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/*
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* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
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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,
2010-02-12 13:34:04 +00:00
* 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.
*
*
* Contributor(s): Blender Foundation
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*
* ***** END GPL LICENSE BLOCK *****
*
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*/
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/** \file blender/blenloader/intern/readfile.c
* \ingroup blenloader
*/
#include "zlib.h"
#include <limits.h>
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#include <stdio.h> // for printf fopen fwrite fclose sprintf FILE
#include <stdlib.h> // for getenv atoi
#include <stddef.h> // for offsetof
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#include <fcntl.h> // for open
#include <string.h> // for strrchr strncmp strstr
#include <math.h> // for fabs
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#ifndef WIN32
#include <unistd.h> // for read close
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#else
#include <io.h> // for open close read
#include "winsock2.h"
#include "BLI_winstuff.h"
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#endif
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
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#include "DNA_actuator_types.h"
#include "DNA_brush_types.h"
#include "DNA_camera_types.h"
#include "DNA_cloth_types.h"
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#include "DNA_controller_types.h"
#include "DNA_constraint_types.h"
#include "DNA_effect_types.h"
#include "DNA_fileglobal_types.h"
#include "DNA_genfile.h"
#include "DNA_group_types.h"
#include "DNA_gpencil_types.h"
#include "DNA_ipo_types.h"
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#include "DNA_key_types.h"
#include "DNA_lattice_types.h"
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#include "DNA_lamp_types.h"
#include "DNA_meta_types.h"
#include "DNA_material_types.h"
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#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_nla_types.h"
Christmas coding work! ********* Node editor work: - To enable Nodes for Materials, you have to set the "Use Nodes" button, in the new Material buttons "Nodes" Panel or in header of the Node editor. Doing this will disable Material-Layers. - Nodes now execute materials ("shaders"), but still only using the previewrender code. - Nodes have (optional) previews for rendered images. - Node headers allow to hide buttons and/or preview image - Nodes can be dragged larger/smaller (right-bottom corner) - Nodes can be hidden (minimized) with hotkey H - CTRL+click on an Input Socket gives a popup with default values. - Changing Material/Texture or Mix node will adjust Node title. - Click-drag outside of a Node changes cursor to "Knife' and allows to draw a rect where to cut Links. - Added new node types RGBtoBW, Texture, In/Output, ColorRamp - Material Nodes have options to ouput diffuse or specular, or to use a negative normal. The input socket 'Normal' will force the material to use that normal, otherwise it uses the normal from the Material that has the node tree. - When drawing a link between two not-matching sockets, Blender inserts a converting node (now only for value/rgb combos) - When drawing a link to an input socket that's already in use, the old link will either disappear or flip to another unused socket. - A click on a Material Node will activate it, and show all its settings in the Material Buttons. Active Material Nodes draw the material icon in red. - A click on any node will show its options in the Node Panel in the Material buttons. - Multiple Output Nodes can be used, to sample contents of a tree, but only one Output is the real one, which is indicated in a different color and red material icon. - Added ThemeColors for node types - ALT+C will convert existing Material-Layers to Node... this currently only adds the material/mix nodes and connects them. Dunno if this is worth a lot of coding work to make perfect? - Press C to call another "Solve order", which will show all possible cyclic conflicts (if there are). - Technical: nodes now use "Type" structs which define the structure of nodes and in/output sockets. The Type structs store all fixed info, callbacks, and allow to reconstruct saved Nodes to match what is required by Blender. - Defining (new) nodes now is as simple as filling in a fixed Type struct, plus code some callbacks. A doc will be made! - Node preview images are by default float ********* Icon drawing: - Cleanup of how old icons were implemented in new system, making them 16x16 too, correctly centered *and* scaled. - Made drawing Icons use float coordinates - Moved BIF_calcpreview_image() into interface_icons.c, renamed it icon_from_image(). Removed a lot of unneeded Imbuf magic here! :) - Skipped scaling and imbuf copying when icons are OK size ********* Preview render: - Huge cleanup of code.... - renaming BIF_xxx calls that only were used internally - BIF_previewrender() now accepts an argument for rendering method, so it supports icons, buttonwindow previewrender and node editor - Only a single BIF_preview_changed() call now exists, supporting all signals as needed for buttos and node editor ********* More stuff: - glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format argument for GL_FLOAT rects - Made the ColorBand become a built-in button for interface.c Was a load of cleanup work in buttons_shading.c... - removed a load of unneeded glBlendFunc() calls - Fixed bug in calculating text length for buttons (ancient!)
2005-12-28 15:42:51 +00:00
#include "DNA_node_types.h"
#include "DNA_object_fluidsim.h" // NT
#include "DNA_packedFile_types.h"
#include "DNA_property_types.h"
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#include "DNA_text_types.h"
#include "DNA_view3d_types.h"
#include "DNA_screen_types.h"
#include "DNA_sensor_types.h"
#include "DNA_sdna_types.h"
#include "DNA_scene_types.h"
#include "DNA_sequence_types.h"
#include "DNA_smoke_types.h"
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#include "DNA_sound_types.h"
#include "DNA_space_types.h"
#include "DNA_vfont_types.h"
#include "DNA_world_types.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
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#include "BKE_anim.h"
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
#include "BKE_action.h"
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
#include "BKE_armature.h"
#include "BKE_brush.h"
* Extra lamp falloff options, including custom curve! This adds some new lamp attenuation options to the Lamp panel, replacing the old 'Quad' button. Yes, the panel layout is still nasty here, but I've ignored it for now to address properly in the panels cleanup work. * Constant http://mke3.net/blender/devel/rendering/falloff-constant.jpg Lamp doesn't decay with distance * Inverse Linear http://mke3.net/blender/devel/rendering/falloff-invlinear.jpg Default, and same as in older Blender without 'Quad' on. Decays linearly, with 'Dist' value as the lamp's half-energy-distance * Inverse Square http://mke3.net/blender/devel/rendering/falloff-invsquare.jpg A sharper, more realistic decay, good for most electric lights (i.e. not sunlight). This is similar to the old Quad option with slight changes. * Lin/Quad weighted Exactly the same as in older Blenders with the old 'Quad' button enabled. When this setting is chosen, two sliders are shown, 'Linear' and 'Quad' (previously Quad1 and Quad2), which controls the 'linearness' or 'quadraticness' of the falloff curve. Lamps in old files with the 'Quad' button on will be initialised to this setting. But much better for precise control over the lamp falloff now is: * Custom Curve This shows an extra 'Falloff Curve' panel, where you can use the standard Blender curve UI control to precisely control how the light falls off. The Y axis is intensity, and the X axis is distance, stretched over the length of the 'Dist' value. Some example curves and renders: http://mke3.net/blender/devel/rendering/falloff-curve1-curve.png http://mke3.net/blender/devel/rendering/falloff-curve1.jpg http://mke3.net/blender/devel/rendering/falloff-curve2-curve.png http://mke3.net/blender/devel/rendering/falloff-curve2.jpg http://mke3.net/blender/devel/rendering/falloff-curve3-curve.png http://mke3.net/blender/devel/rendering/falloff-curve3.jpg (whee)
2007-09-16 13:50:34 +00:00
#include "BKE_colortools.h"
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#include "BKE_constraint.h"
#include "BKE_context.h"
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
#include "BKE_curve.h"
#include "BKE_deform.h"
#include "BKE_effect.h" /* give_parteff */
#include "BKE_fcurve.h"
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#include "BKE_global.h" // for G
#include "BKE_group.h"
#include "BKE_image.h"
#include "BKE_lattice.h"
#include "BKE_library.h" // for which_libbase
#include "BKE_idcode.h"
#include "BKE_material.h"
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
#include "BKE_main.h" // for Main
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#include "BKE_mesh.h" // for ME_ defines (patching)
#include "BKE_modifier.h"
#include "BKE_multires.h"
Orange: - New UI element: the "Curve Button". For mapping ranges (like 0 - 1) to another range, the curve button can be used for proportional falloff, bone influences, painting density, etc. Most evident use is of course to map RGB color with curves. To be able to use it, you have to allocate a CurveMapping struct and pass this on to the button. The CurveMapping API is in the new C file blenkernel/intern/colortools.c It's as simple as calling: curvemap= curvemapping_add(3, 0, 0, 1, 1) Which will create 3 curves, and sets a default 0-1 range. The current code only supports up to 4 curves maximum per mapping struct. The CurveMap button in Blender than handles allmost all editing. Evaluating a single channel: float newvalue= curvemapping_evaluateF(curvemap, 0, oldval); Where the second argument is the channel index, here 0-1-2 are possible. Or mapping a vector: curvemapping_evaluate3F(curvemap, newvec, oldvec); Optimized versions for byte or short mapping is possible too, not done yet. In butspace.c I've added a template wrapper for buttons around the curve, to reveil settings or show tools; check this screenie: http://www.blender.org/bf/curves.jpg - Buttons R, G, B: select channel - icons + and -: zoom in, out - icon 'wrench': menu with tools, like clear curve, set handle type - icon 'clipping': menu with clip values, and to dis/enable clipping - icon 'x': delete selection In the curve button itself, only LMB clicks are handled (like all UI elements in Blender). - click on point: select - shift+click on point: swap select - click on point + drag: select point (if not selected) and move it - click outside point + drag: translate view - CTRL+click: add new point - hold SHIFT while dragging to snap to grid (Yes I know... either one of these can be Blender compliant, not both!) - if you drag a point exactly on top of another, it merges them Other fixes: - Icons now draw using "Safe RasterPos", so they align with pixel boundary. the old code made ints from the raster pos coordinate, which doesn't work well for zoom in/out situations - bug in Node editing: buttons could not get freed, causing in memory error prints at end of a Blender session. That one was a very simple, but nasty error causing me all evening last night to find! (Hint; check diff of editnode.c, where uiDoButtons is called) Last note: this adds 3 new files in our tree, I did scons, but not MSVC!
2006-01-08 11:41:06 +00:00
#include "BKE_node.h" // for tree type defines
#include "BKE_object.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_property.h" // for get_ob_property
#include "BKE_report.h"
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
#include "BKE_sca.h" // for init_actuator
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "BKE_sequencer.h"
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
#include "BKE_texture.h" // for open_plugin_tex
#include "BKE_utildefines.h" // SWITCH_INT DATA ENDB DNA1 O_BINARY GLOB USER TEST REND
#include "BKE_sound.h"
//XXX #include "BIF_butspace.h" // badlevel, for do_versions, patching event codes
//XXX #include "BIF_filelist.h" // badlevel too, where to move this? - elubie
//XXX #include "BIF_previewrender.h" // bedlelvel, for struct RenderInfo
2002-10-12 11:37:38 +00:00
#include "BLO_readfile.h"
#include "BLO_undofile.h"
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
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#include "readfile.h"
#include "PIL_time.h"
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#include <errno.h>
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/*
Remark: still a weak point is the newaddress() function, that doesnt solve reading from
multiple files at the same time
(added remark: oh, i thought that was solved? will look at that... (ton)
READ
- Existing Library (Main) push or free
- allocate new Main
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- load file
- read SDNA
- for each LibBlock
- read LibBlock
- if a Library
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- make a new Main
- attach ID's to it
- else
- read associated 'direct data'
- link direct data (internal and to LibBlock)
- read FileGlobal
- read USER data, only when indicated (file is ~/X.XX/startup.blend)
- free file
- per Library (per Main)
- read file
- read SDNA
- find LibBlocks and attach IDs to Main
- if external LibBlock
- search all Main's
- or it's already read,
- or not read yet
- or make new Main
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- per LibBlock
- read recursive
- read associated direct data
- link direct data (internal and to LibBlock)
- free file
- per Library with unread LibBlocks
- read file
- read SDNA
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- per LibBlock
- read recursive
- read associated direct data
- link direct data (internal and to LibBlock)
- free file
- join all Mains
- link all LibBlocks and indirect pointers to libblocks
- initialize FileGlobal and copy pointers to Global
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*/
/* also occurs in library.c */
/* GS reads the memory pointed at in a specific ordering. There are,
* however two definitions for it. I have jotted them down here, both,
* but I think the first one is actually used. The thing is that
* big-endian systems might read this the wrong way round. OTOH, we
* constructed the IDs that are read out with this macro explicitly as
* well. I expect we'll sort it out soon... */
/* from blendef: */
#define GS(a) (*((short *)(a)))
/* from misc_util: flip the bytes from x */
/* #define GS(x) (((unsigned char *)(x))[0] << 8 | ((unsigned char *)(x))[1]) */
// only used here in readfile.c
#define SWITCH_LONGINT(a) { \
char s_i, *p_i; \
p_i= (char *)&(a); \
s_i=p_i[0]; p_i[0]=p_i[7]; p_i[7]=s_i; \
s_i=p_i[1]; p_i[1]=p_i[6]; p_i[6]=s_i; \
s_i=p_i[2]; p_i[2]=p_i[5]; p_i[5]=s_i; \
s_i=p_i[3]; p_i[3]=p_i[4]; p_i[4]=s_i; }
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/***/
typedef struct OldNew {
void *old, *newp;
int nr;
} OldNew;
typedef struct OldNewMap {
OldNew *entries;
int nentries, entriessize;
int sorted;
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int lasthit;
} OldNewMap;
/* local prototypes */
static void *read_struct(FileData *fd, BHead *bh, const char *blockname);
static void direct_link_modifiers(FileData *fd, ListBase *lb);
static OldNewMap *oldnewmap_new(void)
{
OldNewMap *onm= MEM_callocN(sizeof(*onm), "OldNewMap");
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onm->entriessize= 1024;
onm->entries= MEM_mallocN(sizeof(*onm->entries)*onm->entriessize, "OldNewMap.entries");
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return onm;
}
static int verg_oldnewmap(const void *v1, const void *v2)
{
const struct OldNew *x1=v1, *x2=v2;
if( x1->old > x2->old) return 1;
else if( x1->old < x2->old) return -1;
return 0;
}
static void oldnewmap_sort(FileData *fd)
{
qsort(fd->libmap->entries, fd->libmap->nentries, sizeof(OldNew), verg_oldnewmap);
fd->libmap->sorted= 1;
}
/* nr is zero for data, and ID code for libdata */
static void oldnewmap_insert(OldNewMap *onm, void *oldaddr, void *newaddr, int nr)
{
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OldNew *entry;
if(oldaddr==NULL || newaddr==NULL) return;
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if (onm->nentries==onm->entriessize) {
int osize= onm->entriessize;
OldNew *oentries= onm->entries;
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onm->entriessize*= 2;
onm->entries= MEM_mallocN(sizeof(*onm->entries)*onm->entriessize, "OldNewMap.entries");
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memcpy(onm->entries, oentries, sizeof(*oentries)*osize);
MEM_freeN(oentries);
}
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entry= &onm->entries[onm->nentries++];
entry->old= oldaddr;
entry->newp= newaddr;
entry->nr= nr;
}
static void *oldnewmap_lookup_and_inc(OldNewMap *onm, void *addr)
{
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int i;
if(addr==NULL) return NULL;
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if (onm->lasthit<onm->nentries-1) {
OldNew *entry= &onm->entries[++onm->lasthit];
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if (entry->old==addr) {
entry->nr++;
return entry->newp;
}
}
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for (i=0; i<onm->nentries; i++) {
OldNew *entry= &onm->entries[i];
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if (entry->old==addr) {
onm->lasthit= i;
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entry->nr++;
return entry->newp;
}
}
return NULL;
}
/* for libdata, nr has ID code, no increment */
static void *oldnewmap_liblookup(OldNewMap *onm, void *addr, void *lib)
{
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int i;
if(addr==NULL) return NULL;
/* lasthit works fine for non-libdata, linking there is done in same sequence as writing */
if(onm->sorted) {
OldNew entry_s, *entry;
entry_s.old= addr;
entry= bsearch(&entry_s, onm->entries, onm->nentries, sizeof(OldNew), verg_oldnewmap);
if(entry) {
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ID *id= entry->newp;
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if (id && (!lib || id->lib)) {
return entry->newp;
}
}
}
for (i=0; i<onm->nentries; i++) {
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OldNew *entry= &onm->entries[i];
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if (entry->old==addr) {
ID *id= entry->newp;
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if (id && (!lib || id->lib)) {
return entry->newp;
}
}
}
return NULL;
}
static void oldnewmap_free_unused(OldNewMap *onm)
{
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int i;
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for (i=0; i<onm->nentries; i++) {
OldNew *entry= &onm->entries[i];
if (entry->nr==0) {
MEM_freeN(entry->newp);
entry->newp= NULL;
}
}
}
static void oldnewmap_clear(OldNewMap *onm)
{
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onm->nentries= 0;
onm->lasthit= 0;
}
static void oldnewmap_free(OldNewMap *onm)
{
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MEM_freeN(onm->entries);
MEM_freeN(onm);
}
/***/
static void read_libraries(FileData *basefd, ListBase *mainlist);
/* ************ help functions ***************** */
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static void add_main_to_main(Main *mainvar, Main *from)
{
ListBase *lbarray[MAX_LIBARRAY], *fromarray[MAX_LIBARRAY];
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int a;
set_listbasepointers(mainvar, lbarray);
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a= set_listbasepointers(from, fromarray);
while(a--) {
BLI_movelisttolist(lbarray[a], fromarray[a]);
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}
}
void blo_join_main(ListBase *mainlist)
{
Main *tojoin, *mainl;
mainl= mainlist->first;
while ((tojoin= mainl->next)) {
add_main_to_main(mainl, tojoin);
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BLI_remlink(mainlist, tojoin);
MEM_freeN(tojoin);
}
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}
static void split_libdata(ListBase *lb, Main *first)
{
ListBase *lbn;
ID *id, *idnext;
Main *mainvar;
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id= lb->first;
while(id) {
idnext= id->next;
if(id->lib) {
mainvar= first;
while(mainvar) {
if(mainvar->curlib==id->lib) {
lbn= which_libbase(mainvar, GS(id->name));
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BLI_remlink(lb, id);
BLI_addtail(lbn, id);
break;
}
mainvar= mainvar->next;
}
if(mainvar==NULL) printf("error split_libdata\n");
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}
id= idnext;
}
}
void blo_split_main(ListBase *mainlist, Main *main)
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{
ListBase *lbarray[MAX_LIBARRAY];
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Library *lib;
int i;
mainlist->first= mainlist->last= main;
main->next= NULL;
if(main->library.first==NULL)
return;
for (lib= main->library.first; lib; lib= lib->id.next) {
Main *libmain= MEM_callocN(sizeof(Main), "libmain");
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libmain->curlib= lib;
BLI_addtail(mainlist, libmain);
}
i= set_listbasepointers(main, lbarray);
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while(i--)
split_libdata(lbarray[i], main->next);
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}
/* removes things like /blah/blah/../../blah/ etc, then writes in *name the full path */
static void cleanup_path(const char *relabase, char *name)
{
char filename[FILE_MAXFILE];
BLI_splitdirstring(name, filename);
BLI_cleanup_dir(relabase, name);
strcat(name, filename);
}
static void read_file_version(FileData *fd, Main *main)
{
BHead *bhead;
for (bhead= blo_firstbhead(fd); bhead; bhead= blo_nextbhead(fd, bhead)) {
if (bhead->code==GLOB) {
FileGlobal *fg= read_struct(fd, bhead, "Global");
if(fg) {
main->subversionfile= fg->subversion;
main->minversionfile= fg->minversion;
main->minsubversionfile= fg->minsubversion;
MEM_freeN(fg);
}
else if (bhead->code==ENDB)
break;
}
}
}
static Main *blo_find_main(FileData *fd, ListBase *mainlist, const char *filepath, const char *relabase)
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{
Main *m;
Library *lib;
char name1[FILE_MAXDIR+FILE_MAXFILE];
BLI_strncpy(name1, filepath, sizeof(name1));
cleanup_path(relabase, name1);
// printf("blo_find_main: original in %s\n", name);
// printf("blo_find_main: converted to %s\n", name1);
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for (m= mainlist->first; m; m= m->next) {
char *libname= (m->curlib)?m->curlib->filepath:m->name;
if (BLI_path_cmp(name1, libname) == 0) {
if(G.f & G_DEBUG) printf("blo_find_main: found library %s\n", libname);
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return m;
}
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}
m= MEM_callocN(sizeof(Main), "find_main");
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BLI_addtail(mainlist, m);
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lib= alloc_libblock(&m->library, ID_LI, "lib");
strncpy(lib->name, filepath, sizeof(lib->name)-1);
BLI_strncpy(lib->filepath, name1, sizeof(lib->filepath));
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m->curlib= lib;
read_file_version(fd, m);
if(G.f & G_DEBUG) printf("blo_find_main: added new lib %s\n", filepath);
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return m;
}
/* ************ FILE PARSING ****************** */
static void switch_endian_bh4(BHead4 *bhead)
{
/* the ID_.. codes */
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if((bhead->code & 0xFFFF)==0) bhead->code >>=16;
if (bhead->code != ENDB) {
SWITCH_INT(bhead->len);
SWITCH_INT(bhead->SDNAnr);
SWITCH_INT(bhead->nr);
}
}
static void switch_endian_bh8(BHead8 *bhead)
{
/* the ID_.. codes */
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if((bhead->code & 0xFFFF)==0) bhead->code >>=16;
if (bhead->code != ENDB) {
SWITCH_INT(bhead->len);
SWITCH_INT(bhead->SDNAnr);
SWITCH_INT(bhead->nr);
}
}
static void bh4_from_bh8(BHead *bhead, BHead8 *bhead8, int do_endian_swap)
{
BHead4 *bhead4 = (BHead4 *) bhead;
#if defined(WIN32) && !defined(FREE_WINDOWS)
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__int64 old;
#else
long long old;
#endif
bhead4->code= bhead8->code;
bhead4->len= bhead8->len;
if (bhead4->code != ENDB) {
//perform a endian swap on 64bit pointers, otherwise the pointer might map to zero
//0x0000000000000000000012345678 would become 0x12345678000000000000000000000000
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if (do_endian_swap) {
SWITCH_LONGINT(bhead8->old);
}
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/* this patch is to avoid a long long being read from not-eight aligned positions
is necessary on any modern 64bit architecture) */
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memcpy(&old, &bhead8->old, 8);
bhead4->old = (int) (old >> 3);
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bhead4->SDNAnr= bhead8->SDNAnr;
bhead4->nr= bhead8->nr;
}
}
static void bh8_from_bh4(BHead *bhead, BHead4 *bhead4)
{
BHead8 *bhead8 = (BHead8 *) bhead;
bhead8->code= bhead4->code;
bhead8->len= bhead4->len;
if (bhead8->code != ENDB) {
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bhead8->old= bhead4->old;
bhead8->SDNAnr= bhead4->SDNAnr;
bhead8->nr= bhead4->nr;
}
}
static BHeadN *get_bhead(FileData *fd)
{
BHeadN *new_bhead = NULL;
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int readsize;
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if (fd) {
if ( ! fd->eof) {
/* initializing to zero isn't strictly needed but shuts valgrind up
* since uninitialized memory gets compared */
BHead8 bhead8= {0};
BHead4 bhead4= {0};
BHead bhead= {0};
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// First read the bhead structure.
// Depending on the platform the file was written on this can
// be a big or little endian BHead4 or BHead8 structure.
// As usual 'ENDB' (the last *partial* bhead of the file)
// needs some special handling. We don't want to EOF just yet.
