraph, ob);
return ob_eval->runtime.mesh_eval;
}
/* Get object's mesh with all modifiers applied. */
Mesh *BKE_object_get_final_mesh(Object *object)
{
if (object->runtime.mesh_eval != NULL) {
BLI_assert((object->id.tag & LIB_TAG_COPIED_ON_WRITE) != 0);
BLI_assert(object->runtime.mesh_eval == object->data);
BLI_assert((object->runtime.mesh_eval->id.tag & LIB_TAG_COPIED_ON_WRITE_EVAL_RESULT) != 0);
return object->runtime.mesh_eval;
}
/* Wasn't evaluated yet. */
return object->data;
}
/* Get mesh which is not affected by modifiers:
* - For original objects it will be same as object->data, and it is a mesh
* which is in the corresponding bmain.
* - For copied-on-write objects it will give pointer to a copied-on-write
* mesh which corresponds to original object's mesh.
*/
2018-06-04 16:20:39 +02:00
Mesh *BKE_object_get_pre_modified_mesh(Object *object)
{
if (object->runtime.mesh_orig != NULL) {
BLI_assert(object->id.tag & LIB_TAG_COPIED_ON_WRITE);
BLI_assert(object->id.orig_id != NULL);
BLI_assert(object->runtime.mesh_orig->id.orig_id == ((Object *)object->id.orig_id)->data);
Mesh *result = object->runtime.mesh_orig;
BLI_assert((result->id.tag & LIB_TAG_COPIED_ON_WRITE) != 0);
BLI_assert((result->id.tag & LIB_TAG_COPIED_ON_WRITE_EVAL_RESULT) == 0);
return result;
}
BLI_assert((object->id.tag & LIB_TAG_COPIED_ON_WRITE) == 0);
return object->data;
}
/* Get a mesh which corresponds to very very original mesh from bmain.
* - For original objects it will be object->data.
* - For evaluated objects it will be same mesh as corresponding original
* object uses as data.
*/
Mesh *BKE_object_get_original_mesh(Object *object)
{
Mesh *result = NULL;
if (object->id.orig_id == NULL) {
BLI_assert((object->id.tag & LIB_TAG_COPIED_ON_WRITE) == 0);
result = object->data;
}
else {
BLI_assert((object->id.tag & LIB_TAG_COPIED_ON_WRITE) != 0);
result = ((Object *)object->id.orig_id)->data;
}
BLI_assert(result != NULL);
BLI_assert((result->id.tag & (LIB_TAG_COPIED_ON_WRITE | LIB_TAG_COPIED_ON_WRITE_EVAL_RESULT)) ==
0);
return result;
}
static int pc_cmp(const void *a, const void *b)
{
const LinkData *ad = a, *bd = b;
if (POINTER_AS_INT(ad->data) > POINTER_AS_INT(bd->data)) {
return 1;
}
else {
return 0;
}
}
2018-06-17 17:05:51 +02:00
int BKE_object_insert_ptcache(Object *ob)
{
LinkData *link = NULL;
int i = 0;
BLI_listbase_sort(&ob->pc_ids, pc_cmp);
for (link = ob->pc_ids.first, i = 0; link; link = link->next, i++) {
int index = POINTER_AS_INT(link->data);
if (i < index) {
break;
}
}
link = MEM_callocN(sizeof(LinkData), "PCLink");
link->data = POINTER_FROM_INT(i);
BLI_addtail(&ob->pc_ids, link);
return i;
}
static int pc_findindex(ListBase *listbase, int index)
{
LinkData *link = NULL;
int number = 0;
2018-06-17 17:05:51 +02:00
if (listbase == NULL) {
return -1;
}
2018-06-17 17:05:51 +02:00
link = listbase->first;
while (link) {
if (POINTER_AS_INT(link->data) == index) {
return number;
}
2018-06-17 17:05:51 +02:00
number++;
link = link->next;
}
2018-06-17 17:05:51 +02:00
return -1;
}
void BKE_object_delete_ptcache(Object *ob, int index)
{
int list_index = pc_findindex(&ob->pc_ids, index);
LinkData *link = BLI_findlink(&ob->pc_ids, list_index);
BLI_freelinkN(&ob->pc_ids, link);
}
/* shape key utility function */
/************************* Mesh ************************/
static KeyBlock *insert_meshkey(Main *bmain, Object *ob, const char *name, const bool from_mix)
{
Mesh *me = ob->data;
Key *key = me->key;
KeyBlock *kb;
int newkey = 0;
if (key == NULL) {
key = me->key = BKE_key_add(bmain, (ID *)me);
key->type = KEY_RELATIVE;
newkey = 1;
}
if (newkey || from_mix == false) {
/* create from mesh */
kb = BKE_keyblock_add_ctime(key, name, false);
BKE_keyblock_convert_from_mesh(me, key, kb);