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if (fd->flags & FD_FLAGS_FILE_POINTSIZE_IS_4) {
bhead4.code = DATA;
readsize = fd->read(fd, &bhead4, sizeof(bhead4));
if (readsize == sizeof(bhead4) || bhead4.code == ENDB) {
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if (fd->flags & FD_FLAGS_SWITCH_ENDIAN) {
switch_endian_bh4(&bhead4);
}
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if (fd->flags & FD_FLAGS_POINTSIZE_DIFFERS) {
bh8_from_bh4(&bhead, &bhead4);
} else {
memcpy(&bhead, &bhead4, sizeof(bhead));
}
} else {
fd->eof = 1;
bhead.len= 0;
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}
} else {
bhead8.code = DATA;
readsize = fd->read(fd, &bhead8, sizeof(bhead8));
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if (readsize == sizeof(bhead8) || bhead8.code == ENDB) {
if (fd->flags & FD_FLAGS_SWITCH_ENDIAN) {
switch_endian_bh8(&bhead8);
}
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if (fd->flags & FD_FLAGS_POINTSIZE_DIFFERS) {
bh4_from_bh8(&bhead, &bhead8, (fd->flags & FD_FLAGS_SWITCH_ENDIAN));
} else {
memcpy(&bhead, &bhead8, sizeof(bhead));
}
} else {
fd->eof = 1;
bhead.len= 0;
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}
}
/* make sure people are not trying to pass bad blend files */
if (bhead.len < 0) fd->eof = 1;
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// bhead now contains the (converted) bhead structure. Now read
// the associated data and put everything in a BHeadN (creative naming !)
if ( ! fd->eof) {
new_bhead = MEM_mallocN(sizeof(BHeadN) + bhead.len, "new_bhead");
if (new_bhead) {
new_bhead->next = new_bhead->prev = NULL;
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new_bhead->bhead = bhead;
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readsize = fd->read(fd, new_bhead + 1, bhead.len);
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if (readsize != bhead.len) {
fd->eof = 1;
MEM_freeN(new_bhead);
new_bhead = NULL;
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}
} else {
fd->eof = 1;
}
}
}
}
// We've read a new block. Now add it to the list
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// of blocks.
if (new_bhead) {
BLI_addtail(&fd->listbase, new_bhead);
}
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return(new_bhead);
}
BHead *blo_firstbhead(FileData *fd)
{
BHeadN *new_bhead;
BHead *bhead = NULL;
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// Rewind the file
// Read in a new block if necessary
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new_bhead = fd->listbase.first;
if (new_bhead == NULL) {
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new_bhead = get_bhead(fd);
}
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if (new_bhead) {
bhead = &new_bhead->bhead;
}
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return(bhead);
}
BHead *blo_prevbhead(FileData *UNUSED(fd), BHead *thisblock)
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{
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BHeadN *bheadn= (BHeadN *) (((char *) thisblock) - GET_INT_FROM_POINTER( &((BHeadN*)0)->bhead) );
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BHeadN *prev= bheadn->prev;
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return prev?&prev->bhead:NULL;
}
BHead *blo_nextbhead(FileData *fd, BHead *thisblock)
{
BHeadN *new_bhead = NULL;
BHead *bhead = NULL;
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if (thisblock) {
// bhead is actually a sub part of BHeadN
// We calculate the BHeadN pointer from the BHead pointer below
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new_bhead = (BHeadN *) (((char *) thisblock) - GET_INT_FROM_POINTER( &((BHeadN*)0)->bhead) );
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// get the next BHeadN. If it doesn't exist we read in the next one
new_bhead = new_bhead->next;
if (new_bhead == NULL) {
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new_bhead = get_bhead(fd);
}
}
if (new_bhead) {
// here we do the reverse:
// go from the BHeadN pointer to the BHead pointer
bhead = &new_bhead->bhead;
}
return(bhead);
}
static void decode_blender_header(FileData *fd)
{
char header[SIZEOFBLENDERHEADER], num[4];
int readsize;
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// read in the header data
readsize = fd->read(fd, header, sizeof(header));
if (readsize == sizeof(header)) {
if(strncmp(header, "BLENDER", 7) == 0) {
int remove_this_endian_test= 1;
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fd->flags |= FD_FLAGS_FILE_OK;
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// what size are pointers in the file ?
if(header[7]=='_') {
fd->flags |= FD_FLAGS_FILE_POINTSIZE_IS_4;
if (sizeof(void *) != 4) {
fd->flags |= FD_FLAGS_POINTSIZE_DIFFERS;
}
} else {
if (sizeof(void *) != 8) {
fd->flags |= FD_FLAGS_POINTSIZE_DIFFERS;
}
}
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// is the file saved in a different endian
// than we need ?
if (((((char*)&remove_this_endian_test)[0]==1)?L_ENDIAN:B_ENDIAN) != ((header[8]=='v')?L_ENDIAN:B_ENDIAN)) {
fd->flags |= FD_FLAGS_SWITCH_ENDIAN;
}
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// get the version number
memcpy(num, header+9, 3);
num[3] = 0;
fd->fileversion = atoi(num);
}
}
}
static int read_file_dna(FileData *fd)
{
BHead *bhead;
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for (bhead= blo_firstbhead(fd); bhead; bhead= blo_nextbhead(fd, bhead)) {
if (bhead->code==DNA1) {
int do_endian_swap= (fd->flags&FD_FLAGS_SWITCH_ENDIAN)?1:0;
fd->filesdna= DNA_sdna_from_data(&bhead[1], bhead->len, do_endian_swap);
if (fd->filesdna) {
fd->compflags= DNA_struct_get_compareflags(fd->filesdna, fd->memsdna);
/* used to retrieve ID names from (bhead+1) */
fd->id_name_offs= DNA_elem_offset(fd->filesdna, "ID", "char", "name[]");
}
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return 1;
} else if (bhead->code==ENDB)
break;
}
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return 0;
}
static int fd_read_from_file(FileData *filedata, void *buffer, unsigned int size)
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{
int readsize = read(filedata->filedes, buffer, size);
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if (readsize < 0) {
readsize = EOF;
} else {
filedata->seek += readsize;
}
return (readsize);
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}
static int fd_read_gzip_from_file(FileData *filedata, void *buffer, unsigned int size)
{
int readsize = gzread(filedata->gzfiledes, buffer, size);
if (readsize < 0) {
readsize = EOF;
} else {
filedata->seek += readsize;
}
return (readsize);
}
static int fd_read_from_memory(FileData *filedata, void *buffer, unsigned int size)
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{
// don't read more bytes then there are available in the buffer
int readsize = (int)MIN2(size, (unsigned int)(filedata->buffersize - filedata->seek));
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memcpy(buffer, filedata->buffer + filedata->seek, readsize);
filedata->seek += readsize;
return (readsize);
}
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static int fd_read_from_memfile(FileData *filedata, void *buffer, unsigned int size)
{
static unsigned int seek= 1<<30; /* the current position */
static unsigned int offset= 0; /* size of previous chunks */
static MemFileChunk *chunk=NULL;
unsigned int chunkoffset, readsize, totread;
if(size==0) return 0;
if(seek != (unsigned int)filedata->seek) {
chunk= filedata->memfile->chunks.first;
seek= 0;
while(chunk) {
if(seek + chunk->size > (unsigned) filedata->seek) break;
seek+= chunk->size;
chunk= chunk->next;
}
offset= seek;
seek= filedata->seek;
}
if(chunk) {
totread= 0;
do {
/* first check if it's on the end if current chunk */
if(seek-offset == chunk->size) {
offset+= chunk->size;
chunk= chunk->next;
}
/* debug, should never happen */
if(chunk==NULL) {
printf("illegal read, chunk zero\n");
return 0;
}
chunkoffset= seek-offset;
readsize= size-totread;
/* data can be spread over multiple chunks, so clamp size
* to within this chunk, and then it will read further in
* the next chunk */
if(chunkoffset+readsize > chunk->size)
readsize= chunk->size-chunkoffset;
memcpy((char*)buffer+totread, chunk->buf+chunkoffset, readsize);
totread += readsize;
filedata->seek += readsize;
seek += readsize;
} while(totread < size);
return totread;
}
return 0;
}
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static FileData *filedata_new(void)
{
FileData *fd = MEM_callocN(sizeof(FileData), "FileData");
fd->filedes = -1;
fd->gzfiledes = NULL;
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/* XXX, this doesn't need to be done all the time,
* but it keeps us reentrant, remove once we have
* a lib that provides a nice lock. - zr
*/
fd->memsdna = DNA_sdna_from_data(DNAstr, DNAlen, 0);
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fd->datamap = oldnewmap_new();
fd->globmap = oldnewmap_new();
fd->libmap = oldnewmap_new();
return fd;
}
static FileData *blo_decode_and_check(FileData *fd, ReportList *reports)
{
decode_blender_header(fd);
if (fd->flags & FD_FLAGS_FILE_OK) {
if (!read_file_dna(fd)) {
BKE_reportf(reports, RPT_ERROR, "Failed to read blend file: \"%s\", incomplete", fd->relabase);
blo_freefiledata(fd);
fd= NULL;
}
}
else {
BKE_reportf(reports, RPT_ERROR, "Failed to read blend file: \"%s\", not a blend file", fd->relabase);
blo_freefiledata(fd);
fd= NULL;
}
return fd;
}
/* cannot be called with relative paths anymore! */
/* on each new library added, it now checks for the current FileData and expands relativeness */
FileData *blo_openblenderfile(const char *filepath, ReportList *reports)
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{
gzFile gzfile;
errno= 0;
gzfile= gzopen(filepath, "rb");
if (gzfile == (gzFile)Z_NULL) {
BKE_reportf(reports, RPT_ERROR, "Unable to open \"%s\": %s.", filepath, errno ? strerror(errno) : "Unknown error reading file");
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return NULL;
} else {
FileData *fd = filedata_new();
fd->gzfiledes = gzfile;
fd->read = fd_read_gzip_from_file;
/* needed for library_append and read_libraries */
BLI_strncpy(fd->relabase, filepath, sizeof(fd->relabase));
return blo_decode_and_check(fd, reports);
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}
}
FileData *blo_openblendermemory(void *mem, int memsize, ReportList *reports)
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{
if (!mem || memsize<SIZEOFBLENDERHEADER) {
BKE_report(reports, RPT_ERROR, (mem)? "Unable to read": "Unable to open");
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return NULL;
} else {
FileData *fd= filedata_new();
fd->buffer= mem;
fd->buffersize= memsize;
fd->read= fd_read_from_memory;
fd->flags|= FD_FLAGS_NOT_MY_BUFFER;
return blo_decode_and_check(fd, reports);
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}
}
FileData *blo_openblendermemfile(MemFile *memfile, ReportList *reports)
{
if (!memfile) {
BKE_report(reports, RPT_ERROR, "Unable to open blend <memory>");
return NULL;
} else {
FileData *fd= filedata_new();
fd->memfile= memfile;
fd->read= fd_read_from_memfile;
fd->flags|= FD_FLAGS_NOT_MY_BUFFER;
return blo_decode_and_check(fd, reports);
}
}
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void blo_freefiledata(FileData *fd)
{
if (fd) {
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if (fd->filedes != -1) {
close(fd->filedes);
}
if (fd->gzfiledes != NULL)
{
gzclose(fd->gzfiledes);
}
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if (fd->buffer && !(fd->flags & FD_FLAGS_NOT_MY_BUFFER)) {
MEM_freeN(fd->buffer);
fd->buffer = NULL;
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}
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// Free all BHeadN data blocks
BLI_freelistN(&fd->listbase);
if (fd->memsdna)
DNA_sdna_free(fd->memsdna);
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if (fd->filesdna)
DNA_sdna_free(fd->filesdna);
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if (fd->compflags)
MEM_freeN(fd->compflags);
if (fd->datamap)
oldnewmap_free(fd->datamap);
if (fd->globmap)
oldnewmap_free(fd->globmap);
if (fd->imamap)
oldnewmap_free(fd->imamap);
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if (fd->libmap && !(fd->flags & FD_FLAGS_NOT_MY_LIBMAP))
oldnewmap_free(fd->libmap);
if (fd->bheadmap)
MEM_freeN(fd->bheadmap);
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MEM_freeN(fd);
}
}
/* ************ DIV ****************** */
int BLO_has_bfile_extension(char *str)
{
return (BLI_testextensie(str, ".ble") || BLI_testextensie(str, ".blend") || BLI_testextensie(str, ".blend.gz"));
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}
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int BLO_is_a_library(const char *path, char *dir, char *group)
{
/* return ok when a blenderfile, in dir is the filename,
* in group the type of libdata
*/
int len;
char *fd;
strcpy(dir, path);
len= strlen(dir);
if(len<7) return 0;
if( dir[len-1] != '/' && dir[len-1] != '\\') return 0;
group[0]= 0;
dir[len-1]= 0;
/* Find the last slash */
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fd= BLI_last_slash(dir);
if(fd==NULL) return 0;
*fd= 0;
if(BLO_has_bfile_extension(fd+1)) {
/* the last part of the dir is a .blend file, no group follows */
*fd= '/'; /* put back the removed slash separating the dir and the .blend file name */
}
else {
char *gp = fd+1; // in case we have a .blend file, gp points to the group
/* Find the last slash */
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fd= BLI_last_slash(dir);
if (!fd || !BLO_has_bfile_extension(fd+1)) return 0;
/* now we know that we are in a blend file and it is safe to
assume that gp actually points to a group */
if (strcmp("Screen", gp)!=0)
BLI_strncpy(group, gp, GROUP_MAX);
}
return 1;
}
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/* ************** OLD POINTERS ******************* */
static void *newdataadr(FileData *fd, void *adr) /* only direct databocks */
{
return oldnewmap_lookup_and_inc(fd->datamap, adr);
}
static void *newglobadr(FileData *fd, void *adr) /* direct datablocks with global linking */
{
return oldnewmap_lookup_and_inc(fd->globmap, adr);
}
static void *newimaadr(FileData *fd, void *adr) /* used to restore image data after undo */
{
if(fd->imamap && adr)
return oldnewmap_lookup_and_inc(fd->imamap, adr);
return NULL;
}
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static void *newlibadr(FileData *fd, void *lib, void *adr) /* only lib data */
{
return oldnewmap_liblookup(fd->libmap, adr, lib);
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}
static void *newlibadr_us(FileData *fd, void *lib, void *adr) /* increases user number */
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{
ID *id= newlibadr(fd, lib, adr);
if(id)
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id->us++;
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return id;
}
static void change_idid_adr_fd(FileData *fd, void *old, void *new)
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{
int i;
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for (i=0; i<fd->libmap->nentries; i++) {
OldNew *entry= &fd->libmap->entries[i];
if (old==entry->newp && entry->nr==ID_ID) {
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entry->newp= new;
if(new) entry->nr= GS( ((ID *)new)->name );
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break;
}
}
}
static void change_idid_adr(ListBase *mainlist, FileData *basefd, void *old, void *new)
{
Main *mainptr;
for(mainptr= mainlist->first; mainptr; mainptr= mainptr->next) {
FileData *fd;
if(mainptr->curlib) fd= mainptr->curlib->filedata;
else fd= basefd;
if(fd) {
change_idid_adr_fd(fd, old, new);
}
}
}
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/* lib linked proxy objects point to our local data, we need
* to clear that pointer before reading the undo memfile since
* the object might be removed, it is set again in reading
* if the local object still exists */
void blo_clear_proxy_pointers_from_lib(Main *oldmain)
{
Object *ob= oldmain->object.first;
for(;ob; ob= ob->id.next)
if(ob->id.lib)
ob->proxy_from= NULL;
}
void blo_make_image_pointer_map(FileData *fd, Main *oldmain)
{
Image *ima= oldmain->image.first;
Scene *sce= oldmain->scene.first;
int a;
fd->imamap= oldnewmap_new();
for(;ima; ima= ima->id.next) {
Link *ibuf= ima->ibufs.first;
for(; ibuf; ibuf= ibuf->next)
oldnewmap_insert(fd->imamap, ibuf, ibuf, 0);
if(ima->gputexture)
oldnewmap_insert(fd->imamap, ima->gputexture, ima->gputexture, 0);
for(a=0; a<IMA_MAX_RENDER_SLOT; a++)
if(ima->renders[a])
oldnewmap_insert(fd->imamap, ima->renders[a], ima->renders[a], 0);
}
for(; sce; sce= sce->id.next) {
if(sce->nodetree) {
bNode *node;
for(node= sce->nodetree->nodes.first; node; node= node->next)
oldnewmap_insert(fd->imamap, node->preview, node->preview, 0);
}
}
}
/* set old main image ibufs to zero if it has been restored */
/* this works because freeing old main only happens after this call */
void blo_end_image_pointer_map(FileData *fd, Main *oldmain)
{
OldNew *entry= fd->imamap->entries;
Image *ima= oldmain->image.first;
Scene *sce= oldmain->scene.first;
int i;
/* used entries were restored, so we put them to zero */
for (i=0; i<fd->imamap->nentries; i++, entry++) {
if (entry->nr>0)
entry->newp= NULL;
}
for(;ima; ima= ima->id.next) {
Link *ibuf, *next;
/* this mirrors direct_link_image */
for(ibuf= ima->ibufs.first; ibuf; ibuf= next) {
next= ibuf->next;
if(NULL==newimaadr(fd, ibuf)) { /* so was restored */
BLI_remlink(&ima->ibufs, ibuf);
ima->bindcode= 0;
ima->gputexture= NULL;
}
}
for(i=0; i<IMA_MAX_RENDER_SLOT; i++)
ima->renders[i]= newimaadr(fd, ima->renders[i]);
ima->gputexture= newimaadr(fd, ima->gputexture);
}
for(; sce; sce= sce->id.next) {
if(sce->nodetree) {
bNode *node;
for(node= sce->nodetree->nodes.first; node; node= node->next)
node->preview= newimaadr(fd, node->preview);
}
}
}
/* undo file support: add all library pointers in lookup */
void blo_add_library_pointer_map(ListBase *mainlist, FileData *fd)
{
Main *ptr= mainlist->first;
ListBase *lbarray[MAX_LIBARRAY];
for(ptr= ptr->next; ptr; ptr= ptr->next) {
int i= set_listbasepointers(ptr, lbarray);
while(i--) {
ID *id;
for(id= lbarray[i]->first; id; id= id->next)
oldnewmap_insert(fd->libmap, id, id, GS(id->name));
}
}
}
/* ********** END OLD POINTERS ****************** */
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/* ********** READ FILE ****************** */
static void switch_endian_structs(struct SDNA *filesdna, BHead *bhead)
{
int blocksize, nblocks;
char *data;
data= (char *)(bhead+1);
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blocksize= filesdna->typelens[ filesdna->structs[bhead->SDNAnr][0] ];
nblocks= bhead->nr;
while(nblocks--) {
DNA_struct_switch_endian(filesdna, bhead->SDNAnr, data);
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data+= blocksize;
}
}
static void *read_struct(FileData *fd, BHead *bh, const char *blockname)
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{
void *temp= NULL;
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if (bh->len) {
/* switch is based on file dna */
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if (bh->SDNAnr && (fd->flags & FD_FLAGS_SWITCH_ENDIAN))
switch_endian_structs(fd->filesdna, bh);
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if (fd->compflags[bh->SDNAnr]) { /* flag==0: doesn't exist anymore */
if(fd->compflags[bh->SDNAnr]==2) {
temp= DNA_struct_reconstruct(fd->memsdna, fd->filesdna, fd->compflags, bh->SDNAnr, bh->nr, (bh+1));
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} else {
temp= MEM_mallocN(bh->len, blockname);
memcpy(temp, (bh+1), bh->len);
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}
}
}
return temp;
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}
static void link_list(FileData *fd, ListBase *lb) /* only direct data */
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{
Link *ln, *prev;
if(lb->first==NULL) return;
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lb->first= newdataadr(fd, lb->first);
ln= lb->first;
prev= NULL;
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while(ln) {
ln->next= newdataadr(fd, ln->next);
ln->prev= prev;
prev= ln;
ln= ln->next;
}
lb->last= prev;
}
static void link_glob_list(FileData *fd, ListBase *lb) /* for glob data */
{
Link *ln, *prev;
void *poin;
if(lb->first==NULL) return;
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poin= newdataadr(fd, lb->first);
if(lb->first) {
oldnewmap_insert(fd->globmap, lb->first, poin, 0);
}
lb->first= poin;
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ln= lb->first;
prev= NULL;
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while(ln) {
poin= newdataadr(fd, ln->next);
if(ln->next) {
oldnewmap_insert(fd->globmap, ln->next, poin, 0);
}
ln->next= poin;
ln->prev= prev;
prev= ln;
ln= ln->next;
}
lb->last= prev;
}
static void test_pointer_array(FileData *fd, void **mat)
{
#if defined(WIN32) && !defined(FREE_WINDOWS)
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__int64 *lpoin, *lmat;
#else
long long *lpoin, *lmat;
#endif
int *ipoin, *imat;
size_t len;
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/* manually convert the pointer array in
* the old dna format to a pointer array in
* the new dna format.
*/
if(*mat) {
len= MEM_allocN_len(*mat)/fd->filesdna->pointerlen;
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if(fd->filesdna->pointerlen==8 && fd->memsdna->pointerlen==4) {
ipoin=imat= MEM_mallocN( len*4, "newmatar");
lpoin= *mat;
while(len-- > 0) {
if((fd->flags & FD_FLAGS_SWITCH_ENDIAN))
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SWITCH_LONGINT(*lpoin);
*ipoin= (int) ((*lpoin) >> 3);
ipoin++;
lpoin++;
}
MEM_freeN(*mat);
*mat= imat;
}
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if(fd->filesdna->pointerlen==4 && fd->memsdna->pointerlen==8) {
lpoin=lmat= MEM_mallocN( len*8, "newmatar");
ipoin= *mat;
while(len-- > 0) {
*lpoin= *ipoin;
ipoin++;
lpoin++;
}
MEM_freeN(*mat);
*mat= lmat;
}
}
}
/* ************ READ ID Properties *************** */
static void IDP_DirectLinkProperty(IDProperty *prop, int switch_endian, FileData *fd);
static void IDP_LibLinkProperty(IDProperty *prop, int switch_endian, FileData *fd);
static void IDP_DirectLinkIDPArray(IDProperty *prop, int switch_endian, FileData *fd)
{
IDProperty *array;
int i;
/*since we didn't save the extra buffer, set totallen to len.*/
prop->totallen = prop->len;
prop->data.pointer = newdataadr(fd, prop->data.pointer);
array= (IDProperty*) prop->data.pointer;
/* note!, idp-arrays didn't exist in 2.4x, so the pointer will be cleared
* theres not really anything we can do to correct this, at least dont crash */
if(array==NULL) {
prop->len= 0;
prop->totallen= 0;
}
for(i=0; i<prop->len; i++)
IDP_DirectLinkProperty(&array[i], switch_endian, fd);
}
static void IDP_DirectLinkArray(IDProperty *prop, int switch_endian, FileData *fd)
{
IDProperty **array;
int i;
/*since we didn't save the extra buffer, set totallen to len.*/
prop->totallen = prop->len;
prop->data.pointer = newdataadr(fd, prop->data.pointer);
if(prop->subtype == IDP_GROUP) {
test_pointer_array(fd, prop->data.pointer);
array= prop->data.pointer;
for(i=0; i<prop->len; i++)
IDP_DirectLinkProperty(array[i], switch_endian, fd);
}
else if(prop->subtype == IDP_DOUBLE) {
if (switch_endian) {
for (i=0; i<prop->len; i++) {
SWITCH_LONGINT(((double*)prop->data.pointer)[i]);
}
}
}
else {
if (switch_endian) {
for (i=0; i<prop->len; i++) {
SWITCH_INT(((int*)prop->data.pointer)[i]);
}
}
}
}
static void IDP_DirectLinkString(IDProperty *prop, FileData *fd)
{
/*since we didn't save the extra string buffer, set totallen to len.*/
prop->totallen = prop->len;
prop->data.pointer = newdataadr(fd, prop->data.pointer);
}
static void IDP_DirectLinkGroup(IDProperty *prop, int switch_endian, FileData *fd)
{
ListBase *lb = &prop->data.group;
IDProperty *loop;
link_list(fd, lb);
/*Link child id properties now*/
for (loop=prop->data.group.first; loop; loop=loop->next) {
IDP_DirectLinkProperty(loop, switch_endian, fd);
}
}
static void IDP_DirectLinkProperty(IDProperty *prop, int switch_endian, FileData *fd)
{
switch (prop->type) {
case IDP_GROUP:
IDP_DirectLinkGroup(prop, switch_endian, fd);
break;
case IDP_STRING:
IDP_DirectLinkString(prop, fd);
break;
case IDP_ARRAY:
IDP_DirectLinkArray(prop, switch_endian, fd);
break;
case IDP_IDPARRAY:
IDP_DirectLinkIDPArray(prop, switch_endian, fd);
break;
case IDP_DOUBLE:
/*erg, stupid doubles. since I'm storing them
in the same field as int val; val2 in the
IDPropertyData struct, they have to deal with
endianness specifically
in theory, val and val2 would've already been swapped
if switch_endian is true, so we have to first unswap
them then reswap them as a single 64-bit entity.
*/
if (switch_endian) {
SWITCH_INT(prop->data.val);
SWITCH_INT(prop->data.val2);
SWITCH_LONGINT(prop->data.val);
}
break;
}
}
/*stub function*/
static void IDP_LibLinkProperty(IDProperty *UNUSED(prop), int UNUSED(switch_endian), FileData *UNUSED(fd))
{
}
/* ************ READ CurveMapping *************** */
/* cuma itself has been read! */
static void direct_link_curvemapping(FileData *fd, CurveMapping *cumap)
{
int a;
/* flag seems to be able to hang? Maybe old files... not bad to clear anyway */
cumap->flag &= ~CUMA_PREMULLED;
for(a=0; a<CM_TOT; a++) {
cumap->cm[a].curve= newdataadr(fd, cumap->cm[a].curve);
cumap->cm[a].table= NULL;
cumap->cm[a].premultable= NULL;
}
}
/* ************ READ Brush *************** */
/* library brush linking after fileread */
static void lib_link_brush(FileData *fd, Main *main)
{
Brush *brush;
/* only link ID pointers */
for(brush= main->brush.first; brush; brush= brush->id.next) {
if(brush->id.flag & LIB_NEEDLINK) {
brush->id.flag -= LIB_NEEDLINK;
brush->mtex.tex= newlibadr_us(fd, brush->id.lib, brush->mtex.tex);
brush->clone.image= newlibadr_us(fd, brush->id.lib, brush->clone.image);
}
}
}
static void direct_link_brush(FileData *fd, Brush *brush)
{
/* brush itself has been read */
/* fallof curve */
brush->curve= newdataadr(fd, brush->curve);
if(brush->curve)
direct_link_curvemapping(fd, brush->curve);
else
brush_curve_preset(brush, CURVE_PRESET_SHARP);
brush->preview= NULL;
brush->icon_imbuf= NULL;
}
static void direct_link_script(FileData *UNUSED(fd), Script *script)
{
script->id.us = 1;
SCRIPT_SET_NULL(script)
}
Christmas coding work! ********* Node editor work: - To enable Nodes for Materials, you have to set the "Use Nodes" button, in the new Material buttons "Nodes" Panel or in header of the Node editor. Doing this will disable Material-Layers. - Nodes now execute materials ("shaders"), but still only using the previewrender code. - Nodes have (optional) previews for rendered images. - Node headers allow to hide buttons and/or preview image - Nodes can be dragged larger/smaller (right-bottom corner) - Nodes can be hidden (minimized) with hotkey H - CTRL+click on an Input Socket gives a popup with default values. - Changing Material/Texture or Mix node will adjust Node title. - Click-drag outside of a Node changes cursor to "Knife' and allows to draw a rect where to cut Links. - Added new node types RGBtoBW, Texture, In/Output, ColorRamp - Material Nodes have options to ouput diffuse or specular, or to use a negative normal. The input socket 'Normal' will force the material to use that normal, otherwise it uses the normal from the Material that has the node tree. - When drawing a link between two not-matching sockets, Blender inserts a converting node (now only for value/rgb combos) - When drawing a link to an input socket that's already in use, the old link will either disappear or flip to another unused socket. - A click on a Material Node will activate it, and show all its settings in the Material Buttons. Active Material Nodes draw the material icon in red. - A click on any node will show its options in the Node Panel in the Material buttons. - Multiple Output Nodes can be used, to sample contents of a tree, but only one Output is the real one, which is indicated in a different color and red material icon. - Added ThemeColors for node types - ALT+C will convert existing Material-Layers to Node... this currently only adds the material/mix nodes and connects them. Dunno if this is worth a lot of coding work to make perfect? - Press C to call another "Solve order", which will show all possible cyclic conflicts (if there are). - Technical: nodes now use "Type" structs which define the structure of nodes and in/output sockets. The Type structs store all fixed info, callbacks, and allow to reconstruct saved Nodes to match what is required by Blender. - Defining (new) nodes now is as simple as filling in a fixed Type struct, plus code some callbacks. A doc will be made! - Node preview images are by default float ********* Icon drawing: - Cleanup of how old icons were implemented in new system, making them 16x16 too, correctly centered *and* scaled. - Made drawing Icons use float coordinates - Moved BIF_calcpreview_image() into interface_icons.c, renamed it icon_from_image(). Removed a lot of unneeded Imbuf magic here! :) - Skipped scaling and imbuf copying when icons are OK size ********* Preview render: - Huge cleanup of code.... - renaming BIF_xxx calls that only were used internally - BIF_previewrender() now accepts an argument for rendering method, so it supports icons, buttonwindow previewrender and node editor - Only a single BIF_preview_changed() call now exists, supporting all signals as needed for buttos and node editor ********* More stuff: - glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format argument for GL_FLOAT rects - Made the ColorBand become a built-in button for interface.c Was a load of cleanup work in buttons_shading.c... - removed a load of unneeded glBlendFunc() calls - Fixed bug in calculating text length for buttons (ancient!)
2005-12-28 15:42:51 +00:00
2002-10-12 11:37:38 +00:00
/* ************ READ PACKEDFILE *************** */
static PackedFile *direct_link_packedfile(FileData *fd, PackedFile *oldpf)
{
PackedFile *pf= newdataadr(fd, oldpf);
2002-10-12 11:37:38 +00:00
if (pf) {
pf->data= newdataadr(fd, pf->data);
}
2002-10-12 11:37:38 +00:00
return pf;
}
/* ************ READ IMAGE PREVIEW *************** */
static PreviewImage *direct_link_preview_image(FileData *fd, PreviewImage *old_prv)
{
PreviewImage *prv= newdataadr(fd, old_prv);
if (prv) {
int i;
for (i=0; i < NUM_ICON_SIZES; ++i) {
if (prv->rect[i]) {
prv->rect[i] = newdataadr(fd, prv->rect[i]);
}
}
}
return prv;
}
/* ************ READ ANIMATION STUFF ***************** */
/* Legacy Data Support (for Version Patching) ----------------------------- */
// XXX depreceated - old animation system
static void lib_link_ipo(FileData *fd, Main *main)
{
Ipo *ipo;
ipo= main->ipo.first;
while(ipo) {
if(ipo->id.flag & LIB_NEEDLINK) {
IpoCurve *icu;
for(icu= ipo->curve.first; icu; icu= icu->next) {
if(icu->driver)
icu->driver->ob= newlibadr(fd, ipo->id.lib, icu->driver->ob);
}
ipo->id.flag -= LIB_NEEDLINK;
}
ipo= ipo->id.next;
}
}
// XXX depreceated - old animation system
static void direct_link_ipo(FileData *fd, Ipo *ipo)
{
IpoCurve *icu;
link_list(fd, &(ipo->curve));
icu= ipo->curve.first;
while(icu) {
icu->bezt= newdataadr(fd, icu->bezt);
icu->bp= newdataadr(fd, icu->bp);
icu->driver= newdataadr(fd, icu->driver);
icu= icu->next;
}
}
2002-10-12 11:37:38 +00:00
// XXX depreceated - old animation system
2002-10-12 11:37:38 +00:00
static void lib_link_nlastrips(FileData *fd, ID *id, ListBase *striplist)
{
bActionStrip *strip;
Two wonderful new NLA & Armature editing features! - FORWARD CYCLING & MATCHING Up to no now, adding multiple actions in NLA with walkcycles required to animate them standing still, as if walking on a conveyor belt. The stride option then makes the object itself move forward, trying to keep the foot stuck on the floor (with poor results!). This option now allows to make walk cycles moving forward. By indicating a reference Offset Bone, the NLA system will use that bone to detect the correct offset for the Armature Pose to make it seamlessly going forward. Best of all, this option works as for cyclic Action Strips as well as for individual Action Strips. Note that for individual strips, you have to set the strip on "Hold". (Might become automatic detected later). Here's an example edit image for NLA: http://www.blender.org/bf/nla_match-cycle.jpg And the animation for it: http://download.blender.org/demo/test/2.43/0001_0150_match.avi Blender file: http://download.blender.org/demo/test/2.43/mancandy_matching.blend Using this kind of cycling works pretty straightforward, and is a lot easier to setup than Stride Bones. To be further tested: - Blending cycles - matching rotation for the bones as well. - ACTION MODIFIERS (motion deformors) The above option was actually required for this feature. Typically walk cycles are constructed with certain Bones to be the handles, controlling for example the torso or feet. An Action Modifier allows you to use a Curve Path to deform the motion of these controlling bones. This uses the existing Curve Deformation option. Modifiers can be added per Action Strip, each controlling a channel (bone) by choice, and even allows to layer multiple modifiers on top of each other (several paths deforming motion). This option is using the dependency graph, so editing the Curve will give realtime changes in the Armature. The previous walkcycle, controlled by two curves: http://download.blender.org/demo/test/2.43/0001_0150_deform.avi Blender file: http://download.blender.org/demo/test/2.43/mancandy_actiondeform.blend Action Modifiers can be added in the NLA Properties Panel. Per Modifier you have to indicate the channel and a Curve Object. You can copy modifiers from one strip to another using CTRL+C (only copies to active Object strips). Setting up a correct Curve Path has to be carefully done: - Use SHIFT+A "Curve Path" in top view, or ensure the path is not rotated. - make sure the center point of the Curve Object is at the center of the Armature (or above) - move the first point of the curve to the center point as well. - check if the path starts from this first point, you can change it using (in Curve EditMode) the option Wkey -> "Switch Direction" - Make sure alignment uses the correct axis; if the Armature walks into the negative Y direction, you have to set in Object Buttons, "Anim settings" Panel, the correct Track option. (Note; option will probably move to the Modifier later). This is a good reason to make such paths automatic (on a command). Is on the todo list. Also note this: - the Curve Path extends in beginning and ending, that's (for now) the default, and allows to use multiple paths. Make sure paths begin and end horizontal. - Moving the Curve in Object Mode will change the "mapping" (as if the landscape a character walks over moves). Moving the Curve in Edit Mode will change the actual position of the deformation. - Speed (Ipos) on paths is not supported yet, will be done. - The Curve "Stretch" deform option doesn't work. - Modifiers are executed *after* all actions in NLA are evaluated, there's no support yet for blending multiple strips with Modifiers. - This doesn't work yet for time-mapping... This commit is mostly for review by character animators... some details or working methods might change. This feature can also be used for other modifiers, such as noise (Perlin) or the mythical "Oomph" (frequency control) and of course Python. Special thanks to Bassam & Matt for research & design help. Have fun!
2006-10-31 15:51:57 +00:00
bActionModifier *amod;
2002-10-12 11:37:38 +00:00
for (strip=striplist->first; strip; strip=strip->next){
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
strip->object = newlibadr(fd, id->lib, strip->object);
strip->act = newlibadr_us(fd, id->lib, strip->act);
2002-10-12 11:37:38 +00:00
strip->ipo = newlibadr(fd, id->lib, strip->ipo);
Two wonderful new NLA & Armature editing features! - FORWARD CYCLING & MATCHING Up to no now, adding multiple actions in NLA with walkcycles required to animate them standing still, as if walking on a conveyor belt. The stride option then makes the object itself move forward, trying to keep the foot stuck on the floor (with poor results!). This option now allows to make walk cycles moving forward. By indicating a reference Offset Bone, the NLA system will use that bone to detect the correct offset for the Armature Pose to make it seamlessly going forward. Best of all, this option works as for cyclic Action Strips as well as for individual Action Strips. Note that for individual strips, you have to set the strip on "Hold". (Might become automatic detected later). Here's an example edit image for NLA: http://www.blender.org/bf/nla_match-cycle.jpg And the animation for it: http://download.blender.org/demo/test/2.43/0001_0150_match.avi Blender file: http://download.blender.org/demo/test/2.43/mancandy_matching.blend Using this kind of cycling works pretty straightforward, and is a lot easier to setup than Stride Bones. To be further tested: - Blending cycles - matching rotation for the bones as well. - ACTION MODIFIERS (motion deformors) The above option was actually required for this feature. Typically walk cycles are constructed with certain Bones to be the handles, controlling for example the torso or feet. An Action Modifier allows you to use a Curve Path to deform the motion of these controlling bones. This uses the existing Curve Deformation option. Modifiers can be added per Action Strip, each controlling a channel (bone) by choice, and even allows to layer multiple modifiers on top of each other (several paths deforming motion). This option is using the dependency graph, so editing the Curve will give realtime changes in the Armature. The previous walkcycle, controlled by two curves: http://download.blender.org/demo/test/2.43/0001_0150_deform.avi Blender file: http://download.blender.org/demo/test/2.43/mancandy_actiondeform.blend Action Modifiers can be added in the NLA Properties Panel. Per Modifier you have to indicate the channel and a Curve Object. You can copy modifiers from one strip to another using CTRL+C (only copies to active Object strips). Setting up a correct Curve Path has to be carefully done: - Use SHIFT+A "Curve Path" in top view, or ensure the path is not rotated. - make sure the center point of the Curve Object is at the center of the Armature (or above) - move the first point of the curve to the center point as well. - check if the path starts from this first point, you can change it using (in Curve EditMode) the option Wkey -> "Switch Direction" - Make sure alignment uses the correct axis; if the Armature walks into the negative Y direction, you have to set in Object Buttons, "Anim settings" Panel, the correct Track option. (Note; option will probably move to the Modifier later). This is a good reason to make such paths automatic (on a command). Is on the todo list. Also note this: - the Curve Path extends in beginning and ending, that's (for now) the default, and allows to use multiple paths. Make sure paths begin and end horizontal. - Moving the Curve in Object Mode will change the "mapping" (as if the landscape a character walks over moves). Moving the Curve in Edit Mode will change the actual position of the deformation. - Speed (Ipos) on paths is not supported yet, will be done. - The Curve "Stretch" deform option doesn't work. - Modifiers are executed *after* all actions in NLA are evaluated, there's no support yet for blending multiple strips with Modifiers. - This doesn't work yet for time-mapping... This commit is mostly for review by character animators... some details or working methods might change. This feature can also be used for other modifiers, such as noise (Perlin) or the mythical "Oomph" (frequency control) and of course Python. Special thanks to Bassam & Matt for research & design help. Have fun!
2006-10-31 15:51:57 +00:00
for(amod= strip->modifiers.first; amod; amod= amod->next)
amod->ob= newlibadr(fd, id->lib, amod->ob);
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
}
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}
// XXX depreceated - old animation system
static void direct_link_nlastrips(FileData *fd, ListBase *strips)
{
bActionStrip *strip;
link_list(fd, strips);
for(strip= strips->first; strip; strip= strip->next)
link_list(fd, &strip->modifiers);
}
// XXX depreceated - old animation system
2002-10-12 11:37:38 +00:00
static void lib_link_constraint_channels(FileData *fd, ID *id, ListBase *chanbase)
{
bConstraintChannel *chan;
for (chan=chanbase->first; chan; chan=chan->next){
chan->ipo = newlibadr_us(fd, id->lib, chan->ipo);
}
}
/* Data Linking ----------------------------- */
2009-05-22 11:19:35 +00:00
static void lib_link_fmodifiers(FileData *fd, ID *id, ListBase *list)
{
FModifier *fcm;
for (fcm= list->first; fcm; fcm= fcm->next) {
/* data for specific modifiers */
switch (fcm->type) {
case FMODIFIER_TYPE_PYTHON:
{
FMod_Python *data= (FMod_Python *)fcm->data;
data->script = newlibadr(fd, id->lib, data->script);
}
break;
}
}
}
static void lib_link_fcurves(FileData *fd, ID *id, ListBase *list)
{
FCurve *fcu;
if (list == NULL)
return;
/* relink ID-block references... */
for (fcu= list->first; fcu; fcu= fcu->next) {
/* driver data */
if (fcu->driver) {
ChannelDriver *driver= fcu->driver;
Durian Request: Drivers Recode Highlights: * Support for Multi-Target Variables This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that. * New Variable Types With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones). * New Driver Types In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to. * Fix for Driver F-Curve colouring bug Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used. Notes: * This commit breaks existing 2.5 files with drivers (in other words, they are lost forever). * Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later. * Version patching for 2.49 files still needs to be put back in place.
2010-01-04 21:15:45 +00:00
DriverVar *dvar;
Durian Request: Drivers Recode Highlights: * Support for Multi-Target Variables This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that. * New Variable Types With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones). * New Driver Types In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to. * Fix for Driver F-Curve colouring bug Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used. Notes: * This commit breaks existing 2.5 files with drivers (in other words, they are lost forever). * Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later. * Version patching for 2.49 files still needs to be put back in place.
2010-01-04 21:15:45 +00:00
for (dvar= driver->variables.first; dvar; dvar= dvar->next) {
DRIVER_TARGETS_LOOPER(dvar)
{
/* only relink if still used */
if (tarIndex < dvar->num_targets)
dtar->id= newlibadr(fd, id->lib, dtar->id);
else
dtar->id= NULL;
}
DRIVER_TARGETS_LOOPER_END
}
}
/* modifiers */
2009-05-22 11:19:35 +00:00
lib_link_fmodifiers(fd, id, &fcu->modifiers);
}
}
/* NOTE: this assumes that link_list has already been called on the list */
static void direct_link_fmodifiers(FileData *fd, ListBase *list)
{
FModifier *fcm;
for (fcm= list->first; fcm; fcm= fcm->next) {
/* relink general data */
fcm->data = newdataadr(fd, fcm->data);
fcm->edata= NULL;
/* do relinking of data for specific types */
switch (fcm->type) {
case FMODIFIER_TYPE_GENERATOR:
{
FMod_Generator *data= (FMod_Generator *)fcm->data;
data->coefficients= newdataadr(fd, data->coefficients);
}
2009-05-22 11:19:35 +00:00
break;
case FMODIFIER_TYPE_ENVELOPE:
{
FMod_Envelope *data= (FMod_Envelope *)fcm->data;
data->data= newdataadr(fd, data->data);
}
break;
case FMODIFIER_TYPE_PYTHON:
{
FMod_Python *data= (FMod_Python *)fcm->data;
data->prop = newdataadr(fd, data->prop);
IDP_DirectLinkProperty(data->prop, (fd->flags & FD_FLAGS_SWITCH_ENDIAN), fd);
}
break;
}
}
}
/* NOTE: this assumes that link_list has already been called on the list */
static void direct_link_fcurves(FileData *fd, ListBase *list)
{
FCurve *fcu;
/* link F-Curve data to F-Curve again (non ID-libs) */
for (fcu= list->first; fcu; fcu= fcu->next) {
/* curve data */
fcu->bezt= newdataadr(fd, fcu->bezt);
fcu->fpt= newdataadr(fd, fcu->fpt);
/* rna path */
fcu->rna_path= newdataadr(fd, fcu->rna_path);
/* group */
fcu->grp= newdataadr(fd, fcu->grp);
/* driver */
fcu->driver= newdataadr(fd, fcu->driver);
if (fcu->driver) {
ChannelDriver *driver= fcu->driver;
Durian Request: Drivers Recode Highlights: * Support for Multi-Target Variables This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that. * New Variable Types With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones). * New Driver Types In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to. * Fix for Driver F-Curve colouring bug Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used. Notes: * This commit breaks existing 2.5 files with drivers (in other words, they are lost forever). * Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later. * Version patching for 2.49 files still needs to be put back in place.
2010-01-04 21:15:45 +00:00
DriverVar *dvar;
driver->expr_comp= NULL;
Durian Request: Drivers Recode Highlights: * Support for Multi-Target Variables This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that. * New Variable Types With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones). * New Driver Types In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to. * Fix for Driver F-Curve colouring bug Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used. Notes: * This commit breaks existing 2.5 files with drivers (in other words, they are lost forever). * Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later. * Version patching for 2.49 files still needs to be put back in place.
2010-01-04 21:15:45 +00:00
/* relink variables, targets and their paths */
link_list(fd, &driver->variables);
for (dvar= driver->variables.first; dvar; dvar= dvar->next) {
DRIVER_TARGETS_LOOPER(dvar)
{
/* only relink the targets being used */
if (tarIndex < dvar->num_targets)
dtar->rna_path= newdataadr(fd, dtar->rna_path);
else
dtar->rna_path= NULL;
}
DRIVER_TARGETS_LOOPER_END
}
}
/* modifiers */
link_list(fd, &fcu->modifiers);
2009-05-22 11:19:35 +00:00
direct_link_fmodifiers(fd, &fcu->modifiers);
}
}
static void lib_link_action(FileData *fd, Main *main)
{
bAction *act;
bActionChannel *chan;
for (act= main->action.first; act; act= act->id.next) {
if (act->id.flag & LIB_NEEDLINK) {
act->id.flag -= LIB_NEEDLINK;
// XXX depreceated - old animation system <<<
for (chan=act->chanbase.first; chan; chan=chan->next) {
chan->ipo= newlibadr_us(fd, act->id.lib, chan->ipo);
lib_link_constraint_channels(fd, &act->id, &chan->constraintChannels);
}
// >>> XXX depreceated - old animation system
lib_link_fcurves(fd, &act->id, &act->curves);
}
}
}
static void direct_link_action(FileData *fd, bAction *act)
{
bActionChannel *achan; // XXX depreceated - old animation system
bActionGroup *agrp;
link_list(fd, &act->curves);
link_list(fd, &act->chanbase); // XXX depreceated - old animation system
link_list(fd, &act->groups);
link_list(fd, &act->markers);
// XXX depreceated - old animation system <<<
for (achan = act->chanbase.first; achan; achan=achan->next) {
achan->grp= newdataadr(fd, achan->grp);
link_list(fd, &achan->constraintChannels);
}
// >>> XXX depreceated - old animation system
direct_link_fcurves(fd, &act->curves);
for (agrp = act->groups.first; agrp; agrp= agrp->next) {
agrp->channels.first= newdataadr(fd, agrp->channels.first);
agrp->channels.last= newdataadr(fd, agrp->channels.last);
}
}
static void lib_link_nladata_strips(FileData *fd, ID *id, ListBase *list)
{
NlaStrip *strip;
for (strip= list->first; strip; strip= strip->next) {
/* check strip's children */
lib_link_nladata_strips(fd, id, &strip->strips);
/* check strip's F-Curves */
lib_link_fcurves(fd, id, &strip->fcurves);
/* reassign the counted-reference to action */
strip->act = newlibadr_us(fd, id->lib, strip->act);
2011-04-19 13:01:50 +00:00
/* fix action id-root (i.e. if it comes from a pre 2.57 .blend file) */
if ((strip->act) && (strip->act->idroot == 0))
strip->act->idroot = GS(id->name);
}
}
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static void lib_link_nladata(FileData *fd, ID *id, ListBase *list)
2009-05-22 11:19:35 +00:00
{
NlaTrack *nlt;
/* we only care about the NLA strips inside the tracks */
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for (nlt= list->first; nlt; nlt= nlt->next) {
lib_link_nladata_strips(fd, id, &nlt->strips);
}
}
/* This handles Animato NLA-Strips linking
* NOTE: this assumes that link_list has already been called on the list
*/
static void direct_link_nladata_strips(FileData *fd, ListBase *list)
{
NlaStrip *strip;
for (strip= list->first; strip; strip= strip->next) {
/* strip's child strips */
link_list(fd, &strip->strips);
direct_link_nladata_strips(fd, &strip->strips);
/* strip's F-Curves */
link_list(fd, &strip->fcurves);
direct_link_fcurves(fd, &strip->fcurves);
/* strip's F-Modifiers */
link_list(fd, &strip->modifiers);
direct_link_modifiers(fd, &strip->modifiers);
2009-05-22 11:19:35 +00:00
}
}
/* NOTE: this assumes that link_list has already been called on the list */
static void direct_link_nladata(FileData *fd, ListBase *list)
{
NlaTrack *nlt;
for (nlt= list->first; nlt; nlt= nlt->next) {
/* relink list of strips */
link_list(fd, &nlt->strips);
/* relink strip data */
direct_link_nladata_strips(fd, &nlt->strips);
2009-05-22 11:19:35 +00:00
}
}
/* ------- */
static void lib_link_keyingsets(FileData *fd, ID *id, ListBase *list)
{
KeyingSet *ks;
KS_Path *ksp;
/* here, we're only interested in the ID pointer stored in some of the paths */
for (ks= list->first; ks; ks= ks->next) {
for (ksp= ks->paths.first; ksp; ksp= ksp->next) {
ksp->id= newlibadr(fd, id->lib, ksp->id);
}
}
}
/* NOTE: this assumes that link_list has already been called on the list */
static void direct_link_keyingsets(FileData *fd, ListBase *list)
{
KeyingSet *ks;
KS_Path *ksp;
/* link KeyingSet data to KeyingSet again (non ID-libs) */
for (ks= list->first; ks; ks= ks->next) {
/* paths */
link_list(fd, &ks->paths);
for (ksp= ks->paths.first; ksp; ksp= ksp->next) {
/* rna path */
ksp->rna_path= newdataadr(fd, ksp->rna_path);
}
}
}
/* ------- */
static void lib_link_animdata(FileData *fd, ID *id, AnimData *adt)
{
if (adt == NULL)
return;
/* link action data */
adt->action= newlibadr_us(fd, id->lib, adt->action);
adt->tmpact= newlibadr_us(fd, id->lib, adt->tmpact);
2011-04-19 13:01:50 +00:00
/* fix action id-roots (i.e. if they come from a pre 2.57 .blend file) */
if ((adt->action) && (adt->action->idroot == 0))
adt->action->idroot = GS(id->name);
if ((adt->tmpact) && (adt->tmpact->idroot == 0))
adt->tmpact->idroot = GS(id->name);
/* link drivers */
lib_link_fcurves(fd, id, &adt->drivers);
/* overrides don't have lib-link for now, so no need to do anything */
/* link NLA-data */
2009-05-22 11:19:35 +00:00
lib_link_nladata(fd, id, &adt->nla_tracks);
}
static void direct_link_animdata(FileData *fd, AnimData *adt)
{
/* NOTE: must have called newdataadr already before doing this... */
if (adt == NULL)
return;
/* link drivers */
link_list(fd, &adt->drivers);
direct_link_fcurves(fd, &adt->drivers);
/* link overrides */
// TODO...
/* link NLA-data */
2009-05-22 11:19:35 +00:00
link_list(fd, &adt->nla_tracks);
direct_link_nladata(fd, &adt->nla_tracks);
/* relink active strip - even though strictly speaking this should only be used
* if we're in 'tweaking mode', we need to be able to have this loaded back for
* undo, but also since users may not exit tweakmode before saving (#24535)
*/
// TODO: it's not really nice that anyone should be able to save the file in this
// state, but it's going to be too hard to enforce this single case...
adt->actstrip= newdataadr(fd, adt->actstrip);
}
/* ************ READ MOTION PATHS *************** */
/* direct data for cache */
static void direct_link_motionpath(FileData *fd, bMotionPath *mpath)
{
/* sanity check */
if (mpath == NULL)
return;
/* relink points cache */
mpath->points= newdataadr(fd, mpath->points);
}
/* ************ READ NODE TREE *************** */
/* singe node tree (also used for material/scene trees), ntree is not NULL */
static void lib_link_ntree(FileData *fd, ID *id, bNodeTree *ntree)
{
bNode *node;
if(ntree->adt) lib_link_animdata(fd, &ntree->id, ntree->adt);
ntree->gpd= newlibadr_us(fd, id->lib, ntree->gpd);
for(node= ntree->nodes.first; node; node= node->next)
node->id= newlibadr_us(fd, id->lib, node->id);
}
/* library ntree linking after fileread */
static void lib_link_nodetree(FileData *fd, Main *main)
{
bNodeTree *ntree;
/* only link ID pointers */
for(ntree= main->nodetree.first; ntree; ntree= ntree->id.next) {
if(ntree->id.flag & LIB_NEEDLINK) {
ntree->id.flag -= LIB_NEEDLINK;
lib_link_ntree(fd, &ntree->id, ntree);
}
}
}
/* updates group node socket own_index so that
* external links to/from the group node are preserved.
*/
static void lib_node_do_versions_group(bNode *gnode)
{
bNodeTree *ngroup= (bNodeTree*)gnode->id;
bNode *intnode;
bNodeSocket *sock, *gsock, *intsock;
int found;
for (sock=gnode->outputs.first; sock; sock=sock->next) {
int old_index = sock->to_index;
for (gsock=ngroup->outputs.first; gsock; gsock=gsock->next) {
if (gsock->link && gsock->link->fromsock->own_index == old_index) {
sock->own_index = gsock->own_index;
break;
}
}
}
for (sock=gnode->inputs.first; sock; sock=sock->next) {
int old_index = sock->to_index;
/* can't use break in double loop */
found = 0;
for (intnode=ngroup->nodes.first; intnode && !found; intnode=intnode->next) {
for (intsock=intnode->inputs.first; intsock; intsock=intsock->next) {
if (intsock->own_index == old_index && intsock->link) {
sock->own_index = intsock->link->fromsock->own_index;
found = 1;
break;
}
}
}
}
}
/* updates external links for all group nodes in a tree */
static void lib_nodetree_do_versions_group(bNodeTree *ntree)
{
bNode *node;
for (node=ntree->nodes.first; node; node=node->next) {
if (node->type==NODE_GROUP) {
bNodeTree *ngroup= (bNodeTree*)node->id;
if (ngroup->flag & NTREE_DO_VERSIONS)
lib_node_do_versions_group(node);
}
}
}
/* verify types for nodes and groups, all data has to be read */
/* open = 0: appending/linking, open = 1: open new file (need to clean out dynamic
* typedefs*/
static void lib_verify_nodetree(Main *main, int UNUSED(open))
{
Scene *sce;
Material *ma;
Tex *tx;
bNodeTree *ntree;
/* this crashes blender on undo/redo
if(open==1) {
reinit_nodesystem();
}*/
/* now create the own typeinfo structs an verify nodes */
/* here we still assume no groups in groups */
for(ntree= main->nodetree.first; ntree; ntree= ntree->id.next) {
ntreeVerifyTypes(ntree); /* internal nodes, no groups! */
}
{
/*int has_old_groups=0;*/ /*UNUSED*/
/* XXX this should actually be part of do_versions, but since we need
* finished library linking, it is not possible there. Instead in do_versions
* we have set the NTREE_DO_VERSIONS flag, so at this point we can do the
* actual group node updates.