}
else {
/* copy from current values */
int totelem;
float *data = BKE_key_evaluate_object(ob, &totelem);
/* create new block with prepared data */
kb = BKE_keyblock_add_ctime(key, name, false);
kb->data = data;
kb->totelem = totelem;
}
return kb;
}
/************************* Lattice ************************/
static KeyBlock *insert_lattkey(Main *bmain, Object *ob, const char *name, const bool from_mix)
{
Lattice *lt = ob->data;
Key *key = lt->key;
KeyBlock *kb;
int newkey = 0;
if (key == NULL) {
key = lt->key = BKE_key_add(bmain, (ID *)lt);
key->type = KEY_RELATIVE;
newkey = 1;
}
if (newkey || from_mix == false) {
kb = BKE_keyblock_add_ctime(key, name, false);
if (!newkey) {
KeyBlock *basekb = (KeyBlock *)key->block.first;
kb->data = MEM_dupallocN(basekb->data);
kb->totelem = basekb->totelem;
}
else {
BKE_keyblock_convert_from_lattice(lt, kb);
}
}
else {
/* copy from current values */
int totelem;
float *data = BKE_key_evaluate_object(ob, &totelem);
/* create new block with prepared data */
kb = BKE_keyblock_add_ctime(key, name, false);
kb->totelem = totelem;
kb->data = data;
}
return kb;
}
/************************* Curve ************************/
static KeyBlock *insert_curvekey(Main *bmain, Object *ob, const char *name, const bool from_mix)
{
Curve *cu = ob->data;
Key *key = cu->key;
KeyBlock *kb;
ListBase *lb = BKE_curve_nurbs_get(cu);
int newkey = 0;
if (key == NULL) {
key = cu->key = BKE_key_add(bmain, (ID *)cu);
key->type = KEY_RELATIVE;
newkey = 1;
}
if (newkey || from_mix == false) {
/* create from curve */
kb = BKE_keyblock_add_ctime(key, name, false);
if (!newkey) {
KeyBlock *basekb = (KeyBlock *)key->block.first;
kb->data = MEM_dupallocN(basekb->data);
kb->totelem = basekb->totelem;
}
else {
BKE_keyblock_convert_from_curve(cu, kb, lb);
}
}
else {
/* copy from current values */
int totelem;
float *data = BKE_key_evaluate_object(ob, &totelem);
/* create new block with prepared data */
kb = BKE_keyblock_add_ctime(key, name, false);
kb->totelem = totelem;
kb->data = data;
}
return kb;
}
KeyBlock *BKE_object_shapekey_insert(Main *bmain,
Object *ob,
const char *name,
const bool from_mix)
{
switch (ob->type) {
case OB_MESH:
return insert_meshkey(bmain, ob, name, from_mix);
case OB_CURVE:
case OB_SURF:
return insert_curvekey(bmain, ob, name, from_mix);
case OB_LATTICE:
return insert_lattkey(bmain, ob, name, from_mix);
default:
return NULL;
}
}
bool BKE_object_shapekey_free(Main *bmain, Object *ob)
{
Key **key_p, *key;
key_p = BKE_key_from_object_p(ob);
if (ELEM(NULL, key_p, *key_p)) {
return false;
}
key = *key_p;
*key_p = NULL;
BKE_id_free_us(bmain, key);
return true;
}
bool BKE_object_shapekey_remove(Main *bmain, Object *ob, KeyBlock *kb)
{
KeyBlock *rkb;
Key *key = BKE_key_from_object(ob);
short kb_index;
if (key == NULL) {
return false;
}
kb_index = BLI_findindex(&key->block, kb);
BLI_assert(kb_index != -1);
for (rkb = key->block.first; rkb; rkb = rkb->next) {
if (rkb->relative == kb_index) {
/* remap to the 'Basis' */
rkb->relative = 0;
}
else if (rkb->relative >= kb_index) {
/* Fix positional shift of the keys when kb is deleted from the list */
rkb->relative -= 1;
}
}
BLI_remlink(&key->block, kb);
key->totkey--;
if (key->refkey == kb) {
key->refkey = key->block.first;
if (key->refkey) {
/* apply new basis key on original data */
switch (ob->type) {
case OB_MESH:
BKE_keyblock_convert_to_mesh(key->refkey, ob->data);
break;
case OB_CURVE:
case OB_SURF:
BKE_keyblock_convert_to_curve(key->refkey, ob->data, BKE_curve_nurbs_get(ob->data));
break;
case OB_LATTICE:
BKE_keyblock_convert_to_lattice(key->refkey, ob->data);
break;
}
}
}
if (kb->data) {
MEM_freeN(kb->data);
}
MEM_freeN(kb);
if (ob->shapenr > 1) {
ob->shapenr--;