*/
for(ntree= main->nodetree.first; ntree; ntree= ntree->id.next) {
if (ntree->flag & NTREE_DO_VERSIONS) {
/* this adds copies and links from all unlinked internal sockets to group inputs/outputs. */
nodeGroupExposeAllSockets(ntree);
/*has_old_groups = 1;*/ /*UNUSED*/
}
}
/* now verify all types in material trees, groups are set OK now */
for(ma= main->mat.first; ma; ma= ma->id.next) {
if(ma->nodetree)
lib_nodetree_do_versions_group(ma->nodetree);
}
/* and scene trees */
for(sce= main->scene.first; sce; sce= sce->id.next) {
if(sce->nodetree)
lib_nodetree_do_versions_group(sce->nodetree);
}
/* and texture trees */
for(tx= main->tex.first; tx; tx= tx->id.next) {
if(tx->nodetree)
lib_nodetree_do_versions_group(tx->nodetree);
}
for(ntree= main->nodetree.first; ntree; ntree= ntree->id.next)
ntree->flag &= ~NTREE_DO_VERSIONS;
}
/* now verify all types in material trees, groups are set OK now */
for(ma= main->mat.first; ma; ma= ma->id.next) {
if(ma->nodetree)
ntreeVerifyTypes(ma->nodetree);
}
/* and scene trees */
for(sce= main->scene.first; sce; sce= sce->id.next) {
if(sce->nodetree)
ntreeVerifyTypes(sce->nodetree);
}
/* and texture trees */
for(tx= main->tex.first; tx; tx= tx->id.next) {
if(tx->nodetree)
ntreeVerifyTypes(tx->nodetree);
}
}
/* ntree itself has been read! */
static void direct_link_nodetree(FileData *fd, bNodeTree *ntree)
{
/* note: writing and reading goes in sync, for speed */
bNode *node;
bNodeSocket *sock;
bNodeLink *link;
ntree->init= 0; /* to set callbacks and force setting types */
ntree->progress= NULL;
ntree->adt= newdataadr(fd, ntree->adt);
direct_link_animdata(fd, ntree->adt);
link_list(fd, &ntree->nodes);
for(node= ntree->nodes.first; node; node= node->next) {
if(node->type == NODE_DYNAMIC) {
node->custom1= 0;
node->custom1= BSET(node->custom1, NODE_DYNAMIC_LOADED);
node->typeinfo= NULL;
}
node->storage= newdataadr(fd, node->storage);
if(node->storage) {
/* could be handlerized at some point */
if(ntree->type==NTREE_SHADER && (node->type==SH_NODE_CURVE_VEC || node->type==SH_NODE_CURVE_RGB))
direct_link_curvemapping(fd, node->storage);
else if(ntree->type==NTREE_COMPOSIT) {
if( ELEM4(node->type, CMP_NODE_TIME, CMP_NODE_CURVE_VEC, CMP_NODE_CURVE_RGB, CMP_NODE_HUECORRECT))
direct_link_curvemapping(fd, node->storage);
else if(ELEM3(node->type, CMP_NODE_IMAGE, CMP_NODE_VIEWER, CMP_NODE_SPLITVIEWER))
((ImageUser *)node->storage)->ok= 1;
}
else if( ntree->type==NTREE_TEXTURE) {
if(node->type==TEX_NODE_CURVE_RGB || node->type==TEX_NODE_CURVE_TIME)
direct_link_curvemapping(fd, node->storage);
else if(node->type==TEX_NODE_IMAGE)
((ImageUser *)node->storage)->ok= 1;
}
}
link_list(fd, &node->inputs);
link_list(fd, &node->outputs);
}
link_list(fd, &ntree->links);
/* external sockets */
link_list(fd, &ntree->inputs);
link_list(fd, &ntree->outputs);
/* and we connect the rest */
for(node= ntree->nodes.first; node; node= node->next) {
node->preview= newimaadr(fd, node->preview);
node->lasty= 0;
for(sock= node->inputs.first; sock; sock= sock->next)
sock->link= newdataadr(fd, sock->link);
for(sock= node->outputs.first; sock; sock= sock->next)
sock->ns.data= NULL;
}
for(sock= ntree->outputs.first; sock; sock= sock->next)
sock->link= newdataadr(fd, sock->link);
for(link= ntree->links.first; link; link= link->next) {
link->fromnode= newdataadr(fd, link->fromnode);
link->tonode= newdataadr(fd, link->tonode);
link->fromsock= newdataadr(fd, link->fromsock);
link->tosock= newdataadr(fd, link->tosock);
}
/* type verification is in lib-link */
}
/* ************ READ ARMATURE ***************** */
/* temp struct used to transport needed info to lib_link_constraint_cb() */
typedef struct tConstraintLinkData {
FileData *fd;
ID *id;
} tConstraintLinkData;
/* callback function used to relink constraint ID-links */
static void lib_link_constraint_cb(bConstraint *UNUSED(con), ID **idpoin, void *userdata)
{
tConstraintLinkData *cld= (tConstraintLinkData *)userdata;
*idpoin = newlibadr(cld->fd, cld->id->lib, *idpoin);
}
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static void lib_link_constraints(FileData *fd, ID *id, ListBase *conlist)
{
tConstraintLinkData cld;
2002-10-12 11:37:38 +00:00
bConstraint *con;
/* legacy fixes */
2002-10-12 11:37:38 +00:00
for (con = conlist->first; con; con=con->next) {
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
/* patch for error introduced by changing constraints (dunno how) */
/* if con->data type changes, dna cannot resolve the pointer! (ton) */
if(con->data==NULL) {
con->type= CONSTRAINT_TYPE_NULL;
}
/* own ipo, all constraints have it */
con->ipo= newlibadr_us(fd, id->lib, con->ipo); // XXX depreceated - old animation system
}
/* relink all ID-blocks used by the constraints */
cld.fd= fd;
cld.id= id;
id_loop_constraints(conlist, lib_link_constraint_cb, &cld);
}
static void direct_link_constraints(FileData *fd, ListBase *lb)
{
bConstraint *con;
link_list(fd, lb);
for (con=lb->first; con; con=con->next) {
con->data = newdataadr(fd, con->data);
2002-10-12 11:37:38 +00:00
switch (con->type) {
case CONSTRAINT_TYPE_PYTHON:
{
bPythonConstraint *data= con->data;
link_list(fd, &data->targets);
data->prop = newdataadr(fd, data->prop);
if (data->prop)
IDP_DirectLinkProperty(data->prop, (fd->flags & FD_FLAGS_SWITCH_ENDIAN), fd);
== Constraints System == After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented. === What's New === * The long-awaited ``ChildOf Constraint'': This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent. * Constraint/Target Evaluation Spaces: In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were. * Action Constraint - Loc/Rot/Size Inputs The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff. * Transform - No longer in Crazy Space (TM) Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking. === General Code Changes === * solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be. * evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here. * A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better. * Made the formatting of constraint code consistent * There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly. * LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions. * Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme. * Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so. === Future Work === * Geometry to act as targets for constraints. A space has been reserved for this already. * Tidy up UI buttons of constraints
2007-07-15 03:35:37 +00:00
}
break;
case CONSTRAINT_TYPE_SPLINEIK:
{
bSplineIKConstraint *data= con->data;
data->points= newdataadr(fd, data->points);
== Constraints System == After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented. === What's New === * The long-awaited ``ChildOf Constraint'': This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent. * Constraint/Target Evaluation Spaces: In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were. * Action Constraint - Loc/Rot/Size Inputs The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff. * Transform - No longer in Crazy Space (TM) Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking. === General Code Changes === * solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be. * evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here. * A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better. * Made the formatting of constraint code consistent * There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly. * LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions. * Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme. * Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so. === Future Work === * Geometry to act as targets for constraints. A space has been reserved for this already. * Tidy up UI buttons of constraints
2007-07-15 03:35:37 +00:00
}
break;
case CONSTRAINT_TYPE_KINEMATIC:
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{
con->lin_error = 0.f;
con->rot_error = 0.f;
}
case CONSTRAINT_TYPE_CHILDOF:
{
/* XXX version patch, in older code this flag wasn't always set, and is inherent to type */
if(con->ownspace == CONSTRAINT_SPACE_POSE)
con->flag |= CONSTRAINT_SPACEONCE;
2002-10-12 11:37:38 +00:00
}
break;
}
2002-10-12 11:37:38 +00:00
}
}
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
static void lib_link_pose(FileData *fd, Object *ob, bPose *pose)
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{
bPoseChannel *pchan;
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
bArmature *arm= ob->data;
int rebuild;
if (!pose || !arm)
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return;
/* always rebuild to match proxy or lib changes */
rebuild= ob->proxy || (ob->id.lib==NULL && arm->id.lib);
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if(ob->proxy) {
/* sync proxy layer */
if(pose->proxy_layer)
arm->layer = pose->proxy_layer;
/* sync proxy active bone */
if(pose->proxy_act_bone[0]) {
Bone *bone = get_named_bone(arm, pose->proxy_act_bone);
if (bone)
arm->act_bone = bone;
}
}
for (pchan = pose->chanbase.first; pchan; pchan=pchan->next) {
lib_link_constraints(fd, (ID *)ob, &pchan->constraints);
/* hurms... loop in a loop, but yah... later... (ton) */
pchan->bone= get_named_bone(arm, pchan->name);
pchan->custom= newlibadr_us(fd, arm->id.lib, pchan->custom);
if(pchan->bone==NULL)
rebuild= 1;
else if(ob->id.lib==NULL && arm->id.lib) {
/* local pose selection copied to armature, bit hackish */
pchan->bone->flag &= ~BONE_SELECTED;
pchan->bone->flag |= pchan->selectflag;
}
}
if(rebuild) {
ob->recalc= OB_RECALC_OB|OB_RECALC_DATA|OB_RECALC_TIME;
pose->flag |= POSE_RECALC;
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}
}
static void lib_link_armature(FileData *fd, Main *main)
{
bArmature *arm;
arm= main->armature.first;
while(arm) {
if(arm->id.flag & LIB_NEEDLINK) {
if (arm->adt) lib_link_animdata(fd, &arm->id, arm->adt);
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arm->id.flag -= LIB_NEEDLINK;
}
arm= arm->id.next;
}
}
static void direct_link_bones(FileData *fd, Bone* bone)
{
Bone *child;
bone->parent= newdataadr(fd, bone->parent);
bone->prop= newdataadr(fd, bone->prop);
if(bone->prop)
IDP_DirectLinkProperty(bone->prop, (fd->flags & FD_FLAGS_SWITCH_ENDIAN), fd);
bone->flag &= ~BONE_DRAW_ACTIVE;
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link_list(fd, &bone->childbase);
for(child=bone->childbase.first; child; child=child->next)
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direct_link_bones(fd, child);
}
static void direct_link_armature(FileData *fd, bArmature *arm)
{
Bone *bone;
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link_list(fd, &arm->bonebase);
arm->edbo= NULL;
arm->sketch = NULL;
arm->adt= newdataadr(fd, arm->adt);
direct_link_animdata(fd, arm->adt);
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bone=arm->bonebase.first;
while (bone) {
direct_link_bones(fd, bone);
bone=bone->next;
}
arm->act_bone= newdataadr(fd, arm->act_bone);
arm->act_edbone= NULL;
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}
/* ************ READ CAMERA ***************** */
static void lib_link_camera(FileData *fd, Main *main)
{
Camera *ca;
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ca= main->camera.first;
while(ca) {
if(ca->id.flag & LIB_NEEDLINK) {
if (ca->adt) lib_link_animdata(fd, &ca->id, ca->adt);
ca->ipo= newlibadr_us(fd, ca->id.lib, ca->ipo); // XXX depreceated - old animation system
ca->dof_ob= newlibadr_us(fd, ca->id.lib, ca->dof_ob);
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ca->id.flag -= LIB_NEEDLINK;
}
ca= ca->id.next;
}
}
static void direct_link_camera(FileData *fd, Camera *ca)
{
ca->adt= newdataadr(fd, ca->adt);
direct_link_animdata(fd, ca->adt);
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}
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/* ************ READ LAMP ***************** */
static void lib_link_lamp(FileData *fd, Main *main)
{
Lamp *la;
MTex *mtex;
int a;
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la= main->lamp.first;
while(la) {
if(la->id.flag & LIB_NEEDLINK) {
if (la->adt) lib_link_animdata(fd, &la->id, la->adt);
for(a=0; a<MAX_MTEX; a++) {
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mtex= la->mtex[a];
if(mtex) {
mtex->tex= newlibadr_us(fd, la->id.lib, mtex->tex);
mtex->object= newlibadr(fd, la->id.lib, mtex->object);
}
}
la->ipo= newlibadr_us(fd, la->id.lib, la->ipo); // XXX depreceated - old animation system
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la->id.flag -= LIB_NEEDLINK;
}
la= la->id.next;
}
}
static void direct_link_lamp(FileData *fd, Lamp *la)
{
int a;
la->adt= newdataadr(fd, la->adt);
direct_link_animdata(fd, la->adt);
for(a=0; a<MAX_MTEX; a++) {
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la->mtex[a]= newdataadr(fd, la->mtex[a]);
}
* Extra lamp falloff options, including custom curve! This adds some new lamp attenuation options to the Lamp panel, replacing the old 'Quad' button. Yes, the panel layout is still nasty here, but I've ignored it for now to address properly in the panels cleanup work. * Constant http://mke3.net/blender/devel/rendering/falloff-constant.jpg Lamp doesn't decay with distance * Inverse Linear http://mke3.net/blender/devel/rendering/falloff-invlinear.jpg Default, and same as in older Blender without 'Quad' on. Decays linearly, with 'Dist' value as the lamp's half-energy-distance * Inverse Square http://mke3.net/blender/devel/rendering/falloff-invsquare.jpg A sharper, more realistic decay, good for most electric lights (i.e. not sunlight). This is similar to the old Quad option with slight changes. * Lin/Quad weighted Exactly the same as in older Blenders with the old 'Quad' button enabled. When this setting is chosen, two sliders are shown, 'Linear' and 'Quad' (previously Quad1 and Quad2), which controls the 'linearness' or 'quadraticness' of the falloff curve. Lamps in old files with the 'Quad' button on will be initialised to this setting. But much better for precise control over the lamp falloff now is: * Custom Curve This shows an extra 'Falloff Curve' panel, where you can use the standard Blender curve UI control to precisely control how the light falls off. The Y axis is intensity, and the X axis is distance, stretched over the length of the 'Dist' value. Some example curves and renders: http://mke3.net/blender/devel/rendering/falloff-curve1-curve.png http://mke3.net/blender/devel/rendering/falloff-curve1.jpg http://mke3.net/blender/devel/rendering/falloff-curve2-curve.png http://mke3.net/blender/devel/rendering/falloff-curve2.jpg http://mke3.net/blender/devel/rendering/falloff-curve3-curve.png http://mke3.net/blender/devel/rendering/falloff-curve3.jpg (whee)
2007-09-16 13:50:34 +00:00
la->curfalloff= newdataadr(fd, la->curfalloff);
if(la->curfalloff)
direct_link_curvemapping(fd, la->curfalloff);
la->preview = direct_link_preview_image(fd, la->preview);
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}
/* ************ READ keys ***************** */
static void lib_link_key(FileData *fd, Main *main)
{
Key *key;
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key= main->key.first;
while(key) {
if(key->id.flag & LIB_NEEDLINK) {
if(key->adt) lib_link_animdata(fd, &key->id, key->adt);
key->ipo= newlibadr_us(fd, key->id.lib, key->ipo); // XXX depreceated - old animation system
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key->from= newlibadr(fd, key->id.lib, key->from);
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key->id.flag -= LIB_NEEDLINK;
}
key= key->id.next;
}
}
static void switch_endian_keyblock(Key *key, KeyBlock *kb)
{
int elemsize, a, b;
char *data, *poin, *cp;
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elemsize= key->elemsize;
data= kb->data;
for(a=0; a<kb->totelem; a++) {
cp= key->elemstr;
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poin= data;
while( cp[0] ) { /* cp[0]==amount */
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switch(cp[1]) { /* cp[1]= type */
case IPO_FLOAT:
case IPO_BPOINT:
case IPO_BEZTRIPLE:
b= cp[0];
while(b--) {
SWITCH_INT((*poin));
poin+= 4;
}
break;
}
cp+= 2;
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}
data+= elemsize;
}
}
static void direct_link_key(FileData *fd, Key *key)
{
KeyBlock *kb;
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link_list(fd, &(key->block));
key->adt= newdataadr(fd, key->adt);
direct_link_animdata(fd, key->adt);
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key->refkey= newdataadr(fd, key->refkey);
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kb= key->block.first;
while(kb) {
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kb->data= newdataadr(fd, kb->data);
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if(fd->flags & FD_FLAGS_SWITCH_ENDIAN)
switch_endian_keyblock(key, kb);
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kb= kb->next;
}
}
/* ************ READ mball ***************** */
static void lib_link_mball(FileData *fd, Main *main)
{
MetaBall *mb;
int a;
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mb= main->mball.first;
while(mb) {
if(mb->id.flag & LIB_NEEDLINK) {
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if (mb->adt) lib_link_animdata(fd, &mb->id, mb->adt);
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for(a=0; a<mb->totcol; a++) mb->mat[a]= newlibadr_us(fd, mb->id.lib, mb->mat[a]);
mb->ipo= newlibadr_us(fd, mb->id.lib, mb->ipo); // XXX depreceated - old animation system
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mb->id.flag -= LIB_NEEDLINK;
}
mb= mb->id.next;
}
}
static void direct_link_mball(FileData *fd, MetaBall *mb)
{
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mb->adt= newdataadr(fd, mb->adt);
direct_link_animdata(fd, mb->adt);
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mb->mat= newdataadr(fd, mb->mat);
test_pointer_array(fd, (void **)&mb->mat);
link_list(fd, &(mb->elems));
mb->disp.first= mb->disp.last= NULL;
mb->editelems= NULL;
mb->bb= NULL;
/* mb->edit_elems.first= mb->edit_elems.last= NULL;*/
mb->lastelem= NULL;
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}
/* ************ READ WORLD ***************** */
static void lib_link_world(FileData *fd, Main *main)
{
World *wrld;
MTex *mtex;
int a;
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wrld= main->world.first;
while(wrld) {
if(wrld->id.flag & LIB_NEEDLINK) {
if (wrld->adt) lib_link_animdata(fd, &wrld->id, wrld->adt);
wrld->ipo= newlibadr_us(fd, wrld->id.lib, wrld->ipo); // XXX depreceated - old animation system
for(a=0; a<MAX_MTEX; a++) {
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mtex= wrld->mtex[a];
if(mtex) {
mtex->tex= newlibadr_us(fd, wrld->id.lib, mtex->tex);
mtex->object= newlibadr(fd, wrld->id.lib, mtex->object);
}
}
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wrld->id.flag -= LIB_NEEDLINK;
}
wrld= wrld->id.next;
}
}
static void direct_link_world(FileData *fd, World *wrld)
{
int a;
wrld->adt= newdataadr(fd, wrld->adt);
direct_link_animdata(fd, wrld->adt);
for(a=0; a<MAX_MTEX; a++) {
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wrld->mtex[a]= newdataadr(fd, wrld->mtex[a]);
}
wrld->preview = direct_link_preview_image(fd, wrld->preview);
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}
/* ************ READ VFONT ***************** */
static void lib_link_vfont(FileData *UNUSED(fd), Main *main)
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{
VFont *vf;
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vf= main->vfont.first;
while(vf) {
if(vf->id.flag & LIB_NEEDLINK) {
vf->id.flag -= LIB_NEEDLINK;
}
vf= vf->id.next;
}
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}
static void direct_link_vfont(FileData *fd, VFont *vf)
{
vf->data= NULL;
vf->packedfile= direct_link_packedfile(fd, vf->packedfile);
}
/* ************ READ TEXT ****************** */
static void lib_link_text(FileData *UNUSED(fd), Main *main)
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{
Text *text;
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text= main->text.first;
while(text) {
if(text->id.flag & LIB_NEEDLINK) {
text->id.flag -= LIB_NEEDLINK;
}
text= text->id.next;
}
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}
static void direct_link_text(FileData *fd, Text *text)
{
TextLine *ln;
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text->name= newdataadr(fd, text->name);
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text->undo_pos= -1;
text->undo_len= TXT_INIT_UNDO;
text->undo_buf= MEM_mallocN(text->undo_len, "undo buf");
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text->compiled= NULL;
/*
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if(text->flags & TXT_ISEXT) {
reopen_text(text);
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} else {
*/
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link_list(fd, &text->lines);
link_list(fd, &text->markers);
text->curl= newdataadr(fd, text->curl);
text->sell= newdataadr(fd, text->sell);
ln= text->lines.first;
while(ln) {
ln->line= newdataadr(fd, ln->line);
ln->format= NULL;
if (ln->len != (int) strlen(ln->line)) {
printf("Error loading text, line lengths differ\n");
ln->len = strlen(ln->line);
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}
ln= ln->next;
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}
2.5: Text Editor back. There was very little structure in this code, using many globals and duplicated code. Now it should be better structured. Most things should work, the main parts that are not back yet are the python plugins and markers. Notes: * Blenfont is used for drawing the text, nicely anti-aliased. * A monospace truetype font was added, since that is needed for the text editor. It's Bitstream Vera Sans Mono. This is the default gnome terminal font, but it doesn't fit entirely well with the other font I think, can be changed easily of course. * Clipboard copy/cut/paste now always uses the system clipboard, the code for the own cut buffer was removed. * The interface buttons should support copy/cut/paste again now as well. * WM_clipboard_text_get/WM_clipboard_text_set were added to the windowmanager code. * Find panel is now a kind of second header, instead of a panel. This needs especially a way to start editing the text field immediately on open still. * Operators are independent of the actual space when possible, was a bit of puzzling but got it solved nice with notifiers, and some lazy init for syntax highlight in the drawing code. * RNA was created for the text editor space and used for buttons. * Operators: * New, Open, Reload, Save, Save As, Make Internal * Run Script, Refresh Pyconstraints * Copy, Cut, Paste * Convert Whitespace, Uncomment, Comment, Indent, Unindent * Line Break, Insert * Next Marker, Previous Marker, Clear All Markers, Mark All * Select Line, Select All * Jump, Move, Move Select, Delete, Toggle Overwrite * Scroll, Scroll Bar, Set Cursor, Line Number * Find and Replace, Find, Replace, Find Set Selected, Replace Set Selected * To 3D Object * Resolve Conflict
2009-02-28 23:33:35 +00:00
text->flags = (text->flags) & ~TXT_ISEXT;
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text->id.us= 1;
}
/* ************ READ IMAGE ***************** */
static void lib_link_image(FileData *fd, Main *main)
{
Image *ima;
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ima= main->image.first;
while (ima) {
if(ima->id.flag & LIB_NEEDLINK) {
if (ima->id.properties) IDP_LibLinkProperty(ima->id.properties, (fd->flags & FD_FLAGS_SWITCH_ENDIAN), fd);
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ima->id.flag -= LIB_NEEDLINK;
}
ima= ima->id.next;
}
}
static void link_ibuf_list(FileData *fd, ListBase *lb)
{
Link *ln, *prev;
if(lb->first==NULL) return;
lb->first= newimaadr(fd, lb->first);
ln= lb->first;
prev= NULL;
while(ln) {
ln->next= newimaadr(fd, ln->next);
ln->prev= prev;
prev= ln;
ln= ln->next;
}
lb->last= prev;
}
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static void direct_link_image(FileData *fd, Image *ima)
{
/* for undo system, pointers could be restored */
if(fd->imamap)
link_ibuf_list(fd, &ima->ibufs);
else
ima->ibufs.first= ima->ibufs.last= NULL;
/* if not restored, we keep the binded opengl index */
if(ima->ibufs.first==NULL) {
ima->bindcode= 0;
ima->gputexture= NULL;
}
ima->anim= NULL;
ima->rr= NULL;
ima->repbind= NULL;
/* undo system, try to restore render buffers */
if(fd->imamap) {
int a;
for(a=0; a<IMA_MAX_RENDER_SLOT; a++)
ima->renders[a]= newimaadr(fd, ima->renders[a]);
}
else {
memset(ima->renders, 0, sizeof(ima->renders));
ima->last_render_slot= ima->render_slot;
}
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ima->packedfile = direct_link_packedfile(fd, ima->packedfile);
ima->preview = direct_link_preview_image(fd, ima->preview);
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ima->ok= 1;
}
/* ************ READ CURVE ***************** */
static void lib_link_curve(FileData *fd, Main *main)
{
Curve *cu;
int a;
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cu= main->curve.first;
while(cu) {
if(cu->id.flag & LIB_NEEDLINK) {
if(cu->adt) lib_link_animdata(fd, &cu->id, cu->adt);
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for(a=0; a<cu->totcol; a++) cu->mat[a]= newlibadr_us(fd, cu->id.lib, cu->mat[a]);
cu->bevobj= newlibadr(fd, cu->id.lib, cu->bevobj);
cu->taperobj= newlibadr(fd, cu->id.lib, cu->taperobj);
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cu->textoncurve= newlibadr(fd, cu->id.lib, cu->textoncurve);
cu->vfont= newlibadr_us(fd, cu->id.lib, cu->vfont);
cu->vfontb= newlibadr_us(fd, cu->id.lib, cu->vfontb);
cu->vfonti= newlibadr_us(fd, cu->id.lib, cu->vfonti);
cu->vfontbi= newlibadr_us(fd, cu->id.lib, cu->vfontbi);
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cu->ipo= newlibadr_us(fd, cu->id.lib, cu->ipo); // XXX depreceated - old animation system
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cu->key= newlibadr_us(fd, cu->id.lib, cu->key);
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cu->id.flag -= LIB_NEEDLINK;
}
cu= cu->id.next;
}
}
static void switch_endian_knots(Nurb *nu)
{
int len;
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if(nu->knotsu) {
len= KNOTSU(nu);
while(len--) {
SWITCH_INT(nu->knotsu[len]);
}
}
if(nu->knotsv) {
len= KNOTSV(nu);
while(len--) {
SWITCH_INT(nu->knotsv[len]);
}
}
}
static void direct_link_curve(FileData *fd, Curve *cu)
{
Nurb *nu;
TextBox *tb;
cu->adt= newdataadr(fd, cu->adt);
direct_link_animdata(fd, cu->adt);
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cu->mat= newdataadr(fd, cu->mat);
test_pointer_array(fd, (void **)&cu->mat);
cu->str= newdataadr(fd, cu->str);
cu->strinfo= newdataadr(fd, cu->strinfo);
cu->tb= newdataadr(fd, cu->tb);
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if(cu->vfont == NULL) link_list(fd, &(cu->nurb));
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else {
cu->nurb.first=cu->nurb.last= NULL;
tb= MEM_callocN(MAXTEXTBOX*sizeof(TextBox), "TextBoxread");
if (cu->tb) {
memcpy(tb, cu->tb, cu->totbox*sizeof(TextBox));
MEM_freeN(cu->tb);
cu->tb= tb;
} else {
cu->totbox = 1;
cu->actbox = 1;
cu->tb = tb;
cu->tb[0].w = cu->linewidth;
}
if (cu->wordspace == 0.0f) cu->wordspace = 1.0f;
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}
cu->bev.first=cu->bev.last= NULL;
cu->disp.first=cu->disp.last= NULL;
cu->editnurb= NULL;
cu->lastsel= NULL;
cu->path= NULL;
cu->editfont= NULL;
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nu= cu->nurb.first;
while(nu) {
nu->bezt= newdataadr(fd, nu->bezt);
nu->bp= newdataadr(fd, nu->bp);
nu->knotsu= newdataadr(fd, nu->knotsu);
nu->knotsv= newdataadr(fd, nu->knotsv);
if (cu->vfont == NULL) nu->charidx= nu->mat_nr;
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if(fd->flags & FD_FLAGS_SWITCH_ENDIAN) {
switch_endian_knots(nu);
}
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nu= nu->next;
}
cu->bb= NULL;
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}
/* ************ READ TEX ***************** */
static void lib_link_texture(FileData *fd, Main *main)
{
Tex *tex;
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tex= main->tex.first;
while(tex) {
if(tex->id.flag & LIB_NEEDLINK) {
if(tex->adt) lib_link_animdata(fd, &tex->id, tex->adt);
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tex->ima= newlibadr_us(fd, tex->id.lib, tex->ima);
tex->ipo= newlibadr_us(fd, tex->id.lib, tex->ipo);
if(tex->env) tex->env->object= newlibadr(fd, tex->id.lib, tex->env->object);
if(tex->pd)
2009-08-17 22:09:36 +00:00
tex->pd->object= newlibadr(fd, tex->id.lib, tex->pd->object);
if(tex->vd) tex->vd->object= newlibadr(fd, tex->id.lib, tex->vd->object);
if(tex->nodetree)
lib_link_ntree(fd, &tex->id, tex->nodetree);
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tex->id.flag -= LIB_NEEDLINK;
}
tex= tex->id.next;
}
}
static void direct_link_texture(FileData *fd, Tex *tex)
{
tex->adt= newdataadr(fd, tex->adt);
direct_link_animdata(fd, tex->adt);
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tex->plugin= newdataadr(fd, tex->plugin);
if(tex->plugin) {
tex->plugin->handle= NULL;
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open_plugin_tex(tex->plugin);
/* initialize data for this instance, if an initialization
* function exists.
*/
if (tex->plugin->instance_init)
tex->plugin->instance_init((void *) tex->plugin->data);
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}
tex->coba= newdataadr(fd, tex->coba);
tex->env= newdataadr(fd, tex->env);
if(tex->env) {
tex->env->ima= NULL;
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memset(tex->env->cube, 0, 6*sizeof(void *));
tex->env->ok= 0;
}
* Volumetrics Removed all the old particle rendering code and options I had in there before, in order to make way for... A new procedural texture: 'Point Density' Point Density is a 3d texture that find the density of a group of 'points' in space and returns that in the texture as an intensity value. Right now, its at an early stage and it's only enabled for particles, but it would be cool to extend it later for things like object vertices, or point cache files from disk - i.e. to import point cloud data into Blender for rendering volumetrically. Currently there are just options for an Object and its particle system number, this is the particle system that will get cached before rendering, and then used for the texture's density estimation. It works totally consistent with as any other procedural texture, so previously where I've mapped a clouds texture to volume density to make some of those test renders, now I just map a point density texture to volume density. Here's a version of the same particle smoke test file from before, updated to use the point density texture instead: http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend There are a few cool things about implementing this as a texture: - The one texture (and cache) can be instanced across many different materials: http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png This means you can calculate and bake one particle system, but render it multiple times across the scene, with different material settings, at no extra memory cost. Right now, the particles are cached in world space, so you have to map it globally, and if you want it offset, you have to do it in the material (as in the file above). I plan to add an option to bake in local space, so you can just map the texture to local and it just works. - It also works for solid surfaces too, it just gets the density at that particular point on the surface, eg: http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov - You can map it to whatever you want, not only density but the various emissions and colours as well. I'd like to investigate using the other outputs in the texture too (like the RGB or normal outputs), perhaps with options to colour by particle age, generating normals for making particle 'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
tex->pd= newdataadr(fd, tex->pd);
if(tex->pd) {
tex->pd->point_tree = NULL;
Point Density texture: colouring This introduces a few new ways of modifying the intensity and colour output generated by the Point Density texture. Previously, the texture only output intensity information, but now you can map it to colours along a gradient ramp, based on information coming out of a particle system. This lets you do things like colour a particle system based on the individual particles' age - the main reason I need it is to fade particles out over time. The colorband influences both the colour and intensity (using the colorband's alpha value), which makes it easy to map a single point density texture to both intensity values in the Map To panel (such as density or emit) and colour values (such as absorb col or emit col). This is how the below examples are set up, an example .blend file is available here: http://mke3.net/blender/devel/rendering/volumetrics/pd_test4.blend The different modes: * Constant No modifications to intensity or colour (pure white) * Particle Age Maps the color ramp along the particles' lifetimes: http://mke3.net/blender/devel/rendering/volumetrics/pd_mod_partage.mov * Particle Speed Maps the color ramp to the particles' absolute speed per frame (in Blender units). There's an additional scale parameter that you can use to bring this speed into a 0.0 - 1.0 range, if your particles are travelling too faster or slower than 0-1. http://mke3.net/blender/devel/rendering/volumetrics/pd_mod_speed.mov * Velocity -> RGB Outputs the particle XYZ velocity vector as RGB colours. This may be useful for comp work, or maybe in the future things like displacement. Again, there's a scale parameter to control it. http://mke3.net/blender/devel/rendering/volumetrics/pd_mod_velrgb.mov
2008-11-09 01:16:12 +00:00
tex->pd->coba= newdataadr(fd, tex->pd->coba);
tex->pd->falloff_curve= newdataadr(fd, tex->pd->falloff_curve);
if(tex->pd->falloff_curve) {
direct_link_curvemapping(fd, tex->pd->falloff_curve);
}
* Volumetrics Removed all the old particle rendering code and options I had in there before, in order to make way for... A new procedural texture: 'Point Density' Point Density is a 3d texture that find the density of a group of 'points' in space and returns that in the texture as an intensity value. Right now, its at an early stage and it's only enabled for particles, but it would be cool to extend it later for things like object vertices, or point cache files from disk - i.e. to import point cloud data into Blender for rendering volumetrically. Currently there are just options for an Object and its particle system number, this is the particle system that will get cached before rendering, and then used for the texture's density estimation. It works totally consistent with as any other procedural texture, so previously where I've mapped a clouds texture to volume density to make some of those test renders, now I just map a point density texture to volume density. Here's a version of the same particle smoke test file from before, updated to use the point density texture instead: http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend There are a few cool things about implementing this as a texture: - The one texture (and cache) can be instanced across many different materials: http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png This means you can calculate and bake one particle system, but render it multiple times across the scene, with different material settings, at no extra memory cost. Right now, the particles are cached in world space, so you have to map it globally, and if you want it offset, you have to do it in the material (as in the file above). I plan to add an option to bake in local space, so you can just map the texture to local and it just works. - It also works for solid surfaces too, it just gets the density at that particular point on the surface, eg: http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov - You can map it to whatever you want, not only density but the various emissions and colours as well. I'd like to investigate using the other outputs in the texture too (like the RGB or normal outputs), perhaps with options to colour by particle age, generating normals for making particle 'dents' in a surface, whatever!
2008-09-28 08:00:22 +00:00
}
* Volume Rendering: Voxel data This commit introduces a new texture ('Voxel Data'), used to load up saved voxel data sets for rendering, contributed by Raúl 'farsthary' Fernández Hernández with some additional tweaks. Thanks, Raúl! The texture works similar to the existing point density texture, currently it only provides intensity information, which can then be mapped (for example) to density in a volume material. This is an early version, intended to read the voxel format saved by Raúl's command line simulators, in future revisions there's potential for making a more full-featured 'Blender voxel file format', and also for supporting other formats too. Note: Due to some subtleties in Raúl's existing released simulators, in order to load them correctly the voxel data texture, you'll need to raise the 'resolution' value by 2. So if you baked out the simulation at resolution 50, enter 52 for the resolution in the texture panel. This can possibly be fixed in the simulator later on. Right now, the way the texture is mapped is just in the space 0,0,0 <-> 1,1,1 and it can appear rotated 90 degrees incorrectly. This will be tackled, for now, probably the easiest way to map it is with and empty, using Map Input -> Object. Smoke test: http://www.vimeo.com/2449270 One more note, trilinear interpolation seems a bit slow at the moment, we'll look into this. For curiosity, while testing/debugging this, I made a script that exports a mesh to voxel data. Here's a test of grogan (www.kajimba.com) converted to voxels, rendered as a volume: http://www.vimeo.com/2512028 The script is available here: http://mke3.net/projects/bpython/export_object_voxeldata.py * Another smaller thing, brought back early ray termination (was disabled previously for debugging) and made it user configurable. It now appears as a new value in the volume material: 'Depth Cutoff'. For some background info on what this does, check: http://farsthary.wordpress.com/2008/12/11/cutting-down-render-times/ * Also some disabled work-in-progess code for light cache
2008-12-13 05:41:34 +00:00
tex->vd= newdataadr(fd, tex->vd);
if(tex->vd) {
tex->vd->dataset = NULL;
tex->vd->ok = 0;
* Volume Rendering: Voxel data This commit introduces a new texture ('Voxel Data'), used to load up saved voxel data sets for rendering, contributed by Raúl 'farsthary' Fernández Hernández with some additional tweaks. Thanks, Raúl! The texture works similar to the existing point density texture, currently it only provides intensity information, which can then be mapped (for example) to density in a volume material. This is an early version, intended to read the voxel format saved by Raúl's command line simulators, in future revisions there's potential for making a more full-featured 'Blender voxel file format', and also for supporting other formats too. Note: Due to some subtleties in Raúl's existing released simulators, in order to load them correctly the voxel data texture, you'll need to raise the 'resolution' value by 2. So if you baked out the simulation at resolution 50, enter 52 for the resolution in the texture panel. This can possibly be fixed in the simulator later on. Right now, the way the texture is mapped is just in the space 0,0,0 <-> 1,1,1 and it can appear rotated 90 degrees incorrectly. This will be tackled, for now, probably the easiest way to map it is with and empty, using Map Input -> Object. Smoke test: http://www.vimeo.com/2449270 One more note, trilinear interpolation seems a bit slow at the moment, we'll look into this. For curiosity, while testing/debugging this, I made a script that exports a mesh to voxel data. Here's a test of grogan (www.kajimba.com) converted to voxels, rendered as a volume: http://www.vimeo.com/2512028 The script is available here: http://mke3.net/projects/bpython/export_object_voxeldata.py * Another smaller thing, brought back early ray termination (was disabled previously for debugging) and made it user configurable. It now appears as a new value in the volume material: 'Depth Cutoff'. For some background info on what this does, check: http://farsthary.wordpress.com/2008/12/11/cutting-down-render-times/ * Also some disabled work-in-progess code for light cache
2008-12-13 05:41:34 +00:00
}
tex->nodetree= newdataadr(fd, tex->nodetree);
if(tex->nodetree)
direct_link_nodetree(fd, tex->nodetree);
tex->preview = direct_link_preview_image(fd, tex->preview);
tex->iuser.ok= 1;
2002-10-12 11:37:38 +00:00
}
/* ************ READ MATERIAL ***************** */
static void lib_link_material(FileData *fd, Main *main)
{
Material *ma;
MTex *mtex;
int a;
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ma= main->mat.first;
while(ma) {
if(ma->id.flag & LIB_NEEDLINK) {
if(ma->adt) lib_link_animdata(fd, &ma->id, ma->adt);
/*Link ID Properties -- and copy this comment EXACTLY for easy finding
of library blocks that implement this.*/
if (ma->id.properties) IDP_LibLinkProperty(ma->id.properties, (fd->flags & FD_FLAGS_SWITCH_ENDIAN), fd);
2002-10-12 11:37:38 +00:00
ma->ipo= newlibadr_us(fd, ma->id.lib, ma->ipo);
ma->group= newlibadr_us(fd, ma->id.lib, ma->group);
Christmas coding work! ********* Node editor work: - To enable Nodes for Materials, you have to set the "Use Nodes" button, in the new Material buttons "Nodes" Panel or in header of the Node editor. Doing this will disable Material-Layers. - Nodes now execute materials ("shaders"), but still only using the previewrender code. - Nodes have (optional) previews for rendered images. - Node headers allow to hide buttons and/or preview image - Nodes can be dragged larger/smaller (right-bottom corner) - Nodes can be hidden (minimized) with hotkey H - CTRL+click on an Input Socket gives a popup with default values. - Changing Material/Texture or Mix node will adjust Node title. - Click-drag outside of a Node changes cursor to "Knife' and allows to draw a rect where to cut Links. - Added new node types RGBtoBW, Texture, In/Output, ColorRamp - Material Nodes have options to ouput diffuse or specular, or to use a negative normal. The input socket 'Normal' will force the material to use that normal, otherwise it uses the normal from the Material that has the node tree. - When drawing a link between two not-matching sockets, Blender inserts a converting node (now only for value/rgb combos) - When drawing a link to an input socket that's already in use, the old link will either disappear or flip to another unused socket. - A click on a Material Node will activate it, and show all its settings in the Material Buttons. Active Material Nodes draw the material icon in red. - A click on any node will show its options in the Node Panel in the Material buttons. - Multiple Output Nodes can be used, to sample contents of a tree, but only one Output is the real one, which is indicated in a different color and red material icon. - Added ThemeColors for node types - ALT+C will convert existing Material-Layers to Node... this currently only adds the material/mix nodes and connects them. Dunno if this is worth a lot of coding work to make perfect? - Press C to call another "Solve order", which will show all possible cyclic conflicts (if there are). - Technical: nodes now use "Type" structs which define the structure of nodes and in/output sockets. The Type structs store all fixed info, callbacks, and allow to reconstruct saved Nodes to match what is required by Blender. - Defining (new) nodes now is as simple as filling in a fixed Type struct, plus code some callbacks. A doc will be made! - Node preview images are by default float ********* Icon drawing: - Cleanup of how old icons were implemented in new system, making them 16x16 too, correctly centered *and* scaled. - Made drawing Icons use float coordinates - Moved BIF_calcpreview_image() into interface_icons.c, renamed it icon_from_image(). Removed a lot of unneeded Imbuf magic here! :) - Skipped scaling and imbuf copying when icons are OK size ********* Preview render: - Huge cleanup of code.... - renaming BIF_xxx calls that only were used internally - BIF_previewrender() now accepts an argument for rendering method, so it supports icons, buttonwindow previewrender and node editor - Only a single BIF_preview_changed() call now exists, supporting all signals as needed for buttos and node editor ********* More stuff: - glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format argument for GL_FLOAT rects - Made the ColorBand become a built-in button for interface.c Was a load of cleanup work in buttons_shading.c... - removed a load of unneeded glBlendFunc() calls - Fixed bug in calculating text length for buttons (ancient!)
2005-12-28 15:42:51 +00:00
for(a=0; a<MAX_MTEX; a++) {
2002-10-12 11:37:38 +00:00
mtex= ma->mtex[a];
if(mtex) {
mtex->tex= newlibadr_us(fd, ma->id.lib, mtex->tex);
mtex->object= newlibadr(fd, ma->id.lib, mtex->object);
}
}
Christmas coding work! ********* Node editor work: - To enable Nodes for Materials, you have to set the "Use Nodes" button, in the new Material buttons "Nodes" Panel or in header of the Node editor. Doing this will disable Material-Layers. - Nodes now execute materials ("shaders"), but still only using the previewrender code. - Nodes have (optional) previews for rendered images. - Node headers allow to hide buttons and/or preview image - Nodes can be dragged larger/smaller (right-bottom corner) - Nodes can be hidden (minimized) with hotkey H - CTRL+click on an Input Socket gives a popup with default values. - Changing Material/Texture or Mix node will adjust Node title. - Click-drag outside of a Node changes cursor to "Knife' and allows to draw a rect where to cut Links. - Added new node types RGBtoBW, Texture, In/Output, ColorRamp - Material Nodes have options to ouput diffuse or specular, or to use a negative normal. The input socket 'Normal' will force the material to use that normal, otherwise it uses the normal from the Material that has the node tree. - When drawing a link between two not-matching sockets, Blender inserts a converting node (now only for value/rgb combos) - When drawing a link to an input socket that's already in use, the old link will either disappear or flip to another unused socket. - A click on a Material Node will activate it, and show all its settings in the Material Buttons. Active Material Nodes draw the material icon in red. - A click on any node will show its options in the Node Panel in the Material buttons. - Multiple Output Nodes can be used, to sample contents of a tree, but only one Output is the real one, which is indicated in a different color and red material icon. - Added ThemeColors for node types - ALT+C will convert existing Material-Layers to Node... this currently only adds the material/mix nodes and connects them. Dunno if this is worth a lot of coding work to make perfect? - Press C to call another "Solve order", which will show all possible cyclic conflicts (if there are). - Technical: nodes now use "Type" structs which define the structure of nodes and in/output sockets. The Type structs store all fixed info, callbacks, and allow to reconstruct saved Nodes to match what is required by Blender. - Defining (new) nodes now is as simple as filling in a fixed Type struct, plus code some callbacks. A doc will be made! - Node preview images are by default float ********* Icon drawing: - Cleanup of how old icons were implemented in new system, making them 16x16 too, correctly centered *and* scaled. - Made drawing Icons use float coordinates - Moved BIF_calcpreview_image() into interface_icons.c, renamed it icon_from_image(). Removed a lot of unneeded Imbuf magic here! :) - Skipped scaling and imbuf copying when icons are OK size ********* Preview render: - Huge cleanup of code.... - renaming BIF_xxx calls that only were used internally - BIF_previewrender() now accepts an argument for rendering method, so it supports icons, buttonwindow previewrender and node editor - Only a single BIF_preview_changed() call now exists, supporting all signals as needed for buttos and node editor ********* More stuff: - glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format argument for GL_FLOAT rects - Made the ColorBand become a built-in button for interface.c Was a load of cleanup work in buttons_shading.c... - removed a load of unneeded glBlendFunc() calls - Fixed bug in calculating text length for buttons (ancient!)
2005-12-28 15:42:51 +00:00
if(ma->nodetree)
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
lib_link_ntree(fd, &ma->id, ma->nodetree);
Christmas coding work! ********* Node editor work: - To enable Nodes for Materials, you have to set the "Use Nodes" button, in the new Material buttons "Nodes" Panel or in header of the Node editor. Doing this will disable Material-Layers. - Nodes now execute materials ("shaders"), but still only using the previewrender code. - Nodes have (optional) previews for rendered images. - Node headers allow to hide buttons and/or preview image - Nodes can be dragged larger/smaller (right-bottom corner) - Nodes can be hidden (minimized) with hotkey H - CTRL+click on an Input Socket gives a popup with default values. - Changing Material/Texture or Mix node will adjust Node title. - Click-drag outside of a Node changes cursor to "Knife' and allows to draw a rect where to cut Links. - Added new node types RGBtoBW, Texture, In/Output, ColorRamp - Material Nodes have options to ouput diffuse or specular, or to use a negative normal. The input socket 'Normal' will force the material to use that normal, otherwise it uses the normal from the Material that has the node tree. - When drawing a link between two not-matching sockets, Blender inserts a converting node (now only for value/rgb combos) - When drawing a link to an input socket that's already in use, the old link will either disappear or flip to another unused socket. - A click on a Material Node will activate it, and show all its settings in the Material Buttons. Active Material Nodes draw the material icon in red. - A click on any node will show its options in the Node Panel in the Material buttons. - Multiple Output Nodes can be used, to sample contents of a tree, but only one Output is the real one, which is indicated in a different color and red material icon. - Added ThemeColors for node types - ALT+C will convert existing Material-Layers to Node... this currently only adds the material/mix nodes and connects them. Dunno if this is worth a lot of coding work to make perfect? - Press C to call another "Solve order", which will show all possible cyclic conflicts (if there are). - Technical: nodes now use "Type" structs which define the structure of nodes and in/output sockets. The Type structs store all fixed info, callbacks, and allow to reconstruct saved Nodes to match what is required by Blender. - Defining (new) nodes now is as simple as filling in a fixed Type struct, plus code some callbacks. A doc will be made! - Node preview images are by default float ********* Icon drawing: - Cleanup of how old icons were implemented in new system, making them 16x16 too, correctly centered *and* scaled. - Made drawing Icons use float coordinates - Moved BIF_calcpreview_image() into interface_icons.c, renamed it icon_from_image(). Removed a lot of unneeded Imbuf magic here! :) - Skipped scaling and imbuf copying when icons are OK size ********* Preview render: - Huge cleanup of code.... - renaming BIF_xxx calls that only were used internally - BIF_previewrender() now accepts an argument for rendering method, so it supports icons, buttonwindow previewrender and node editor - Only a single BIF_preview_changed() call now exists, supporting all signals as needed for buttos and node editor ********* More stuff: - glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format argument for GL_FLOAT rects - Made the ColorBand become a built-in button for interface.c Was a load of cleanup work in buttons_shading.c... - removed a load of unneeded glBlendFunc() calls - Fixed bug in calculating text length for buttons (ancient!)