}
if (key->totkey == 0) {
BKE_object_shapekey_free(bmain, ob);
}
return true;
}
bool BKE_object_flag_test_recursive(const Object *ob, short flag)
{
if (ob->flag & flag) {
return true;
}
else if (ob->parent) {
return BKE_object_flag_test_recursive(ob->parent, flag);
}
else {
return false;
}
}
2018-04-14 14:27:38 +02:00
bool BKE_object_is_child_recursive(const Object *ob_parent, const Object *ob_child)
{
for (ob_child = ob_child->parent; ob_child; ob_child = ob_child->parent) {
if (ob_child == ob_parent) {
return true;
}
}
return false;
}
/* most important if this is modified it should _always_ return True, in certain
* cases false positives are hard to avoid (shape keys for example) */
int BKE_object_is_modified(Scene *scene, Object *ob)
{
int flag = 0;
if (BKE_key_from_object(ob)) {
flag |= eModifierMode_Render | eModifierMode_Realtime;
}
else {
ModifierData *md;
VirtualModifierData virtualModifierData;
/* cloth */
for (md = modifiers_getVirtualModifierList(ob, &virtualModifierData);
md && (flag != (eModifierMode_Render | eModifierMode_Realtime));
md = md->next) {
if ((flag & eModifierMode_Render) == 0 &&
modifier_isEnabled(scene, md, eModifierMode_Render)) {
flag |= eModifierMode_Render;
}
if ((flag & eModifierMode_Realtime) == 0 &&
modifier_isEnabled(scene, md, eModifierMode_Realtime)) {
flag |= eModifierMode_Realtime;
}
}
}
return flag;
}
/* Check of objects moves in time. */
/* NOTE: This function is currently optimized for usage in combination
* with mti->canDeform, so modifiers can quickly check if their target
* objects moves (causing deformation motion blur) or not.
*
* This makes it possible to give some degree of false-positives here,
2015-01-14 23:53:03 +11:00
* but it's currently an acceptable tradeoff between complexity and check
* speed. In combination with checks of modifier stack and real life usage
* percentage of false-positives shouldn't be that height.
*/
static bool object_moves_in_time(Object *object)
{
AnimData *adt = object->adt;
if (adt != NULL) {
/* If object has any sort of animation data assume it is moving. */
if (adt->action != NULL || !BLI_listbase_is_empty(&adt->nla_tracks) ||
!BLI_listbase_is_empty(&adt->drivers) || !BLI_listbase_is_empty(&adt->overrides)) {
return true;
}
}
if (!BLI_listbase_is_empty(&object->constraints)) {
return true;
}
if (object->parent != NULL) {
/* TODO(sergey): Do recursive check here? */
return true;
}
return false;
}
static bool object_deforms_in_time(Object *object)
{
if (BKE_key_from_object(object) != NULL) {
return true;
}
if (!BLI_listbase_is_empty(&object->modifiers)) {
return true;
}
return object_moves_in_time(object);
}
static bool constructive_modifier_is_deform_modified(ModifierData *md)
{
/* TODO(sergey): Consider generalizing this a bit so all modifier logic
* is concentrated in MOD_{modifier}.c file,
*/
if (md->type == eModifierType_Array) {
ArrayModifierData *amd = (ArrayModifierData *)md;
/* TODO(sergey): Check if curve is deformed. */
return (amd->start_cap != NULL && object_moves_in_time(amd->start_cap)) ||
(amd->end_cap != NULL && object_moves_in_time(amd->end_cap)) ||
(amd->curve_ob != NULL && object_moves_in_time(amd->curve_ob)) ||
(amd->offset_ob != NULL && object_moves_in_time(amd->offset_ob));
}
else if (md->type == eModifierType_Mirror) {
MirrorModifierData *mmd = (MirrorModifierData *)md;
return mmd->mirror_ob != NULL && object_moves_in_time(mmd->mirror_ob);
}
else if (md->type == eModifierType_Screw) {
ScrewModifierData *smd = (ScrewModifierData *)md;
return smd->ob_axis != NULL && object_moves_in_time(smd->ob_axis);
}
else if (md->type == eModifierType_MeshSequenceCache) {
/* NOTE: Not ideal because it's unknown whether topology changes or not.
* This will be detected later, so by assuming it's only deformation
* going on here we allow to bake deform-only mesh to Alembic and have
* proper motion blur after that.
*/
return true;
}
return false;
}
static bool modifiers_has_animation_check(Object *ob)
{
/* TODO(sergey): This is a bit code duplication with depsgraph, but
* would be nicer to solve this as a part of new dependency graph
* work, so we avoid conflicts and so.
*/
if (ob->adt != NULL) {
AnimData *adt = ob->adt;
FCurve *fcu;
if (adt->action != NULL) {
for (fcu = adt->action->curves.first; fcu; fcu = fcu->next) {
if (fcu->rna_path && strstr(fcu->rna_path, "modifiers[")) {
return true;
}
}
}
for (fcu = adt->drivers.first; fcu; fcu = fcu->next) {
if (fcu->rna_path && strstr(fcu->rna_path, "modifiers[")) {
return true;
}
}
}
return false;
}
/* test if object is affected by deforming modifiers (for motion blur). again
* most important is to avoid false positives, this is to skip computations
* and we can still if there was actual deformation afterwards */
int BKE_object_is_deform_modified(Scene *scene, Object *ob)
{
ModifierData *md;
VirtualModifierData virtualModifierData;
int flag = 0;
const bool is_modifier_animated = modifiers_has_animation_check(ob);
if (BKE_key_from_object(ob)) {
flag |= eModifierMode_Realtime | eModifierMode_Render;
}
if (ob->type == OB_CURVE) {
Curve *cu = (Curve *)ob->data;
if (cu->taperobj != NULL && object_deforms_in_time(cu->taperobj)) {
flag |= eModifierMode_Realtime | eModifierMode_Render;
}
}
/* cloth */
for (md = modifiers_getVirtualModifierList(ob, &virtualModifierData);
md && (flag != (eModifierMode_Render | eModifierMode_Realtime));
md = md->next) {
const ModifierTypeInfo *mti = modifierType_getInfo(md->type);
bool can_deform = mti->type == eModifierTypeType_OnlyDeform || is_modifier_animated;
if (!can_deform) {
can_deform = constructive_modifier_is_deform_modified(md);
}
if (can_deform) {
if (!(flag & eModifierMode_Render) && modifier_isEnabled(scene, md, eModifierMode_Render)) {
flag |= eModifierMode_Render;
}
if (!(flag & eModifierMode_Realtime) &&
modifier_isEnabled(scene, md, eModifierMode_Realtime)) {
flag |= eModifierMode_Realtime;
}
}
}
return flag;
}
/* See if an object is using an animated modifier */
2013-03-09 05:35:49 +00:00
bool BKE_object_is_animated(Scene *scene, Object *ob)
{
ModifierData *md;
VirtualModifierData virtualModifierData;
for (md = modifiers_getVirtualModifierList(ob, &virtualModifierData); md; md = md->next) {
if (modifier_dependsOnTime(md) && (modifier_isEnabled(scene, md, eModifierMode_Realtime) ||
modifier_isEnabled(scene, md, eModifierMode_Render))) {
return true;
}
}
return false;
}
/** Return the number of scenes using (instantiating) that object in their collections. */
int BKE_object_scenes_users_get(Main *bmain, Object *ob)
{
int num_scenes = 0;
for (Scene *scene = bmain->scenes.first; scene != NULL; scene = scene->id.next) {
if (BKE_collection_has_object_recursive(scene->master_collection, ob)) {
num_scenes++;
}
}
return num_scenes;
}
MovieClip *BKE_object_movieclip_get(Scene *scene, Object *ob, bool use_default)
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
{
MovieClip *clip = use_default ? scene->clip : NULL;
bConstraint *con = ob->constraints.first, *scon = NULL;
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
while (con) {
if (con->type == CONSTRAINT_TYPE_CAMERASOLVER) {
if (scon == NULL || (scon->flag & CONSTRAINT_OFF)) {
scon = con;
}
}
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
con = con->next;
}
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
if (scon) {
bCameraSolverConstraint *solver = scon->data;