2005-12-28 15:42:51 +00:00
2002-10-12 11:37:38 +00:00
ma->id.flag -= LIB_NEEDLINK;
}
ma= ma->id.next;
}
}
static void direct_link_material(FileData *fd, Material *ma)
{
int a;
ma->adt= newdataadr(fd, ma->adt);
direct_link_animdata(fd, ma->adt);
for(a=0; a<MAX_MTEX; a++) {
2002-10-12 11:37:38 +00:00
ma->mtex[a]= newdataadr(fd, ma->mtex[a]);
}
ma->ramp_col= newdataadr(fd, ma->ramp_col);
ma->ramp_spec= newdataadr(fd, ma->ramp_spec);
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
ma->nodetree= newdataadr(fd, ma->nodetree);
if(ma->nodetree)
direct_link_nodetree(fd, ma->nodetree);
ma->preview = direct_link_preview_image(fd, ma->preview);
ma->gpumaterial.first = ma->gpumaterial.last = NULL;
2002-10-12 11:37:38 +00:00
}
/* ************ READ PARTICLE SETTINGS ***************** */
/* update this also to writefile.c */
static const char *ptcache_data_struct[] = {
"", // BPHYS_DATA_INDEX
"", // BPHYS_DATA_LOCATION
"", // BPHYS_DATA_VELOCITY
"", // BPHYS_DATA_ROTATION
"", // BPHYS_DATA_AVELOCITY / BPHYS_DATA_XCONST */
"", // BPHYS_DATA_SIZE:
"", // BPHYS_DATA_TIMES:
"BoidData" // case BPHYS_DATA_BOIDS:
};
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
static void direct_link_pointcache(FileData *fd, PointCache *cache)
{
if((cache->flag & PTCACHE_DISK_CACHE)==0) {
PTCacheMem *pm;
PTCacheExtra *extra;
New point cache file format: - HEADER (beginning of each file) * general header: + 8 char: "BPHYSICS" + 1 int: simulation type (same as PTCacheID->type) * custom header (same for sb, particles and cloth, but can be different for new dynamics) + 1 int: totpoint (number of points) + 1 int: data_types (bit flags for what the stored data is) - DATA (directly after header) *totpoint times the data as specified in data_types flags - simulation type soft body = 0, particles = 1, cloth = 2 - data types (more can be added easily when needed) data flag contains ---------------------------------------- index (1<<0) 1 int (index of current point) location (1<<1) 3 float velocity (1<<2) 3 float rotation (1<<3) 4 float (quaternion) avelocity (1<<4) 3 float (used for particles) xconst (1<<4) 3 float (used for cloth) size (1<<5) 1 float times (1<<6) 3 float (birth, die & lifetime of particle) boids (1<<7) 1 BoidData Notes: - Every frame is not nescessary since data is interpolated for the inbetween frames. - For now every point is needed for every cached frame, the "index" data type is reserved for future usage. - For loading external particle caches only "location" data is necessary, other needed values are determined from the given data. - Non-dynamic data should be written into an info file if external usage is desired. * Info file is named as normal cache files, but with frame number 0; * "Non-dynamic" means data such as particle times. * Written automatically when baking to disk so basically a library of particle simulations should be possible. - Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend. - External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui. Other changes: - Multiple point caches per dynamics system. * In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used. * Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present. - Generalization of point cache baking etc operator & rna code. - Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
int i;
link_list(fd, &cache->mem_cache);
pm = cache->mem_cache.first;
New point cache file format: - HEADER (beginning of each file) * general header: + 8 char: "BPHYSICS" + 1 int: simulation type (same as PTCacheID->type) * custom header (same for sb, particles and cloth, but can be different for new dynamics) + 1 int: totpoint (number of points) + 1 int: data_types (bit flags for what the stored data is) - DATA (directly after header) *totpoint times the data as specified in data_types flags - simulation type soft body = 0, particles = 1, cloth = 2 - data types (more can be added easily when needed) data flag contains ---------------------------------------- index (1<<0) 1 int (index of current point) location (1<<1) 3 float velocity (1<<2) 3 float rotation (1<<3) 4 float (quaternion) avelocity (1<<4) 3 float (used for particles) xconst (1<<4) 3 float (used for cloth) size (1<<5) 1 float times (1<<6) 3 float (birth, die & lifetime of particle) boids (1<<7) 1 BoidData Notes: - Every frame is not nescessary since data is interpolated for the inbetween frames. - For now every point is needed for every cached frame, the "index" data type is reserved for future usage. - For loading external particle caches only "location" data is necessary, other needed values are determined from the given data. - Non-dynamic data should be written into an info file if external usage is desired. * Info file is named as normal cache files, but with frame number 0; * "Non-dynamic" means data such as particle times. * Written automatically when baking to disk so basically a library of particle simulations should be possible. - Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend. - External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui. Other changes: - Multiple point caches per dynamics system. * In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used. * Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present. - Generalization of point cache baking etc operator & rna code. - Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
for(; pm; pm=pm->next) {
for(i=0; i<BPHYS_TOT_DATA; i++) {
pm->data[i] = newdataadr(fd, pm->data[i]);
/* the cache saves non-struct data without DNA */
if(pm->data[i] && strcmp(ptcache_data_struct[i], "")==0 && (fd->flags & FD_FLAGS_SWITCH_ENDIAN)) {
int j, tot= (BKE_ptcache_data_size (i) * pm->totpoint)/4; /* data_size returns bytes */
int *poin= pm->data[i];
for(j= 0; j<tot; j++)
SWITCH_INT(poin[j]);
}
New point cache file format: - HEADER (beginning of each file) * general header: + 8 char: "BPHYSICS" + 1 int: simulation type (same as PTCacheID->type) * custom header (same for sb, particles and cloth, but can be different for new dynamics) + 1 int: totpoint (number of points) + 1 int: data_types (bit flags for what the stored data is) - DATA (directly after header) *totpoint times the data as specified in data_types flags - simulation type soft body = 0, particles = 1, cloth = 2 - data types (more can be added easily when needed) data flag contains ---------------------------------------- index (1<<0) 1 int (index of current point) location (1<<1) 3 float velocity (1<<2) 3 float rotation (1<<3) 4 float (quaternion) avelocity (1<<4) 3 float (used for particles) xconst (1<<4) 3 float (used for cloth) size (1<<5) 1 float times (1<<6) 3 float (birth, die & lifetime of particle) boids (1<<7) 1 BoidData Notes: - Every frame is not nescessary since data is interpolated for the inbetween frames. - For now every point is needed for every cached frame, the "index" data type is reserved for future usage. - For loading external particle caches only "location" data is necessary, other needed values are determined from the given data. - Non-dynamic data should be written into an info file if external usage is desired. * Info file is named as normal cache files, but with frame number 0; * "Non-dynamic" means data such as particle times. * Written automatically when baking to disk so basically a library of particle simulations should be possible. - Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend. - External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui. Other changes: - Multiple point caches per dynamics system. * In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used. * Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present. - Generalization of point cache baking etc operator & rna code. - Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
}
link_list(fd, &pm->extradata);
for(extra=pm->extradata.first; extra; extra=extra->next)
extra->data = newdataadr(fd, extra->data);
New point cache file format: - HEADER (beginning of each file) * general header: + 8 char: "BPHYSICS" + 1 int: simulation type (same as PTCacheID->type) * custom header (same for sb, particles and cloth, but can be different for new dynamics) + 1 int: totpoint (number of points) + 1 int: data_types (bit flags for what the stored data is) - DATA (directly after header) *totpoint times the data as specified in data_types flags - simulation type soft body = 0, particles = 1, cloth = 2 - data types (more can be added easily when needed) data flag contains ---------------------------------------- index (1<<0) 1 int (index of current point) location (1<<1) 3 float velocity (1<<2) 3 float rotation (1<<3) 4 float (quaternion) avelocity (1<<4) 3 float (used for particles) xconst (1<<4) 3 float (used for cloth) size (1<<5) 1 float times (1<<6) 3 float (birth, die & lifetime of particle) boids (1<<7) 1 BoidData Notes: - Every frame is not nescessary since data is interpolated for the inbetween frames. - For now every point is needed for every cached frame, the "index" data type is reserved for future usage. - For loading external particle caches only "location" data is necessary, other needed values are determined from the given data. - Non-dynamic data should be written into an info file if external usage is desired. * Info file is named as normal cache files, but with frame number 0; * "Non-dynamic" means data such as particle times. * Written automatically when baking to disk so basically a library of particle simulations should be possible. - Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend. - External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui. Other changes: - Multiple point caches per dynamics system. * In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used. * Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present. - Generalization of point cache baking etc operator & rna code. - Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
}
}
else
cache->mem_cache.first = cache->mem_cache.last = NULL;
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
cache->flag &= ~PTCACHE_SIMULATION_VALID;
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
cache->simframe= 0;
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
cache->edit= NULL;
cache->free_edit= NULL;
cache->cached_frames= NULL;
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
}
static void direct_link_pointcache_list(FileData *fd, ListBase *ptcaches, PointCache **ocache, int force_disk)
New point cache file format: - HEADER (beginning of each file) * general header: + 8 char: "BPHYSICS" + 1 int: simulation type (same as PTCacheID->type) * custom header (same for sb, particles and cloth, but can be different for new dynamics) + 1 int: totpoint (number of points) + 1 int: data_types (bit flags for what the stored data is) - DATA (directly after header) *totpoint times the data as specified in data_types flags - simulation type soft body = 0, particles = 1, cloth = 2 - data types (more can be added easily when needed) data flag contains ---------------------------------------- index (1<<0) 1 int (index of current point) location (1<<1) 3 float velocity (1<<2) 3 float rotation (1<<3) 4 float (quaternion) avelocity (1<<4) 3 float (used for particles) xconst (1<<4) 3 float (used for cloth) size (1<<5) 1 float times (1<<6) 3 float (birth, die & lifetime of particle) boids (1<<7) 1 BoidData Notes: - Every frame is not nescessary since data is interpolated for the inbetween frames. - For now every point is needed for every cached frame, the "index" data type is reserved for future usage. - For loading external particle caches only "location" data is necessary, other needed values are determined from the given data. - Non-dynamic data should be written into an info file if external usage is desired. * Info file is named as normal cache files, but with frame number 0; * "Non-dynamic" means data such as particle times. * Written automatically when baking to disk so basically a library of particle simulations should be possible. - Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend. - External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui. Other changes: - Multiple point caches per dynamics system. * In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used. * Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present. - Generalization of point cache baking etc operator & rna code. - Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
{
if(ptcaches->first) {
PointCache *cache= NULL;
New point cache file format: - HEADER (beginning of each file) * general header: + 8 char: "BPHYSICS" + 1 int: simulation type (same as PTCacheID->type) * custom header (same for sb, particles and cloth, but can be different for new dynamics) + 1 int: totpoint (number of points) + 1 int: data_types (bit flags for what the stored data is) - DATA (directly after header) *totpoint times the data as specified in data_types flags - simulation type soft body = 0, particles = 1, cloth = 2 - data types (more can be added easily when needed) data flag contains ---------------------------------------- index (1<<0) 1 int (index of current point) location (1<<1) 3 float velocity (1<<2) 3 float rotation (1<<3) 4 float (quaternion) avelocity (1<<4) 3 float (used for particles) xconst (1<<4) 3 float (used for cloth) size (1<<5) 1 float times (1<<6) 3 float (birth, die & lifetime of particle) boids (1<<7) 1 BoidData Notes: - Every frame is not nescessary since data is interpolated for the inbetween frames. - For now every point is needed for every cached frame, the "index" data type is reserved for future usage. - For loading external particle caches only "location" data is necessary, other needed values are determined from the given data. - Non-dynamic data should be written into an info file if external usage is desired. * Info file is named as normal cache files, but with frame number 0; * "Non-dynamic" means data such as particle times. * Written automatically when baking to disk so basically a library of particle simulations should be possible. - Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend. - External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui. Other changes: - Multiple point caches per dynamics system. * In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used. * Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present. - Generalization of point cache baking etc operator & rna code. - Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
link_list(fd, ptcaches);
for(cache=ptcaches->first; cache; cache=cache->next) {
New point cache file format: - HEADER (beginning of each file) * general header: + 8 char: "BPHYSICS" + 1 int: simulation type (same as PTCacheID->type) * custom header (same for sb, particles and cloth, but can be different for new dynamics) + 1 int: totpoint (number of points) + 1 int: data_types (bit flags for what the stored data is) - DATA (directly after header) *totpoint times the data as specified in data_types flags - simulation type soft body = 0, particles = 1, cloth = 2 - data types (more can be added easily when needed) data flag contains ---------------------------------------- index (1<<0) 1 int (index of current point) location (1<<1) 3 float velocity (1<<2) 3 float rotation (1<<3) 4 float (quaternion) avelocity (1<<4) 3 float (used for particles) xconst (1<<4) 3 float (used for cloth) size (1<<5) 1 float times (1<<6) 3 float (birth, die & lifetime of particle) boids (1<<7) 1 BoidData Notes: - Every frame is not nescessary since data is interpolated for the inbetween frames. - For now every point is needed for every cached frame, the "index" data type is reserved for future usage. - For loading external particle caches only "location" data is necessary, other needed values are determined from the given data. - Non-dynamic data should be written into an info file if external usage is desired. * Info file is named as normal cache files, but with frame number 0; * "Non-dynamic" means data such as particle times. * Written automatically when baking to disk so basically a library of particle simulations should be possible. - Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend. - External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui. Other changes: - Multiple point caches per dynamics system. * In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used. * Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present. - Generalization of point cache baking etc operator & rna code. - Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
direct_link_pointcache(fd, cache);
if(force_disk) {
cache->flag |= PTCACHE_DISK_CACHE;
cache->step = 1;
}
}
New point cache file format: - HEADER (beginning of each file) * general header: + 8 char: "BPHYSICS" + 1 int: simulation type (same as PTCacheID->type) * custom header (same for sb, particles and cloth, but can be different for new dynamics) + 1 int: totpoint (number of points) + 1 int: data_types (bit flags for what the stored data is) - DATA (directly after header) *totpoint times the data as specified in data_types flags - simulation type soft body = 0, particles = 1, cloth = 2 - data types (more can be added easily when needed) data flag contains ---------------------------------------- index (1<<0) 1 int (index of current point) location (1<<1) 3 float velocity (1<<2) 3 float rotation (1<<3) 4 float (quaternion) avelocity (1<<4) 3 float (used for particles) xconst (1<<4) 3 float (used for cloth) size (1<<5) 1 float times (1<<6) 3 float (birth, die & lifetime of particle) boids (1<<7) 1 BoidData Notes: - Every frame is not nescessary since data is interpolated for the inbetween frames. - For now every point is needed for every cached frame, the "index" data type is reserved for future usage. - For loading external particle caches only "location" data is necessary, other needed values are determined from the given data. - Non-dynamic data should be written into an info file if external usage is desired. * Info file is named as normal cache files, but with frame number 0; * "Non-dynamic" means data such as particle times. * Written automatically when baking to disk so basically a library of particle simulations should be possible. - Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend. - External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui. Other changes: - Multiple point caches per dynamics system. * In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used. * Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present. - Generalization of point cache baking etc operator & rna code. - Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
*ocache = newdataadr(fd, *ocache);
}
else if(*ocache) {
/* old "single" caches need to be linked too */
New point cache file format: - HEADER (beginning of each file) * general header: + 8 char: "BPHYSICS" + 1 int: simulation type (same as PTCacheID->type) * custom header (same for sb, particles and cloth, but can be different for new dynamics) + 1 int: totpoint (number of points) + 1 int: data_types (bit flags for what the stored data is) - DATA (directly after header) *totpoint times the data as specified in data_types flags - simulation type soft body = 0, particles = 1, cloth = 2 - data types (more can be added easily when needed) data flag contains ---------------------------------------- index (1<<0) 1 int (index of current point) location (1<<1) 3 float velocity (1<<2) 3 float rotation (1<<3) 4 float (quaternion) avelocity (1<<4) 3 float (used for particles) xconst (1<<4) 3 float (used for cloth) size (1<<5) 1 float times (1<<6) 3 float (birth, die & lifetime of particle) boids (1<<7) 1 BoidData Notes: - Every frame is not nescessary since data is interpolated for the inbetween frames. - For now every point is needed for every cached frame, the "index" data type is reserved for future usage. - For loading external particle caches only "location" data is necessary, other needed values are determined from the given data. - Non-dynamic data should be written into an info file if external usage is desired. * Info file is named as normal cache files, but with frame number 0; * "Non-dynamic" means data such as particle times. * Written automatically when baking to disk so basically a library of particle simulations should be possible. - Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend. - External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui. Other changes: - Multiple point caches per dynamics system. * In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used. * Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present. - Generalization of point cache baking etc operator & rna code. - Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
*ocache = newdataadr(fd, *ocache);
direct_link_pointcache(fd, *ocache);
if(force_disk) {
(*ocache)->flag |= PTCACHE_DISK_CACHE;
(*ocache)->step = 1;
}
ptcaches->first = ptcaches->last = *ocache;
New point cache file format: - HEADER (beginning of each file) * general header: + 8 char: "BPHYSICS" + 1 int: simulation type (same as PTCacheID->type) * custom header (same for sb, particles and cloth, but can be different for new dynamics) + 1 int: totpoint (number of points) + 1 int: data_types (bit flags for what the stored data is) - DATA (directly after header) *totpoint times the data as specified in data_types flags - simulation type soft body = 0, particles = 1, cloth = 2 - data types (more can be added easily when needed) data flag contains ---------------------------------------- index (1<<0) 1 int (index of current point) location (1<<1) 3 float velocity (1<<2) 3 float rotation (1<<3) 4 float (quaternion) avelocity (1<<4) 3 float (used for particles) xconst (1<<4) 3 float (used for cloth) size (1<<5) 1 float times (1<<6) 3 float (birth, die & lifetime of particle) boids (1<<7) 1 BoidData Notes: - Every frame is not nescessary since data is interpolated for the inbetween frames. - For now every point is needed for every cached frame, the "index" data type is reserved for future usage. - For loading external particle caches only "location" data is necessary, other needed values are determined from the given data. - Non-dynamic data should be written into an info file if external usage is desired. * Info file is named as normal cache files, but with frame number 0; * "Non-dynamic" means data such as particle times. * Written automatically when baking to disk so basically a library of particle simulations should be possible. - Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend. - External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui. Other changes: - Multiple point caches per dynamics system. * In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used. * Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present. - Generalization of point cache baking etc operator & rna code. - Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
}
}
static void lib_link_partdeflect(FileData *fd, ID *id, PartDeflect *pd)
{
if(pd && pd->tex)
pd->tex=newlibadr_us(fd, id->lib, pd->tex);
}
static void lib_link_particlesettings(FileData *fd, Main *main)
{
ParticleSettings *part;
ParticleDupliWeight *dw;
MTex *mtex;
int a;
part= main->particle.first;
while(part) {
if(part->id.flag & LIB_NEEDLINK) {
if (part->adt) lib_link_animdata(fd, &part->id, part->adt);
part->ipo= newlibadr_us(fd, part->id.lib, part->ipo); // XXX depreceated - old animation system
part->dup_ob = newlibadr(fd, part->id.lib, part->dup_ob);
part->dup_group = newlibadr(fd, part->id.lib, part->dup_group);
part->eff_group = newlibadr(fd, part->id.lib, part->eff_group);
part->bb_ob = newlibadr(fd, part->id.lib, part->bb_ob);
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
lib_link_partdeflect(fd, &part->id, part->pd);
lib_link_partdeflect(fd, &part->id, part->pd2);
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
if(part->effector_weights)
part->effector_weights->group = newlibadr(fd, part->id.lib, part->effector_weights->group);
dw = part->dupliweights.first;
for(; dw; dw=dw->next)
dw->ob = newlibadr(fd, part->id.lib, dw->ob);
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
if(part->boids) {
BoidState *state = part->boids->states.first;
BoidRule *rule;
for(; state; state=state->next) {
rule = state->rules.first;
for(; rule; rule=rule->next)
switch(rule->type) {
case eBoidRuleType_Goal:
case eBoidRuleType_Avoid:
{
BoidRuleGoalAvoid *brga = (BoidRuleGoalAvoid*)rule;
brga->ob = newlibadr(fd, part->id.lib, brga->ob);
break;
}
case eBoidRuleType_FollowLeader:
{
BoidRuleFollowLeader *brfl = (BoidRuleFollowLeader*)rule;
brfl->ob = newlibadr(fd, part->id.lib, brfl->ob);
break;
}
}
}
}
for(a=0; a<MAX_MTEX; a++) {
mtex= part->mtex[a];
if(mtex) {
mtex->tex = newlibadr_us(fd, part->id.lib, mtex->tex);
mtex->object = newlibadr(fd, part->id.lib, mtex->object);
}
}
part->id.flag -= LIB_NEEDLINK;
}
part= part->id.next;
}
}
static void direct_link_partdeflect(PartDeflect *pd)
{
if(pd) pd->rng=NULL;
}
static void direct_link_particlesettings(FileData *fd, ParticleSettings *part)
{
int a;
part->adt= newdataadr(fd, part->adt);
part->pd= newdataadr(fd, part->pd);
2008-08-30 14:32:16 +00:00
part->pd2= newdataadr(fd, part->pd2);
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
direct_link_animdata(fd, part->adt);
direct_link_partdeflect(part->pd);
direct_link_partdeflect(part->pd2);
part->effector_weights = newdataadr(fd, part->effector_weights);
if(!part->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
part->effector_weights = BKE_add_effector_weights(part->eff_group);
link_list(fd, &part->dupliweights);
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
part->boids= newdataadr(fd, part->boids);
part->fluid= newdataadr(fd, part->fluid);
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
if(part->boids) {
BoidState *state;
link_list(fd, &part->boids->states);
for(state=part->boids->states.first; state; state=state->next) {
link_list(fd, &state->rules);
link_list(fd, &state->conditions);
link_list(fd, &state->actions);
}
}
for(a=0; a<MAX_MTEX; a++) {
part->mtex[a]= newdataadr(fd, part->mtex[a]);
}
}
static void lib_link_particlesystems(FileData *fd, Object *ob, ID *id, ListBase *particles)
{
ParticleSystem *psys, *psysnext;
for(psys=particles->first; psys; psys=psysnext){
psysnext= psys->next;
psys->part = newlibadr_us(fd, id->lib, psys->part);
if(psys->part) {
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
ParticleTarget *pt = psys->targets.first;
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
for(; pt; pt=pt->next)
pt->ob=newlibadr(fd, id->lib, pt->ob);
psys->parent= newlibadr_us(fd, id->lib, psys->parent);
psys->target_ob = newlibadr(fd, id->lib, psys->target_ob);
if(psys->clmd) {
/* XXX - from reading existing code this seems correct but intended usage of
* pointcache should /w cloth should be added in 'ParticleSystem' - campbell */
psys->clmd->point_cache= psys->pointcache;
psys->clmd->ptcaches.first= psys->clmd->ptcaches.last= NULL;
psys->clmd->coll_parms->group= newlibadr(fd, id->lib, psys->clmd->coll_parms->group);
}
}
else {
/* particle modifier must be removed before particle system */
ParticleSystemModifierData *psmd= psys_get_modifier(ob,psys);
BLI_remlink(&ob->modifiers, psmd);
modifier_free((ModifierData *)psmd);
BLI_remlink(particles, psys);
MEM_freeN(psys);
}
}
}
static void direct_link_particlesystems(FileData *fd, ListBase *particles)
{
ParticleSystem *psys;
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
ParticleData *pa;
int a;
for(psys=particles->first; psys; psys=psys->next) {
psys->particles=newdataadr(fd,psys->particles);
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
if(psys->particles && psys->particles->hair){
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
for(a=0,pa=psys->particles; a<psys->totpart; a++, pa++)
pa->hair=newdataadr(fd,pa->hair);
}
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
if(psys->particles && psys->particles->keys){
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
for(a=0,pa=psys->particles; a<psys->totpart; a++, pa++) {
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
pa->keys= NULL;
pa->totkey= 0;
}
psys->flag &= ~PSYS_KEYED;
}
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
if(psys->particles && psys->particles->boid) {
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
pa = psys->particles;
pa->boid = newdataadr(fd, pa->boid);
for(a=1,pa++; a<psys->totpart; a++, pa++)
pa->boid = (pa-1)->boid + 1;
}
else if(psys->particles) {
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
for(a=0,pa=psys->particles; a<psys->totpart; a++, pa++)
pa->boid = NULL;
}
psys->fluid_springs = newdataadr(fd, psys->fluid_springs);
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
psys->child = newdataadr(fd,psys->child);
psys->effectors = NULL;
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
link_list(fd, &psys->targets);
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
psys->edit = NULL;
psys->free_edit = NULL;
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
psys->pathcache = NULL;
psys->childcache = NULL;
psys->pathcachebufs.first = psys->pathcachebufs.last = NULL;
psys->childcachebufs.first = psys->childcachebufs.last = NULL;
psys->frand = NULL;
psys->pdd = NULL;
psys->renderdata = NULL;
direct_link_pointcache_list(fd, &psys->ptcaches, &psys->pointcache, 0);
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
if(psys->clmd) {
psys->clmd = newdataadr(fd, psys->clmd);
psys->clmd->clothObject = NULL;
psys->clmd->sim_parms= newdataadr(fd, psys->clmd->sim_parms);
psys->clmd->sim_parms->effector_weights = NULL;
psys->clmd->coll_parms= newdataadr(fd, psys->clmd->coll_parms);
if(psys->clmd->sim_parms) {
if(psys->clmd->sim_parms->presets > 10)
psys->clmd->sim_parms->presets = 0;
}
psys->hair_in_dm = psys->hair_out_dm = NULL;
psys->clmd->point_cache = psys->pointcache;
}
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
psys->tree = NULL;
Completely refactored sph fluid particles. Only the very core of the algorithm remains the same, but big changes have happened both on the outside and on the inside. New UI: * The old parameters were quite true to the underlying algorithm, but were quite obscure from a users point of view. Now there are only a few intuitive basic parameters that define the basic fluid behavior. ** By default particle size is now used to determine the interaction radius, rest density and spring rest lengths so that it's easy to get stable simulations by simply emitting particles for a few frames and adjusting the particle size (easy when the particle size is drawn) so that the fluid appears continuous (particles are touching eachother). ** Stiffness - in reality most fluids are very incompressible, but this is a very hard problem to solve with particle based fluid simulation so some compromises have to be made. So the bigger the stiffness parameter is the less the fluid will compress under stress, but the more substeps are needed for stable simulation. ** Viscosity - how much internal friction there is in the fluid. Large viscosities also smooth out instabilities, so less viscous fluids again need more substeps to remain stable. ** Buoancy - with high buoancy low pressure areas inside the fluid start to rise against gravity, and high pressure areas start to come down. * In addition to these basic parameters there are separate advanced parameters that can either be tweaked relative to the basic parameters (or particle size) or defined independently. ** Repulsion - the stiffness parameter tries to keep the fluid density constant, but this can lead to small clumps of particles, so the repulsion keeps the particles better separated. ** Stiff viscosity - the normal viscosity only applies when particles are moving closer to eachother to allow free flowing fluids. Stiff viscosity also applies smoothing to particles that are moving away from eachother. ** Interaction radius - by default this is 4 * particle size. ** Rest density - by default this is a density that the particles have when they're packed densely next to eachother. ** Spring rest length - by default this is 2 * particle size. * There are also new options for 3d view particle coloring in the display panel to show particle velocity and acceleration. These make it easier to see what's happening in the fluid simulations, but can of course be used with other particles as well. * Viscoelastic springs have some new options too. The plasticity can now be set to much higher values for instant deletion of springs as the elastic limit is exeeded. In addition to that there is an option to only create springs for a certain number of frames when a particle is born. These options give new possibilities for breaking viscoelastic fluids. New in the code: * Most of the fluids code is now thread safe, so when particle dynamics go threaded there will be a nice speed boost to fluids as well. * Fluids now use a bvh-tree instead of a kd-tree for the neighbor lookups. The bvh-tree implementation makes the code quite a bit cleaner and should also give a slight speed boost to the simulation too. * Previously only force fields were calculated with the different integration methods, but now the fluid calculations are also done using the selected integration method, so there are again more choices in effecting simulation accuracy and stability. This change also included a nice cleanup of the whole particle integration code. As the internals are pretty stirred up old particle fluid simulations will probably not work correctly straight away, but with some tweaking the same level of control is still available by not using the "relative versions" of the advanced parameters (by default these are not used when loading old files).