if ((solver->flag & CAMERASOLVER_ACTIVECLIP) == 0) {
clip = solver->clip;
}
else {
clip = scene->clip;
}
}
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
return clip;
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
}
void BKE_object_runtime_reset(Object *object)
{
memset(&object->runtime, 0, sizeof(object->runtime));
}
/* Reset all pointers which we don't want to be shared when copying the object. */
void BKE_object_runtime_reset_on_copy(Object *object, const int UNUSED(flag))
{
Object_Runtime *runtime = &object->runtime;
runtime->mesh_eval = NULL;
runtime->mesh_deform_eval = NULL;
runtime->curve_cache = NULL;
runtime->gpencil_cache = NULL;
}
/*
* Find an associated Armature object
*/
static Object *obrel_armature_find(Object *ob)
{
Object *ob_arm = NULL;
if (ob->parent && ob->partype == PARSKEL && ob->parent->type == OB_ARMATURE) {
ob_arm = ob->parent;
}
else {
ModifierData *mod;
for (mod = (ModifierData *)ob->modifiers.first; mod; mod = mod->next) {
if (mod->type == eModifierType_Armature) {
ob_arm = ((ArmatureModifierData *)mod)->object;
}
}
}
return ob_arm;
}
static bool obrel_list_test(Object *ob)
{
return ob && !(ob->id.tag & LIB_TAG_DOIT);
}
static void obrel_list_add(LinkNode **links, Object *ob)
{
BLI_linklist_prepend(links, ob);
ob->id.tag |= LIB_TAG_DOIT;
}
/*
* Iterates over all objects of the given scene layer.
* Depending on the eObjectSet flag:
* collect either OB_SET_ALL, OB_SET_VISIBLE or OB_SET_SELECTED objects.
* If OB_SET_VISIBLE or OB_SET_SELECTED are collected,
* then also add related objects according to the given includeFilters.
*/
LinkNode *BKE_object_relational_superset(struct ViewLayer *view_layer,
eObjectSet objectSet,
eObRelationTypes includeFilter)
{
LinkNode *links = NULL;
Base *base;
/* Remove markers from all objects */
for (base = view_layer->object_bases.first; base; base = base->next) {
base->object->id.tag &= ~LIB_TAG_DOIT;
}
/* iterate over all selected and visible objects */
for (base = view_layer->object_bases.first; base; base = base->next) {
if (objectSet == OB_SET_ALL) {
/* as we get all anyways just add it */
Object *ob = base->object;
obrel_list_add(&links, ob);
}
else {
if ((objectSet == OB_SET_SELECTED && BASE_SELECTED_EDITABLE(((View3D *)NULL), base)) ||
(objectSet == OB_SET_VISIBLE && BASE_EDITABLE(((View3D *)NULL), base))) {
Object *ob = base->object;
if (obrel_list_test(ob)) {
obrel_list_add(&links, ob);
}
/* parent relationship */
if (includeFilter & (OB_REL_PARENT | OB_REL_PARENT_RECURSIVE)) {
Object *parent = ob->parent;
if (obrel_list_test(parent)) {
obrel_list_add(&links, parent);
/* recursive parent relationship */
if (includeFilter & OB_REL_PARENT_RECURSIVE) {
parent = parent->parent;
while (obrel_list_test(parent)) {
obrel_list_add(&links, parent);
parent = parent->parent;
}
}
}
}
/* child relationship */
if (includeFilter & (OB_REL_CHILDREN | OB_REL_CHILDREN_RECURSIVE)) {
Base *local_base;
for (local_base = view_layer->object_bases.first; local_base;
local_base = local_base->next) {
if (BASE_EDITABLE(((View3D *)NULL), local_base)) {
Object *child = local_base->object;
if (obrel_list_test(child)) {
if ((includeFilter & OB_REL_CHILDREN_RECURSIVE &&
BKE_object_is_child_recursive(ob, child)) ||
(includeFilter & OB_REL_CHILDREN && child->parent && child->parent == ob)) {
obrel_list_add(&links, child);
}
}
}
}
}
/* include related armatures */
if (includeFilter & OB_REL_MOD_ARMATURE) {
Object *arm = obrel_armature_find(ob);
if (obrel_list_test(arm)) {
obrel_list_add(&links, arm);
}
}
}
}
}
return links;
}
/**
* return all groups this object is apart of, caller must free.
*/
struct LinkNode *BKE_object_groups(Main *bmain, Scene *scene, Object *ob)
{
LinkNode *collection_linknode = NULL;
Collection *collection = NULL;
while ((collection = BKE_collection_object_find(bmain, scene, collection, ob))) {
BLI_linklist_prepend(&collection_linknode, collection);
}
return collection_linknode;
}
void BKE_object_groups_clear(Main *bmain, Scene *scene, Object *ob)
{
Collection *collection = NULL;
while ((collection = BKE_collection_object_find(bmain, scene, collection, ob))) {
BKE_collection_object_remove(bmain, collection, ob, false);
DEG_id_tag_update(&collection->id, ID_RECALC_COPY_ON_WRITE);
}
}
/**
* Return a KDTree_3d from the deformed object (in worldspace)
*
* \note Only mesh objects currently support deforming, others are TODO.
*
* \param ob:
* \param r_tot:
* \return The kdtree or NULL if it can't be created.
*/
KDTree_3d *BKE_object_as_kdtree(Object *ob, int *r_tot)
{
KDTree_3d *tree = NULL;
unsigned int tot = 0;
switch (ob->type) {
case OB_MESH: {
Mesh *me = ob->data;
unsigned int i;
Mesh *me_eval = ob->runtime.mesh_deform_eval ? ob->runtime.mesh_deform_eval :
ob->runtime.mesh_deform_eval;
const int *index;
if (me_eval && (index = CustomData_get_layer(&me_eval->vdata, CD_ORIGINDEX))) {
MVert *mvert = me_eval->mvert;
uint totvert = me_eval->totvert;
/* tree over-allocs in case where some verts have ORIGINDEX_NONE */
tot = 0;
tree = BLI_kdtree_3d_new(totvert);
/* we don't how how many verts from the DM we can use */
for (i = 0; i < totvert; i++) {
if (index[i] != ORIGINDEX_NONE) {
float co[3];
mul_v3_m4v3(co, ob->obmat, mvert[i].co);
BLI_kdtree_3d_insert(tree, index[i], co);
tot++;
}
}
}
else {
MVert *mvert = me->mvert;
tot = me->totvert;
tree = BLI_kdtree_3d_new(tot);
for (i = 0; i < tot; i++) {
float co[3];
mul_v3_m4v3(co, ob->obmat, mvert[i].co);
BLI_kdtree_3d_insert(tree, i, co);
}
}
BLI_kdtree_3d_balance(tree);
break;
}
case OB_CURVE:
case OB_SURF: {
/* TODO: take deformation into account */
Curve *cu = ob->data;
unsigned int i, a;
Nurb *nu;
tot = BKE_nurbList_verts_count_without_handles(&cu->nurb);
tree = BLI_kdtree_3d_new(tot);
i = 0;
nu = cu->nurb.first;
while (nu) {
if (nu->bezt) {
BezTriple *bezt;
bezt = nu->bezt;
a = nu->pntsu;
while (a--) {
float co[3];
mul_v3_m4v3(co, ob->obmat, bezt->vec[1]);
BLI_kdtree_3d_insert(tree, i++, co);
bezt++;
}
}
else {
BPoint *bp;
bp = nu->bp;
a = nu->pntsu * nu->pntsv;
while (a--) {
float co[3];
mul_v3_m4v3(co, ob->obmat, bp->vec);
BLI_kdtree_3d_insert(tree, i++, co);
bp++;
}
}
nu = nu->next;
}
BLI_kdtree_3d_balance(tree);
break;
}
case OB_LATTICE: {
/* TODO: take deformation into account */
Lattice *lt = ob->data;
BPoint *bp;
unsigned int i;
tot = lt->pntsu * lt->pntsv * lt->pntsw;
tree = BLI_kdtree_3d_new(tot);
i = 0;
for (bp = lt->def; i < tot; bp++) {
float co[3];
mul_v3_m4v3(co, ob->obmat, bp->vec);
BLI_kdtree_3d_insert(tree, i++, co);
}
BLI_kdtree_3d_balance(tree);
break;
}
}
*r_tot = tot;
return tree;
}
bool BKE_object_modifier_use_time(Object *ob, ModifierData *md)
{
if (modifier_dependsOnTime(md)) {
return true;
}
/* Check whether modifier is animated. */
/* TODO: this should be handled as part of build_animdata() -- Aligorith */
if (ob->adt) {
AnimData *adt = ob->adt;
FCurve *fcu;