2011-03-12 12:38:11 +00:00
psys->bvhtree = NULL;
}
return;
2002-10-12 11:37:38 +00:00
}
/* ************ READ MESH ***************** */
2006-11-21 16:54:00 +00:00
static void lib_link_mtface(FileData *fd, Mesh *me, MTFace *mtface, int totface)
{
MTFace *tf= mtface;
int i;
for (i=0; i<totface; i++, tf++) {
tf->tpage= newlibadr(fd, me->id.lib, tf->tpage);
if(tf->tpage && tf->tpage->id.us==0)
tf->tpage->id.us= 1;
}
}
static void lib_link_customdata_mtface(FileData *fd, Mesh *me, CustomData *fdata, int totface)
{
int i;
for(i=0; i<fdata->totlayer; i++) {
CustomDataLayer *layer = &fdata->layers[i];
if(layer->type == CD_MTFACE)
lib_link_mtface(fd, me, layer->data, totface);
}
}
2002-10-12 11:37:38 +00:00
static void lib_link_mesh(FileData *fd, Main *main)
{
Mesh *me;
2002-10-12 11:37:38 +00:00
me= main->mesh.first;
while(me) {
if(me->id.flag & LIB_NEEDLINK) {
int i;
/*Link ID Properties -- and copy this comment EXACTLY for easy finding
of library blocks that implement this.*/
if (me->id.properties) IDP_LibLinkProperty(me->id.properties, (fd->flags & FD_FLAGS_SWITCH_ENDIAN), fd);
if (me->adt) lib_link_animdata(fd, &me->id, me->adt);
/* this check added for python created meshes */
if(me->mat) {
for(i=0; i<me->totcol; i++) {
me->mat[i]= newlibadr_us(fd, me->id.lib, me->mat[i]);
}
}
else me->totcol= 0;
2002-10-12 11:37:38 +00:00
me->ipo= newlibadr_us(fd, me->id.lib, me->ipo);
me->key= newlibadr_us(fd, me->id.lib, me->key);
me->texcomesh= newlibadr_us(fd, me->id.lib, me->texcomesh);
lib_link_customdata_mtface(fd, me, &me->fdata, me->totface);
if(me->mr && me->mr->levels.first)
lib_link_customdata_mtface(fd, me, &me->mr->fdata,
((MultiresLevel*)me->mr->levels.first)->totface);
2002-10-12 11:37:38 +00:00
me->id.flag -= LIB_NEEDLINK;
}
me= me->id.next;
}
}
static void direct_link_dverts(FileData *fd, int count, MDeformVert *mdverts)
{
int i;
2002-10-12 11:37:38 +00:00
if (mdverts == NULL) {
2002-10-12 11:37:38 +00:00
return;
}
2002-10-12 11:37:38 +00:00
for (i= count; i > 0; i--, mdverts++) {
if(mdverts->dw) {
mdverts->dw= newdataadr(fd, mdverts->dw);
}
if (mdverts->dw == NULL) {
mdverts->totweight= 0;
}
2002-10-12 11:37:38 +00:00
}
}
static void direct_link_mdisps(FileData *fd, int count, MDisps *mdisps, int external)
{
if(mdisps) {
int i;
for(i = 0; i < count; ++i) {
mdisps[i].disps = newdataadr(fd, mdisps[i].disps);
if( (fd->flags & FD_FLAGS_SWITCH_ENDIAN) && (mdisps[i].disps) ) {
/* DNA_struct_switch_endian doesn't do endian swap for (*disps)[] */
/* this does swap for data written at write_mdisps() - readfile.c */
int x;
float *tmpdisps= *mdisps[i].disps;
for(x=0;x<mdisps[i].totdisp*3;x++) {
SWITCH_INT(*tmpdisps);
tmpdisps++;
}
}
if(!external && !mdisps[i].disps)
mdisps[i].totdisp = 0;
}
}
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
static void direct_link_customdata(FileData *fd, CustomData *data, int count)
{
int i = 0;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
data->layers= newdataadr(fd, data->layers);
data->external= newdataadr(fd, data->external);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
while (i < data->totlayer) {
CustomDataLayer *layer = &data->layers[i];
if(layer->flag & CD_FLAG_EXTERNAL)
layer->flag &= ~CD_FLAG_IN_MEMORY;
if (CustomData_verify_versions(data, i)) {
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
layer->data = newdataadr(fd, layer->data);
if(layer->type == CD_MDISPS)
direct_link_mdisps(fd, count, layer->data, layer->flag & CD_FLAG_EXTERNAL);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
i++;
}
}
}
2002-10-12 11:37:38 +00:00
static void direct_link_mesh(FileData *fd, Mesh *mesh)
{
mesh->mat= newdataadr(fd, mesh->mat);
test_pointer_array(fd, (void **)&mesh->mat);
mesh->mvert= newdataadr(fd, mesh->mvert);
mesh->medge= newdataadr(fd, mesh->medge);
2002-10-12 11:37:38 +00:00
mesh->mface= newdataadr(fd, mesh->mface);
mesh->tface= newdataadr(fd, mesh->tface);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
mesh->mtface= newdataadr(fd, mesh->mtface);
2002-10-12 11:37:38 +00:00
mesh->mcol= newdataadr(fd, mesh->mcol);
mesh->msticky= newdataadr(fd, mesh->msticky);
mesh->dvert= newdataadr(fd, mesh->dvert);
/* animdata */
mesh->adt= newdataadr(fd, mesh->adt);
direct_link_animdata(fd, mesh->adt);
/* Partial-mesh visibility (do this before using totvert, totface, or totedge!) */
mesh->pv= newdataadr(fd, mesh->pv);
if(mesh->pv) {
mesh->pv->vert_map= newdataadr(fd, mesh->pv->vert_map);
mesh->pv->edge_map= newdataadr(fd, mesh->pv->edge_map);
mesh->pv->old_faces= newdataadr(fd, mesh->pv->old_faces);
mesh->pv->old_edges= newdataadr(fd, mesh->pv->old_edges);
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
/* normally direct_link_dverts should be called in direct_link_customdata,
but for backwards compat in do_versions to work we do it here */
direct_link_dverts(fd, mesh->pv ? mesh->pv->totvert : mesh->totvert, mesh->dvert);
direct_link_customdata(fd, &mesh->vdata, mesh->pv ? mesh->pv->totvert : mesh->totvert);
direct_link_customdata(fd, &mesh->edata, mesh->pv ? mesh->pv->totedge : mesh->totedge);
direct_link_customdata(fd, &mesh->fdata, mesh->pv ? mesh->pv->totface : mesh->totface);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
mesh->bb= NULL;
mesh->mselect = NULL;
mesh->edit_mesh= NULL;
/* Multires data */
mesh->mr= newdataadr(fd, mesh->mr);
if(mesh->mr) {
MultiresLevel *lvl;
link_list(fd, &mesh->mr->levels);
lvl= mesh->mr->levels.first;
direct_link_customdata(fd, &mesh->mr->vdata, lvl->totvert);
direct_link_dverts(fd, lvl->totvert, CustomData_get(&mesh->mr->vdata, 0, CD_MDEFORMVERT));
direct_link_customdata(fd, &mesh->mr->fdata, lvl->totface);
mesh->mr->edge_flags= newdataadr(fd, mesh->mr->edge_flags);
mesh->mr->edge_creases= newdataadr(fd, mesh->mr->edge_creases);
mesh->mr->verts = newdataadr(fd, mesh->mr->verts);
for(; lvl; lvl= lvl->next) {
lvl->verts= newdataadr(fd, lvl->verts);
lvl->faces= newdataadr(fd, lvl->faces);
lvl->edges= newdataadr(fd, lvl->edges);
lvl->colfaces= newdataadr(fd, lvl->colfaces);
}
}
/* Gracefully handle corrupted mesh */
if(mesh->mr && !mesh->mr->verts) {
/* If totals match, simply load the current mesh verts into multires */
if(mesh->totvert == ((MultiresLevel*)mesh->mr->levels.last)->totvert)
mesh->mr->verts = MEM_dupallocN(mesh->mvert);
else {
/* Otherwise, we can't recover the data, silently remove multires */
multires_free(mesh->mr);
mesh->mr = NULL;
}
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
if((fd->flags & FD_FLAGS_SWITCH_ENDIAN) && mesh->tface) {
TFace *tf= mesh->tface;
2009-01-02 06:03:53 +00:00
unsigned int i;
for (i=0; i< (mesh->pv ? mesh->pv->totface : mesh->totface); i++, tf++) {
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
SWITCH_INT(tf->col[0]);
SWITCH_INT(tf->col[1]);
SWITCH_INT(tf->col[2]);
SWITCH_INT(tf->col[3]);
2002-10-12 11:37:38 +00:00
}
}
}
/* ************ READ LATTICE ***************** */
static void lib_link_latt(FileData *fd, Main *main)
{
Lattice *lt;
lt= main->latt.first;
while(lt) {
if(lt->id.flag & LIB_NEEDLINK) {
if(lt->adt) lib_link_animdata(fd, &lt->id, lt->adt);
lt->ipo= newlibadr_us(fd, lt->id.lib, lt->ipo); // XXX depreceated - old animation system
lt->key= newlibadr_us(fd, lt->id.lib, lt->key);
lt->id.flag -= LIB_NEEDLINK;
}
lt= lt->id.next;
}
}
static void direct_link_latt(FileData *fd, Lattice *lt)
{
lt->def= newdataadr(fd, lt->def);
lt->dvert= newdataadr(fd, lt->dvert);
direct_link_dverts(fd, lt->pntsu*lt->pntsv*lt->pntsw, lt->dvert);
lt->editlatt= NULL;
lt->adt = newdataadr(fd, lt->adt);
direct_link_animdata(fd, lt->adt);
}
2002-10-12 11:37:38 +00:00
/* ************ READ OBJECT ***************** */
static void lib_link_modifiers__linkModifiers(void *userData, Object *ob,
ID **idpoin)
{
FileData *fd = userData;
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
*idpoin = newlibadr(fd, ob->id.lib, *idpoin);
/* hardcoded bad exception; non-object modifier data gets user count (texture, displace) */
if(*idpoin && GS((*idpoin)->name)!=ID_OB)
(*idpoin)->us++;
}
static void lib_link_modifiers(FileData *fd, Object *ob)
{
modifiers_foreachIDLink(ob, lib_link_modifiers__linkModifiers, fd);
}
2002-10-12 11:37:38 +00:00
static void lib_link_object(FileData *fd, Main *main)
{
Object *ob;
Orange branch: Revived hidden treasure, the Groups! Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess...
2005-12-06 10:55:30 +00:00
PartEff *paf;
2002-10-12 11:37:38 +00:00
bSensor *sens;
bController *cont;
bActuator *act;
void *poin;
int warn=0, a;
2002-10-12 11:37:38 +00:00
ob= main->object.first;
while(ob) {
if(ob->id.flag & LIB_NEEDLINK) {
if (ob->id.properties) IDP_LibLinkProperty(ob->id.properties, (fd->flags & FD_FLAGS_SWITCH_ENDIAN), fd);
if (ob->adt) lib_link_animdata(fd, &ob->id, ob->adt);
// XXX depreceated - old animation system <<<
ob->ipo= newlibadr_us(fd, ob->id.lib, ob->ipo);
ob->action = newlibadr_us(fd, ob->id.lib, ob->action);
// >>> XXX depreceated - old animation system
2002-10-12 11:37:38 +00:00
ob->parent= newlibadr(fd, ob->id.lib, ob->parent);
ob->track= newlibadr(fd, ob->id.lib, ob->track);
ob->poselib= newlibadr_us(fd, ob->id.lib, ob->poselib);
Orange branch: Revived hidden treasure, the Groups! Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess...
2005-12-06 10:55:30 +00:00
ob->dup_group= newlibadr_us(fd, ob->id.lib, ob->dup_group);
ob->proxy= newlibadr_us(fd, ob->id.lib, ob->proxy);
if(ob->proxy) {
/* paranoia check, actually a proxy_from pointer should never be written... */
if(ob->proxy->id.lib==NULL) {
ob->proxy->proxy_from= NULL;
ob->proxy= NULL;
if (ob->id.lib)
printf("Proxy lost from object %s lib %s\n", ob->id.name+2, ob->id.lib->name);
else
printf("Proxy lost from object %s lib <NONE>\n", ob->id.name+2);
}
else {
/* this triggers object_update to always use a copy */
ob->proxy->proxy_from= ob;
/* force proxy updates after load/undo, a bit weak */
ob->recalc= ob->proxy->recalc= OB_RECALC_OB|OB_RECALC_DATA|OB_RECALC_TIME;
}
}
ob->proxy_group= newlibadr(fd, ob->id.lib, ob->proxy_group);
poin= ob->data;
2002-10-12 11:37:38 +00:00
ob->data= newlibadr_us(fd, ob->id.lib, ob->data);
2002-10-12 11:37:38 +00:00
if(ob->data==NULL && poin!=NULL) {
if(ob->id.lib)
printf("Can't find obdata of %s lib %s\n", ob->id.name+2, ob->id.lib->name);
else
printf("Object %s lost data.\n", ob->id.name+2);
2002-10-12 11:37:38 +00:00
ob->type= OB_EMPTY;
warn= 1;
if(ob->pose) {
== Bone Groups == I'm committing some work-in-progress code for "bone groups" now, as I there have been are some major bugs caused by the timeoffset stuff (some of my test files were not loading, and other files were showing all sorts of weird problems). Anyway, in this commit, the following things for "bone groups" have been done: * Bone groups are stored per armature (internally, this is per bPose block) * Added controls for editing bone-groups per armature - "add", "remove", "rename". These can be found in the "Links and Materials" panel in PoseMode, beside the settings for PoseLib. * Reorganised buttons for editing selected bones in PoseMode. I've replaced the "dist" and "weight" buttons (they existed in EditMode anyway) with a menu to choose the bone-group and the custom-shape-ob field. In the place of the old custom-shape-ob field, I've restored the "Hide" button. This might break muscle-memory a bit, but there isn't a lot of space to play with there. Some stuff I'd been originally planning to do before committing: * When adding keyframes for bones, an action-group with the same name as the bone's group will be added to the action, and the action-channel will be made a member of that. * New action/bone groups have unique names (renaming/adding new should check if name exists before assigning it) * There's a setting under Bone-Groups stuff which sets which custom-colour set is used to colour that group's bones. Currently, this is non-functional, as the necessary drawing code for armatures is not in place yet.
2008-01-20 02:55:35 +00:00
free_pose(ob->pose);
ob->pose= NULL;
ob->mode &= ~OB_MODE_POSE;
}
2002-10-12 11:37:38 +00:00
}
for(a=0; a<ob->totcol; a++) ob->mat[a]= newlibadr_us(fd, ob->id.lib, ob->mat[a]);
/* When the object is local and the data is library its possible
* the material list size gets out of sync. [#22663] */
if(ob->data && ob->id.lib != ((ID *)ob->data)->lib) {
short *totcol_data= give_totcolp(ob);
/* Only expand so as not to loose any object materials that might be set. */
if(totcol_data && *totcol_data > ob->totcol) {
/* printf("'%s' %d -> %d\n", ob->id.name, ob->totcol, *totcol_data); */
resize_object_material(ob, *totcol_data);
}
}
ob->gpd= newlibadr_us(fd, ob->id.lib, ob->gpd);
ob->duplilist= NULL;
2002-10-12 11:37:38 +00:00
ob->id.flag -= LIB_NEEDLINK;
/* if id.us==0 a new base will be created later on */
2002-10-12 11:37:38 +00:00
/* WARNING! Also check expand_object(), should reflect the stuff below. */
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
lib_link_pose(fd, ob, ob->pose);
2002-10-12 11:37:38 +00:00
lib_link_constraints(fd, &ob->id, &ob->constraints);
// XXX depreceated - old animation system <<<
2002-10-12 11:37:38 +00:00
lib_link_constraint_channels(fd, &ob->id, &ob->constraintChannels);
lib_link_nlastrips(fd, &ob->id, &ob->nlastrips);
// >>> XXX depreceated - old animation system
Orange branch: Revived hidden treasure, the Groups! Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess...
2005-12-06 10:55:30 +00:00
for(paf= ob->effect.first; paf; paf= paf->next) {
if(paf->type==EFF_PARTICLE) {
paf->group= newlibadr_us(fd, ob->id.lib, paf->group);
}
}
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sens= ob->sensors.first;
while(sens) {
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for(a=0; a<sens->totlinks; a++)
sens->links[a]= newglobadr(fd, sens->links[a]);
2002-10-12 11:37:38 +00:00
if(sens->type==SENS_TOUCH) {
bTouchSensor *ts= sens->data;
ts->ma= newlibadr(fd, ob->id.lib, ts->ma);
}
else if(sens->type==SENS_MESSAGE) {
bMessageSensor *ms= sens->data;
ms->fromObject=
newlibadr(fd, ob->id.lib, ms->fromObject);
2002-10-12 11:37:38 +00:00
}
sens= sens->next;
}
2002-10-12 11:37:38 +00:00
cont= ob->controllers.first;
while(cont) {
2008-08-30 14:32:16 +00:00
for(a=0; a<cont->totlinks; a++)
cont->links[a]= newglobadr(fd, cont->links[a]);
2002-10-12 11:37:38 +00:00
if(cont->type==CONT_PYTHON) {
bPythonCont *pc= cont->data;
pc->text= newlibadr(fd, ob->id.lib, pc->text);
}
cont->slinks= NULL;
cont->totslinks= 0;
2002-10-12 11:37:38 +00:00
cont= cont->next;
}
2002-10-12 11:37:38 +00:00
act= ob->actuators.first;
while(act) {
if(act->type==ACT_SOUND) {
bSoundActuator *sa= act->data;
sa->sound= newlibadr_us(fd, ob->id.lib, sa->sound);
}
else if(act->type==ACT_GAME) {
/* bGameActuator *ga= act->data; */
}
else if(act->type==ACT_CAMERA) {
bCameraActuator *ca= act->data;
ca->ob= newlibadr(fd, ob->id.lib, ca->ob);
}
/* leave this one, it's obsolete but necessary to read for conversion */
else if(act->type==ACT_ADD_OBJECT) {
bAddObjectActuator *eoa= act->data;
if(eoa) eoa->ob= newlibadr(fd, ob->id.lib, eoa->ob);
}
else if(act->type==ACT_OBJECT) {
bObjectActuator *oa= act->data;
if(oa==NULL) {
init_actuator(act);
}
else {
oa->reference= newlibadr(fd, ob->id.lib, oa->reference);
}
}
2002-10-12 11:37:38 +00:00
else if(act->type==ACT_EDIT_OBJECT) {
bEditObjectActuator *eoa= act->data;
if(eoa==NULL) {
init_actuator(act);
}
else {
eoa->ob= newlibadr(fd, ob->id.lib, eoa->ob);
eoa->me= newlibadr(fd, ob->id.lib, eoa->me);
}
2002-10-12 11:37:38 +00:00
}
else if(act->type==ACT_SCENE) {
bSceneActuator *sa= act->data;
sa->camera= newlibadr(fd, ob->id.lib, sa->camera);
sa->scene= newlibadr(fd, ob->id.lib, sa->scene);
}
else if(act->type==ACT_ACTION) {
bActionActuator *aa= act->data;
aa->act= newlibadr(fd, ob->id.lib, aa->act);
}
else if(act->type==ACT_SHAPEACTION) {
bActionActuator *aa= act->data;
aa->act= newlibadr(fd, ob->id.lib, aa->act);
}
2002-10-12 11:37:38 +00:00
else if(act->type==ACT_PROPERTY) {
bPropertyActuator *pa= act->data;
pa->ob= newlibadr(fd, ob->id.lib, pa->ob);
}
else if(act->type==ACT_MESSAGE) {
bMessageActuator *ma= act->data;
ma->toObject= newlibadr(fd, ob->id.lib, ma->toObject);
}
2007-10-22 20:24:26 +00:00
else if(act->type==ACT_2DFILTER){
bTwoDFilterActuator *_2dfa = act->data;
_2dfa->text= newlibadr(fd, ob->id.lib, _2dfa->text);
2007-10-22 20:24:26 +00:00
}
else if(act->type==ACT_PARENT) {
bParentActuator *parenta = act->data;
parenta->ob = newlibadr(fd, ob->id.lib, parenta->ob);
}
BGE patch: add state engine support in the logic bricks. This patch introduces a simple state engine system with the logic bricks. This system features full backward compatibility, multiple active states, multiple state transitions, automatic disabling of sensor and actuators, full GUI support and selective display of sensors and actuators. Note: Python API is available but not documented yet. It will be added asap. State internals =============== The state system is object based. The current state mask is stored in the object as a 32 bit value; each bit set in the mask is an active state. The controllers have a state mask too but only one bit can be set: a controller belongs to a single state. The game engine will only execute controllers that belong to active states. Sensors and actuators don't have a state mask but are effectively attached to states via their links to the controllers. Sensors and actuators can be connected to more than one state. When a controller becomes inactive because of a state change, its links to sensors and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that it can react as if the game just started when it gets reconnected to an active controller. For example, an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more controllers of a single state) will generate a pulse each time the state becomes active. This feature is not available on all sensors, see the notes below. GUI === This system system is fully configurable through the GUI: the object state mask is visible under the object bar in the controller's colum as an array of buttons just like the 3D view layer mask. Click on a state bit to only display the controllers of that state. You can select more than one state with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. The Ini button sets the state mask back to the object default state. You can change the default state of object by first selecting the desired state mask and storing using the menu under the State button. If you define a default state mask, it will be loaded into the object state make when you load the blend file or when you run the game under the blenderplayer. However, when you run the game under Blender, the current selected state mask will be used as the startup state for the object. This allows you to test specific state during the game design. The controller display the state they belong to with a new button in the controller header. When you add a new controller, it is added by default in the lowest enabled state. You can change the controller state by clicking on the button and selecting another state. If more than one state is enabled in the object state mask, controllers are grouped by state for more readibility. The new Sta button in the sensor and actuator column header allows you to display only the sensors and actuators that are linked to visible controllers. A new state actuator is available to modify the state during the game. It defines a bit mask and the operation to apply on the current object state mask: Cpy: the bit mask is copied to the object state mask. Add: the bits that set in the bit mask will be turned on in the object state mask. Sub: the bits that set in the bit mask will be turned off in the object state mask. Inv: the bits that set in the bit mask will be inverted in the objecyy state mask. Notes ===== - Although states have no name, a simply convention consists in using the name of the first controller of the state as the state name. The GUI will support that convention by displaying as a hint the name of the first controller of the state when you move the mouse over a state bit of the object state mask or of the state actuator bit mask. - Each object has a state mask and each object can have a state engine but if several objects are part of a logical group, it is recommended to put the state engine only in the main object and to link the controllers of that object to the sensors and actuators of the different objects. - When loading an old blend file, the state mask of all objects and controllers are initialized to 1 so that all the controllers belong to this single state. This ensures backward compatibility with existing game. - When the state actuator is activated at the same time as other actuators, these actuators are guaranteed to execute before being eventually disabled due to the state change. This is useful for example to send a message or update a property at the time of changing the state. - Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they are acticated again, they will behave as follow: * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive to new key press. * collision sensor: objects already colliding won't be detected. Only new collisions are detected. * near and radar sensor: same as collision sensor.
2008-06-22 14:23:57 +00:00
else if(act->type==ACT_STATE) {
/* bStateActuator *statea = act->data; */
}
else if(act->type==ACT_ARMATURE) {
bArmatureActuator *arma= act->data;
arma->target= newlibadr(fd, ob->id.lib, arma->target);
arma->subtarget= newlibadr(fd, ob->id.lib, arma->subtarget);
}
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act= act->next;
}
{
FluidsimModifierData *fluidmd = (FluidsimModifierData *)modifiers_findByType(ob, eModifierType_Fluidsim);
if(fluidmd && fluidmd->fss)
fluidmd->fss->ipo = newlibadr_us(fd, ob->id.lib, fluidmd->fss->ipo);
Sorry for the big commit, but I've been fixing many of these issues in parallel... So this commit contains: an update of the solver (e.g. moving objects), integration of blender IPOs, improved rendering (motion blur, smoothed normals) and a first particle test. In more detail: Solver update: - Moving objects using a relatively simple model, and not yet fully optimized - ok for box falling into water, water in a moving glass might cause trouble. Simulation times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot might also cause slowdowns. - Additional obstacle settings: noslip (as before), free slip (move along wall freely) and part slip (mix of both). - Obstacle settings also added for domain boundaries now, the six walls of the domain are obstacles after all as well - Got rid of templates, should make compiling for e.g. macs more convenient, for linux there's not much difference. Finally got rid of parser (and some other code parts), the simulation now uses the internal API to transfer data. - Some unnecessary file were removed, the GUI now needs 3 settings buttons... This should still be changed (maybe by adding a new panel for domain objects). IPOs: - Animated params: viscosity, time and gravity for domains. In contrast to normal time IPO for Blender objects, the fluidsim one scales the time step size - so a constant 1 has no effect, values towards 0 slow it down, larger ones speed the simulation up (-> longer time steps, more compuations). The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect). - For objects that are enabled for fluidsim, a new IPO type shows up. Inflow objects can use the velocity channels to animate the inflow. Obstacles, in/outflow objects can be switched on (Active IPO>0) and off (<0) during the simulation. - Movement, rotation and scaling of those 3 types is exported from the normal Blender channels (Loc,dLoc,etc.). Particles: - This is still experimental, so it might be deactivated for a release... It should at some point be used to model smaller splashes, depending on the the realworld size and the particle generation settings particles are generated during simulation (stored in _particles_X.gz files). - These are loaded by enabling the particle field for an arbitrary object, which should be given a halo material. For each frame, similar to the mesh loading, the particle system them loads the simulated particle positions. - For rendering, I "abused" the part->rt field - I couldnt find any use for it in the code and it seems to work fine. The fluidsim particles store their size there. Rendering: - The fluidims particles use scaled sizes and alpha values to give a more varied appearance. In convertblender.c fluidsim particle systems use the p->rt field to scale up the size and down the alpha of "smaller particles". Setting the influence fields in the fluidims settings to 0 gives equally sized particles with same alpha everywhere. Higher values cause larger differences. - Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals computed by the solver are used. This is basically done by switching off the normal recalculation in convertblender.c (the function calc_fluidsimnormals handles other mesh inits instead of calc_vertexnormals). This could also be used to e.g. modify mesh normals in a modifier... - Another change is that fluidsim meshes load the velocities computed during the simulation for image based motion blur. This is inited in load_fluidsimspeedvectors for the vector pass (they're loaded during the normal load in DerivedMesh readBobjgz). Generation and loading can be switched off in the settings. Vector pass currently loads the fluidism meshes 3 times, so this should still be optimized. Examples: - smoothed normals versus normals from subdividing once: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png - fluidsim particles, size/alpha influence 0: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png size influence 1: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png size & alpha influence 1: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png - the standard drop with motion blur and particles: http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg (here's how it looks without http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg) - another inflow animation (moving, switched on/off) with a moving obstacle (and strong mblur :) http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg Things still to fix: - rotating & scaling domains causes wrong speed vectors - get rid of SDL code for threading, use pthreads as well? - update wiki documentation - cool effects for rendering would be photon maps for caustics, and motion blur for particles :)
2006-02-27 11:45:42 +00:00
}
{
SmokeModifierData *smd = (SmokeModifierData *)modifiers_findByType(ob, eModifierType_Smoke);
if(smd && smd->type == MOD_SMOKE_TYPE_DOMAIN && smd->domain)
{
smd->domain->coll_group = newlibadr_us(fd, ob->id.lib, smd->domain->coll_group);
smd->domain->eff_group = newlibadr_us(fd, ob->id.lib, smd->domain->eff_group);
smd->domain->fluid_group = newlibadr_us(fd, ob->id.lib, smd->domain->fluid_group);
smd->domain->effector_weights->group = newlibadr(fd, ob->id.lib, smd->domain->effector_weights->group);
smd->domain->flags |= MOD_SMOKE_FILE_LOAD; /* flag for refreshing the simulation after loading */
}
}
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
{
ClothModifierData *clmd = (ClothModifierData *)modifiers_findByType(ob, eModifierType_Cloth);
if(clmd)
{
clmd->sim_parms->effector_weights->group = newlibadr(fd, ob->id.lib, clmd->sim_parms->effector_weights->group);
clmd->coll_parms->group= newlibadr(fd, ob->id.lib, clmd->coll_parms->group);
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
}
}
/* texture field */
if(ob->pd)
lib_link_partdeflect(fd, &ob->id, ob->pd);
Sorry for the big commit, but I've been fixing many of these issues in parallel... So this commit contains: an update of the solver (e.g. moving objects), integration of blender IPOs, improved rendering (motion blur, smoothed normals) and a first particle test. In more detail: Solver update: - Moving objects using a relatively simple model, and not yet fully optimized - ok for box falling into water, water in a moving glass might cause trouble. Simulation times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot might also cause slowdowns. - Additional obstacle settings: noslip (as before), free slip (move along wall freely) and part slip (mix of both). - Obstacle settings also added for domain boundaries now, the six walls of the domain are obstacles after all as well - Got rid of templates, should make compiling for e.g. macs more convenient, for linux there's not much difference. Finally got rid of parser (and some other code parts), the simulation now uses the internal API to transfer data. - Some unnecessary file were removed, the GUI now needs 3 settings buttons... This should still be changed (maybe by adding a new panel for domain objects). IPOs: - Animated params: viscosity, time and gravity for domains. In contrast to normal time IPO for Blender objects, the fluidsim one scales the time step size - so a constant 1 has no effect, values towards 0 slow it down, larger ones speed the simulation up (-> longer time steps, more compuations). The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect). - For objects that are enabled for fluidsim, a new IPO type shows up. Inflow objects can use the velocity channels to animate the inflow. Obstacles, in/outflow objects can be switched on (Active IPO>0) and off (<0) during the simulation. - Movement, rotation and scaling of those 3 types is exported from the normal Blender channels (Loc,dLoc,etc.). Particles: - This is still experimental, so it might be deactivated for a release... It should at some point be used to model smaller splashes, depending on the the realworld size and the particle generation settings particles are generated during simulation (stored in _particles_X.gz files). - These are loaded by enabling the particle field for an arbitrary object, which should be given a halo material. For each frame, similar to the mesh loading, the particle system them loads the simulated particle positions. - For rendering, I "abused" the part->rt field - I couldnt find any use for it in the code and it seems to work fine. The fluidsim particles store their size there. Rendering: - The fluidims particles use scaled sizes and alpha values to give a more varied appearance. In convertblender.c fluidsim particle systems use the p->rt field to scale up the size and down the alpha of "smaller particles". Setting the influence fields in the fluidims settings to 0 gives equally sized particles with same alpha everywhere. Higher values cause larger differences. - Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals computed by the solver are used. This is basically done by switching off the normal recalculation in convertblender.c (the function calc_fluidsimnormals handles other mesh inits instead of calc_vertexnormals). This could also be used to e.g. modify mesh normals in a modifier... - Another change is that fluidsim meshes load the velocities computed during the simulation for image based motion blur. This is inited in load_fluidsimspeedvectors for the vector pass (they're loaded during the normal load in DerivedMesh readBobjgz). Generation and loading can be switched off in the settings. Vector pass currently loads the fluidism meshes 3 times, so this should still be optimized. Examples: - smoothed normals versus normals from subdividing once: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png - fluidsim particles, size/alpha influence 0: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png size influence 1: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png size & alpha influence 1: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png - the standard drop with motion blur and particles: http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg (here's how it looks without http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg) - another inflow animation (moving, switched on/off) with a moving obstacle (and strong mblur :) http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg Things still to fix: - rotating & scaling domains causes wrong speed vectors - get rid of SDL code for threading, use pthreads as well? - update wiki documentation - cool effects for rendering would be photon maps for caustics, and motion blur for particles :)
2006-02-27 11:45:42 +00:00
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
if(ob->soft)
ob->soft->effector_weights->group = newlibadr(fd, ob->id.lib, ob->soft->effector_weights->group);
lib_link_particlesystems(fd, ob, &ob->id, &ob->particlesystem);
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
lib_link_modifiers(fd, ob);
2002-10-12 11:37:38 +00:00
}
ob= ob->id.next;
}
if(warn)
BKE_report(fd->reports, RPT_WARNING, "Warning in console");
2002-10-12 11:37:38 +00:00
}
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
static void direct_link_pose(FileData *fd, bPose *pose)
{
bPoseChannel *pchan;
2002-10-12 11:37:38 +00:00
if (!pose)
return;
link_list(fd, &pose->chanbase);
== Bone Groups == I'm committing some work-in-progress code for "bone groups" now, as I there have been are some major bugs caused by the timeoffset stuff (some of my test files were not loading, and other files were showing all sorts of weird problems). Anyway, in this commit, the following things for "bone groups" have been done: * Bone groups are stored per armature (internally, this is per bPose block) * Added controls for editing bone-groups per armature - "add", "remove", "rename". These can be found in the "Links and Materials" panel in PoseMode, beside the settings for PoseLib. * Reorganised buttons for editing selected bones in PoseMode. I've replaced the "dist" and "weight" buttons (they existed in EditMode anyway) with a menu to choose the bone-group and the custom-shape-ob field. In the place of the old custom-shape-ob field, I've restored the "Hide" button. This might break muscle-memory a bit, but there isn't a lot of space to play with there. Some stuff I'd been originally planning to do before committing: * When adding keyframes for bones, an action-group with the same name as the bone's group will be added to the action, and the action-channel will be made a member of that. * New action/bone groups have unique names (renaming/adding new should check if name exists before assigning it) * There's a setting under Bone-Groups stuff which sets which custom-colour set is used to colour that group's bones. Currently, this is non-functional, as the necessary drawing code for armatures is not in place yet.