char pattern[MAX_NAME + 16];
BLI_snprintf(pattern, sizeof(pattern), "modifiers[\"%s\"]", md->name);
/* action - check for F-Curves with paths containing 'modifiers[' */
if (adt->action) {
for (fcu = (FCurve *)adt->action->curves.first; fcu != NULL; fcu = (FCurve *)fcu->next) {
if (fcu->rna_path && strstr(fcu->rna_path, pattern)) {
return true;
}
}
}
/* This here allows modifier properties to get driven and still update properly
*
* Workaround to get [#26764] (e.g. subsurf levels not updating when animated/driven)
* working, without the updating problems ([#28525] [#28690] [#28774] [#28777]) caused
* by the RNA updates cache introduced in r.38649
*/
for (fcu = (FCurve *)adt->drivers.first; fcu != NULL; fcu = (FCurve *)fcu->next) {
if (fcu->rna_path && strstr(fcu->rna_path, pattern)) {
return true;
}
}
/* XXX: also, should check NLA strips, though for now assume that nobody uses
* that and we can omit that for performance reasons... */
}
return false;
}
bool BKE_object_modifier_gpencil_use_time(Object *ob, GpencilModifierData *md)
{
if (BKE_gpencil_modifier_dependsOnTime(md)) {
return true;
}
/* Check whether modifier is animated. */
/* TODO (Aligorith): this should be handled as part of build_animdata() */
if (ob->adt) {
AnimData *adt = ob->adt;
FCurve *fcu;
char pattern[MAX_NAME + 32];
BLI_snprintf(pattern, sizeof(pattern), "grease_pencil_modifiers[\"%s\"]", md->name);
/* action - check for F-Curves with paths containing 'grease_pencil_modifiers[' */
if (adt->action) {
for (fcu = adt->action->curves.first; fcu != NULL; fcu = fcu->next) {
if (fcu->rna_path && strstr(fcu->rna_path, pattern)) {
return true;
}
}
}
/* This here allows modifier properties to get driven and still update properly */
for (fcu = adt->drivers.first; fcu != NULL; fcu = fcu->next) {
if (fcu->rna_path && strstr(fcu->rna_path, pattern)) {
return true;
}
}
}
return false;
}
bool BKE_object_shaderfx_use_time(Object *ob, ShaderFxData *fx)
{
if (BKE_shaderfx_dependsOnTime(fx)) {
return true;
}
/* Check whether effect is animated. */
/* TODO (Aligorith): this should be handled as part of build_animdata() */
if (ob->adt) {
AnimData *adt = ob->adt;
FCurve *fcu;
char pattern[MAX_NAME + 32];
BLI_snprintf(pattern, sizeof(pattern), "shader_effects[\"%s\"]", fx->name);
/* action - check for F-Curves with paths containing string[' */
if (adt->action) {
for (fcu = adt->action->curves.first; fcu != NULL; fcu = fcu->next) {
if (fcu->rna_path && strstr(fcu->rna_path, pattern)) {
return true;
}
}
}
/* This here allows properties to get driven and still update properly */
for (fcu = adt->drivers.first; fcu != NULL; fcu = fcu->next) {
if (fcu->rna_path && strstr(fcu->rna_path, pattern)) {
return true;
}
}
}
return false;
}
/* set "ignore cache" flag for all caches on this object */
static void object_cacheIgnoreClear(Object *ob, int state)
{
ListBase pidlist;
PTCacheID *pid;
BKE_ptcache_ids_from_object(&pidlist, ob, NULL, 0);
for (pid = pidlist.first; pid; pid = pid->next) {
if (pid->cache) {
if (state) {
pid->cache->flag |= PTCACHE_IGNORE_CLEAR;
}
else {
pid->cache->flag &= ~PTCACHE_IGNORE_CLEAR;
}
}
}
BLI_freelistN(&pidlist);
}
/* Note: this function should eventually be replaced by depsgraph functionality.
* Avoid calling this in new code unless there is a very good reason for it!
*/
bool BKE_object_modifier_update_subframe(Depsgraph *depsgraph,
Scene *scene,
Object *ob,
bool update_mesh,
int parent_recursion,
float frame,
int type)
{
const bool flush_to_original = DEG_is_active(depsgraph);
ModifierData *md = modifiers_findByType(ob, (ModifierType)type);
bConstraint *con;
if (type == eModifierType_DynamicPaint) {
DynamicPaintModifierData *pmd = (DynamicPaintModifierData *)md;
/* if other is dynamic paint canvas, don't update */
if (pmd && pmd->canvas) {
return true;
}
}
else if (type == eModifierType_Smoke) {
SmokeModifierData *smd = (SmokeModifierData *)md;
if (smd && (smd->type & MOD_SMOKE_TYPE_DOMAIN) != 0) {
return true;
}
}
/* if object has parents, update them too */
if (parent_recursion) {
int recursion = parent_recursion - 1;
bool no_update = false;
if (ob->parent) {
no_update |= BKE_object_modifier_update_subframe(
depsgraph, scene, ob->parent, 0, recursion, frame, type);
}
if (ob->track) {
no_update |= BKE_object_modifier_update_subframe(
depsgraph, scene, ob->track, 0, recursion, frame, type);
}
/* skip subframe if object is parented
* to vertex of a dynamic paint canvas */
if (no_update && (ob->partype == PARVERT1 || ob->partype == PARVERT3)) {
return false;
}
/* also update constraint targets */
for (con = ob->constraints.first; con; con = con->next) {
const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con);
ListBase targets = {NULL, NULL};
if (cti && cti->get_constraint_targets) {
bConstraintTarget *ct;
cti->get_constraint_targets(con, &targets);
for (ct = targets.first; ct; ct = ct->next) {
if (ct->tar) {
BKE_object_modifier_update_subframe(
depsgraph, scene, ct->tar, 0, recursion, frame, type);
}
}
/* free temp targets */
if (cti->flush_constraint_targets) {
cti->flush_constraint_targets(con, &targets, 0);
}
}
}
}
/* was originally ID_RECALC_ALL - TODO - which flags are really needed??? */
/* TODO(sergey): What about animation? */
ob->id.recalc |= ID_RECALC_ALL;
if (update_mesh) {
BKE_animsys_evaluate_animdata(
scene, &ob->id, ob->adt, frame, ADT_RECALC_ANIM, flush_to_original);
/* ignore cache clear during subframe updates
* to not mess up cache validity */
object_cacheIgnoreClear(ob, 1);
BKE_object_handle_update(depsgraph, scene, ob);
object_cacheIgnoreClear(ob, 0);
}
else {
BKE_object_where_is_calc_time(depsgraph, scene, ob, frame);
}
/* for curve following objects, parented curve has to be updated too */
if (ob->type == OB_CURVE) {
Curve *cu = ob->data;
BKE_animsys_evaluate_animdata(
scene, &cu->id, cu->adt, frame, ADT_RECALC_ANIM, flush_to_original);
}
/* and armatures... */
if (ob->type == OB_ARMATURE) {
bArmature *arm = ob->data;
BKE_animsys_evaluate_animdata(
scene, &arm->id, arm->adt, frame, ADT_RECALC_ANIM, flush_to_original);
BKE_pose_where_is(depsgraph, scene, ob);
}
return false;
}
/* Updates select_id of all objects in the given bmain. */
void BKE_object_update_select_id(struct Main *bmain)
{
Object *ob = bmain->objects.first;
int select_id = 1;
while (ob) {
ob->runtime.select_id = select_id++;
ob = ob->id.next;
}
}
Mesh *BKE_object_to_mesh(Depsgraph *depsgraph, Object *object, bool preserve_all_data_layers)
{
BKE_object_to_mesh_clear(object);
Mesh *mesh = BKE_mesh_new_from_object(depsgraph, object, preserve_all_data_layers);
object->runtime.object_as_temp_mesh = mesh;
return mesh;
}
void BKE_object_to_mesh_clear(Object *object)
{
if (object->runtime.object_as_temp_mesh == NULL) {
return;
}
BKE_id_free(NULL, object->runtime.object_as_temp_mesh);
object->runtime.object_as_temp_mesh = NULL;
}