2008-01-20 02:55:35 +00:00
link_list(fd, &pose->agroups);
2002-10-12 11:37:38 +00:00
pose->chanhash= NULL;
for (pchan = pose->chanbase.first; pchan; pchan=pchan->next) {
pchan->bone= NULL;
pchan->parent= newdataadr(fd, pchan->parent);
pchan->child= newdataadr(fd, pchan->child);
pchan->custom_tx= newdataadr(fd, pchan->custom_tx);
direct_link_constraints(fd, &pchan->constraints);
pchan->prop = newdataadr(fd, pchan->prop);
if (pchan->prop)
IDP_DirectLinkProperty(pchan->prop, (fd->flags & FD_FLAGS_SWITCH_ENDIAN), fd);
pchan->mpath= newdataadr(fd, pchan->mpath);
if (pchan->mpath)
direct_link_motionpath(fd, pchan->mpath);
pchan->iktree.first= pchan->iktree.last= NULL;
pchan->path= NULL;
/* incase this value changes in future, clamp else we get undefined behavior */
CLAMP(pchan->rotmode, ROT_MODE_MIN, ROT_MODE_MAX);
2002-10-12 11:37:38 +00:00
}
pose->ikdata = NULL;
if (pose->ikparam != NULL) {
pose->ikparam= newdataadr(fd, pose->ikparam);
}
2002-10-12 11:37:38 +00:00
}
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
static void direct_link_modifiers(FileData *fd, ListBase *lb)
{
ModifierData *md;
link_list(fd, lb);
for (md=lb->first; md; md=md->next) {
- modifier UI update (aka, find the modifier buttons!!) - moved back to editing buttons, where life is now cramped... switched to constraint style foldout panes, still a WIP. In particular not sure what buttons should be in header (and if current toggles stay in header if they should also be in an expanded pane). Also need new icons for move up/move down (and drag and drop would of course be nice). Finally current plane is to make it so modifiers will expand out in modifier pane for horizontal orientations instead of just going down down down to goblin town. - added error field to modifiers that is displayed in UI, need to have some way for modifiers to return errors back to interface (esp. important for python) - tweaked cage determination and handling, currently the editmode cage is determined by last modifier with OnCage set that is preceeded completely by modifiers that support mapping or are disabled in editmode. it is kinda confusing, but the interface only lets you toggle OnCage for modifiers that support it - it just might not be clear all the time why you can't toggle a certain modifier OnCage. - update displistmesh_copy to only copy edges if non-NULL There is a display bug that already existed but is more obvious with new modifiers where parts of the pane get drawn in a different area after toggling editmode. It has to do with drawing parts of the interface using GL instead of 100% buttons. I try to keep my grubby little toes out of the interface code so this can wait for Ton to return.
2005-08-04 07:25:43 +00:00
md->error = NULL;
md->scene = NULL;
/* if modifiers disappear, or for upward compatibility */
if(NULL==modifierType_getInfo(md->type))
md->type= eModifierType_None;
- 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
if (md->type==eModifierType_Subsurf) {
SubsurfModifierData *smd = (SubsurfModifierData*) md;
smd->emCache = smd->mCache = NULL;
}
else if (md->type==eModifierType_Armature) {
ArmatureModifierData *amd = (ArmatureModifierData*) md;
amd->prevCos= NULL;
}
else if (md->type==eModifierType_Cloth) {
ClothModifierData *clmd = (ClothModifierData*) md;
clmd->clothObject = NULL;
clmd->sim_parms= newdataadr(fd, clmd->sim_parms);
clmd->coll_parms= newdataadr(fd, clmd->coll_parms);
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
direct_link_pointcache_list(fd, &clmd->ptcaches, &clmd->point_cache, 0);
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(clmd->sim_parms) {
if(clmd->sim_parms->presets > 10)
clmd->sim_parms->presets = 0;
clmd->sim_parms->reset = 0;
clmd->sim_parms->effector_weights = newdataadr(fd, clmd->sim_parms->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
if(!clmd->sim_parms->effector_weights) {
clmd->sim_parms->effector_weights = BKE_add_effector_weights(NULL);
}
}
}
else if (md->type==eModifierType_Fluidsim) {
FluidsimModifierData *fluidmd = (FluidsimModifierData*) md;
fluidmd->fss= newdataadr(fd, fluidmd->fss);
fluidmd->fss->fmd= fluidmd;
fluidmd->fss->meshVelocities = NULL;
}
else if (md->type==eModifierType_Smoke) {
SmokeModifierData *smd = (SmokeModifierData*) md;
if(smd->type==MOD_SMOKE_TYPE_DOMAIN)
{
smd->flow = NULL;
smd->coll = NULL;
smd->domain = newdataadr(fd, smd->domain);
smd->domain->smd = smd;
smd->domain->fluid = NULL;
smd->domain->wt = NULL;
smd->domain->shadow = NULL;
smd->domain->tex = NULL;
smd->domain->tex_shadow = NULL;
smd->domain->tex_wt = NULL;
smd->domain->effector_weights = newdataadr(fd, smd->domain->effector_weights);
if(!smd->domain->effector_weights)
smd->domain->effector_weights = BKE_add_effector_weights(NULL);
direct_link_pointcache_list(fd, &(smd->domain->ptcaches[0]), &(smd->domain->point_cache[0]), 1);
/* Smoke uses only one cache from now on, so store pointer convert */
if(smd->domain->ptcaches[1].first || smd->domain->point_cache[1]) {
if(smd->domain->point_cache[1]) {
PointCache *cache = newdataadr(fd, smd->domain->point_cache[1]);
if(cache->flag & PTCACHE_FAKE_SMOKE)
; /* Smoke was already saved in "new format" and this cache is a fake one. */
else
printf("High resolution smoke cache not available due to pointcache update. Please reset the simulation.\n");
BKE_ptcache_free(cache);
}
smd->domain->ptcaches[1].first = NULL;
smd->domain->ptcaches[1].last = NULL;
smd->domain->point_cache[1] = NULL;
}
}
else if(smd->type==MOD_SMOKE_TYPE_FLOW)
{
smd->domain = NULL;
smd->coll = NULL;
smd->flow = newdataadr(fd, smd->flow);
smd->flow->smd = smd;
smd->flow->psys = newdataadr(fd, smd->flow->psys);
}
else if(smd->type==MOD_SMOKE_TYPE_COLL)
{
smd->flow = NULL;
smd->domain = NULL;
smd->coll = newdataadr(fd, smd->coll);
if(smd->coll)
{
smd->coll->points = NULL;
smd->coll->numpoints = 0;
}
else
smd->type = 0;
}
}
else if (md->type==eModifierType_Collision) {
CollisionModifierData *collmd = (CollisionModifierData*) md;
/*
// TODO: CollisionModifier should use pointcache
// + have proper reset events before enabling this
collmd->x = newdataadr(fd, collmd->x);
collmd->xnew = newdataadr(fd, collmd->xnew);
collmd->mfaces = newdataadr(fd, collmd->mfaces);
collmd->current_x = MEM_callocN(sizeof(MVert)*collmd->numverts,"current_x");
collmd->current_xnew = MEM_callocN(sizeof(MVert)*collmd->numverts,"current_xnew");
collmd->current_v = MEM_callocN(sizeof(MVert)*collmd->numverts,"current_v");
*/
collmd->x = NULL;
collmd->xnew = NULL;
collmd->current_x = NULL;
collmd->current_xnew = NULL;
collmd->current_v = NULL;
collmd->time_x = collmd->time_xnew = -1000;
collmd->numverts = 0;
collmd->bvhtree = NULL;
collmd->mfaces = NULL;
}
else if (md->type==eModifierType_Surface) {
SurfaceModifierData *surmd = (SurfaceModifierData*) md;
surmd->dm = NULL;
surmd->bvhtree = NULL;
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
surmd->x = NULL;
surmd->v = NULL;
surmd->numverts = 0;
}
else if (md->type==eModifierType_Hook) {
HookModifierData *hmd = (HookModifierData*) md;
hmd->indexar= newdataadr(fd, hmd->indexar);
if(fd->flags & FD_FLAGS_SWITCH_ENDIAN) {
int a;
for(a=0; a<hmd->totindex; a++) {
SWITCH_INT(hmd->indexar[a]);
}
}
} else if (md->type==eModifierType_ParticleSystem) {
ParticleSystemModifierData *psmd = (ParticleSystemModifierData*) md;
psmd->dm= NULL;
psmd->psys= newdataadr(fd, psmd->psys);
psmd->flag &= ~eParticleSystemFlag_psys_updated;
psmd->flag |= eParticleSystemFlag_file_loaded;
} else if (md->type==eModifierType_Explode) {
ExplodeModifierData *psmd = (ExplodeModifierData*) md;
psmd->facepa=NULL;
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
}
else if (md->type==eModifierType_MeshDeform) {
MeshDeformModifierData *mmd = (MeshDeformModifierData*) md;
mmd->bindinfluences= newdataadr(fd, mmd->bindinfluences);
mmd->bindoffsets= newdataadr(fd, mmd->bindoffsets);
mmd->bindcagecos= newdataadr(fd, mmd->bindcagecos);
mmd->dyngrid= newdataadr(fd, mmd->dyngrid);
mmd->dyninfluences= newdataadr(fd, mmd->dyninfluences);
mmd->dynverts= newdataadr(fd, mmd->dynverts);
mmd->bindweights= newdataadr(fd, mmd->bindweights);
mmd->bindcos= newdataadr(fd, mmd->bindcos);
if(fd->flags & FD_FLAGS_SWITCH_ENDIAN) {
int a;
if(mmd->bindoffsets)
for(a=0; a<mmd->totvert+1; a++)
SWITCH_INT(mmd->bindoffsets[a])
if(mmd->bindcagecos)
for(a=0; a<mmd->totcagevert*3; a++)
SWITCH_INT(mmd->bindcagecos[a])
if(mmd->dynverts)
for(a=0; a<mmd->totvert; a++)
SWITCH_INT(mmd->dynverts[a])
if(mmd->bindweights)
for(a=0; a<mmd->totcagevert*mmd->totvert; a++)
SWITCH_INT(mmd->bindweights[a])
if(mmd->bindcos)
for(a=0; a<mmd->totcagevert*3; a++)
SWITCH_INT(mmd->bindcos[a])
}
}
else if (md->type==eModifierType_Warp) {
WarpModifierData *tmd = (WarpModifierData *) md;
tmd->curfalloff= newdataadr(fd, tmd->curfalloff);
if(tmd->curfalloff)
direct_link_curvemapping(fd, tmd->curfalloff);
}
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
}
}
2002-10-12 11:37:38 +00:00
static void direct_link_object(FileData *fd, Object *ob)
{
PartEff *paf;
bProperty *prop;
bSensor *sens;
bController *cont;
bActuator *act;
/* weak weak... this was only meant as draw flag, now is used in give_base_to_objects too */
ob->flag &= ~OB_FROMGROUP;
/* loading saved files with editmode enabled works, but for undo we like
to stay in object mode during undo presses so keep editmode disabled */
if(fd->memfile)
ob->mode &= ~(OB_MODE_EDIT|OB_MODE_PARTICLE_EDIT);
ob->disp.first=ob->disp.last= NULL;
ob->adt= newdataadr(fd, ob->adt);
direct_link_animdata(fd, ob->adt);
2002-10-12 11:37:38 +00:00
ob->pose= newdataadr(fd, ob->pose);
direct_link_pose(fd, ob->pose);
ob->mpath= newdataadr(fd, ob->mpath);
if (ob->mpath)
direct_link_motionpath(fd, ob->mpath);
2002-10-12 11:37:38 +00:00
link_list(fd, &ob->defbase);
// XXX depreceated - old animation system <<<
Two wonderful new NLA & Armature editing features! - FORWARD CYCLING & MATCHING Up to no now, adding multiple actions in NLA with walkcycles required to animate them standing still, as if walking on a conveyor belt. The stride option then makes the object itself move forward, trying to keep the foot stuck on the floor (with poor results!). This option now allows to make walk cycles moving forward. By indicating a reference Offset Bone, the NLA system will use that bone to detect the correct offset for the Armature Pose to make it seamlessly going forward. Best of all, this option works as for cyclic Action Strips as well as for individual Action Strips. Note that for individual strips, you have to set the strip on "Hold". (Might become automatic detected later). Here's an example edit image for NLA: http://www.blender.org/bf/nla_match-cycle.jpg And the animation for it: http://download.blender.org/demo/test/2.43/0001_0150_match.avi Blender file: http://download.blender.org/demo/test/2.43/mancandy_matching.blend Using this kind of cycling works pretty straightforward, and is a lot easier to setup than Stride Bones. To be further tested: - Blending cycles - matching rotation for the bones as well. - ACTION MODIFIERS (motion deformors) The above option was actually required for this feature. Typically walk cycles are constructed with certain Bones to be the handles, controlling for example the torso or feet. An Action Modifier allows you to use a Curve Path to deform the motion of these controlling bones. This uses the existing Curve Deformation option. Modifiers can be added per Action Strip, each controlling a channel (bone) by choice, and even allows to layer multiple modifiers on top of each other (several paths deforming motion). This option is using the dependency graph, so editing the Curve will give realtime changes in the Armature. The previous walkcycle, controlled by two curves: http://download.blender.org/demo/test/2.43/0001_0150_deform.avi Blender file: http://download.blender.org/demo/test/2.43/mancandy_actiondeform.blend Action Modifiers can be added in the NLA Properties Panel. Per Modifier you have to indicate the channel and a Curve Object. You can copy modifiers from one strip to another using CTRL+C (only copies to active Object strips). Setting up a correct Curve Path has to be carefully done: - Use SHIFT+A "Curve Path" in top view, or ensure the path is not rotated. - make sure the center point of the Curve Object is at the center of the Armature (or above) - move the first point of the curve to the center point as well. - check if the path starts from this first point, you can change it using (in Curve EditMode) the option Wkey -> "Switch Direction" - Make sure alignment uses the correct axis; if the Armature walks into the negative Y direction, you have to set in Object Buttons, "Anim settings" Panel, the correct Track option. (Note; option will probably move to the Modifier later). This is a good reason to make such paths automatic (on a command). Is on the todo list. Also note this: - the Curve Path extends in beginning and ending, that's (for now) the default, and allows to use multiple paths. Make sure paths begin and end horizontal. - Moving the Curve in Object Mode will change the "mapping" (as if the landscape a character walks over moves). Moving the Curve in Edit Mode will change the actual position of the deformation. - Speed (Ipos) on paths is not supported yet, will be done. - The Curve "Stretch" deform option doesn't work. - Modifiers are executed *after* all actions in NLA are evaluated, there's no support yet for blending multiple strips with Modifiers. - This doesn't work yet for time-mapping... This commit is mostly for review by character animators... some details or working methods might change. This feature can also be used for other modifiers, such as noise (Perlin) or the mythical "Oomph" (frequency control) and of course Python. Special thanks to Bassam & Matt for research & design help. Have fun!
2006-10-31 15:51:57 +00:00
direct_link_nlastrips(fd, &ob->nlastrips);
2002-10-12 11:37:38 +00:00
link_list(fd, &ob->constraintChannels);
// >>> XXX depreceated - old animation system
2002-10-12 11:37:38 +00:00
ob->mat= newdataadr(fd, ob->mat);
test_pointer_array(fd, (void **)&ob->mat);
ob->matbits= newdataadr(fd, ob->matbits);
/* do it here, below old data gets converted */
direct_link_modifiers(fd, &ob->modifiers);
2002-10-12 11:37:38 +00:00
link_list(fd, &ob->effect);
paf= ob->effect.first;
while(paf) {
if(paf->type==EFF_PARTICLE) {
Orange branch: Revived hidden treasure, the Groups! Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess...
2005-12-06 10:55:30 +00:00
paf->keys= NULL;
2002-10-12 11:37:38 +00:00
}
if(paf->type==EFF_WAVE) {
WaveEff *wav = (WaveEff*) paf;
PartEff *next = paf->next;
WaveModifierData *wmd = (WaveModifierData*) modifier_new(eModifierType_Wave);
wmd->damp = wav->damp;
wmd->flag = wav->flag;
wmd->height = wav->height;
wmd->lifetime = wav->lifetime;
wmd->narrow = wav->narrow;
wmd->speed = wav->speed;
wmd->startx = wav->startx;
wmd->starty = wav->startx;
wmd->timeoffs = wav->timeoffs;
wmd->width = wav->width;
BLI_addtail(&ob->modifiers, wmd);
BLI_remlink(&ob->effect, paf);
MEM_freeN(paf);
paf = next;
continue;
}
if(paf->type==EFF_BUILD) {
BuildEff *baf = (BuildEff*) paf;
PartEff *next = paf->next;
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
BuildModifierData *bmd = (BuildModifierData*) modifier_new(eModifierType_Build);
bmd->start = baf->sfra;
bmd->length = baf->len;
bmd->randomize = 0;
bmd->seed = 1;
BLI_addtail(&ob->modifiers, bmd);
BLI_remlink(&ob->effect, paf);
MEM_freeN(paf);
paf = next;
continue;
2002-10-12 11:37:38 +00:00
}
paf= paf->next;
}
ob->pd= newdataadr(fd, ob->pd);
direct_link_partdeflect(ob->pd);
ob->soft= newdataadr(fd, ob->soft);
if(ob->soft) {
SoftBody *sb= ob->soft;
sb->bpoint= NULL; // init pointers so it gets rebuilt nicely
sb->bspring= NULL;
sb->scratch= NULL;
/* although not used anymore */
/* still have to be loaded to be compatible with old files */
sb->keys= newdataadr(fd, sb->keys);
test_pointer_array(fd, (void **)&sb->keys);
if(sb->keys) {
int a;
for(a=0; a<sb->totkey; a++) {
sb->keys[a]= newdataadr(fd, sb->keys[a]);
}
}
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
sb->effector_weights = newdataadr(fd, sb->effector_weights);
if(!sb->effector_weights)
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
sb->effector_weights = BKE_add_effector_weights(NULL);
direct_link_pointcache_list(fd, &sb->ptcaches, &sb->pointcache, 0);
}
ob->bsoft= newdataadr(fd, ob->bsoft);
ob->fluidsimSettings= newdataadr(fd, ob->fluidsimSettings); /* NT */
link_list(fd, &ob->particlesystem);
direct_link_particlesystems(fd,&ob->particlesystem);
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
2002-10-12 11:37:38 +00:00
link_list(fd, &ob->prop);
prop= ob->prop.first;
while(prop) {
prop->poin= newdataadr(fd, prop->poin);
if(prop->poin==NULL) prop->poin= &prop->data;
2002-10-12 11:37:38 +00:00
prop= prop->next;
}
link_list(fd, &ob->sensors);
sens= ob->sensors.first;
while(sens) {
sens->data= newdataadr(fd, sens->data);
2002-10-12 11:37:38 +00:00
sens->links= newdataadr(fd, sens->links);
test_pointer_array(fd, (void **)&sens->links);
sens= sens->next;
}
direct_link_constraints(fd, &ob->constraints);
link_glob_list(fd, &ob->controllers);
BGE patch: add state engine support in the logic bricks. This patch introduces a simple state engine system with the logic bricks. This system features full backward compatibility, multiple active states, multiple state transitions, automatic disabling of sensor and actuators, full GUI support and selective display of sensors and actuators. Note: Python API is available but not documented yet. It will be added asap. State internals =============== The state system is object based. The current state mask is stored in the object as a 32 bit value; each bit set in the mask is an active state. The controllers have a state mask too but only one bit can be set: a controller belongs to a single state. The game engine will only execute controllers that belong to active states. Sensors and actuators don't have a state mask but are effectively attached to states via their links to the controllers. Sensors and actuators can be connected to more than one state. When a controller becomes inactive because of a state change, its links to sensors and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that it can react as if the game just started when it gets reconnected to an active controller. For example, an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more controllers of a single state) will generate a pulse each time the state becomes active. This feature is not available on all sensors, see the notes below. GUI === This system system is fully configurable through the GUI: the object state mask is visible under the object bar in the controller's colum as an array of buttons just like the 3D view layer mask. Click on a state bit to only display the controllers of that state. You can select more than one state with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. The Ini button sets the state mask back to the object default state. You can change the default state of object by first selecting the desired state mask and storing using the menu under the State button. If you define a default state mask, it will be loaded into the object state make when you load the blend file or when you run the game under the blenderplayer. However, when you run the game under Blender, the current selected state mask will be used as the startup state for the object. This allows you to test specific state during the game design. The controller display the state they belong to with a new button in the controller header. When you add a new controller, it is added by default in the lowest enabled state. You can change the controller state by clicking on the button and selecting another state. If more than one state is enabled in the object state mask, controllers are grouped by state for more readibility. The new Sta button in the sensor and actuator column header allows you to display only the sensors and actuators that are linked to visible controllers. A new state actuator is available to modify the state during the game. It defines a bit mask and the operation to apply on the current object state mask: Cpy: the bit mask is copied to the object state mask. Add: the bits that set in the bit mask will be turned on in the object state mask. Sub: the bits that set in the bit mask will be turned off in the object state mask. Inv: the bits that set in the bit mask will be inverted in the objecyy state mask. Notes ===== - Although states have no name, a simply convention consists in using the name of the first controller of the state as the state name. The GUI will support that convention by displaying as a hint the name of the first controller of the state when you move the mouse over a state bit of the object state mask or of the state actuator bit mask. - Each object has a state mask and each object can have a state engine but if several objects are part of a logical group, it is recommended to put the state engine only in the main object and to link the controllers of that object to the sensors and actuators of the different objects. - When loading an old blend file, the state mask of all objects and controllers are initialized to 1 so that all the controllers belong to this single state. This ensures backward compatibility with existing game. - When the state actuator is activated at the same time as other actuators, these actuators are guaranteed to execute before being eventually disabled due to the state change. This is useful for example to send a message or update a property at the time of changing the state. - Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they are acticated again, they will behave as follow: * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive to new key press. * collision sensor: objects already colliding won't be detected. Only new collisions are detected. * near and radar sensor: same as collision sensor.
2008-06-22 14:23:57 +00:00
if (ob->init_state) {
/* if a known first state is specified, set it so that the game will start ok */
ob->state = ob->init_state;
} else if (!ob->state) {
ob->state = 1;
}
2002-10-12 11:37:38 +00:00
cont= ob->controllers.first;
while(cont) {
cont->data= newdataadr(fd, cont->data);
cont->links= newdataadr(fd, cont->links);
test_pointer_array(fd, (void **)&cont->links);
BGE patch: add state engine support in the logic bricks. This patch introduces a simple state engine system with the logic bricks. This system features full backward compatibility, multiple active states, multiple state transitions, automatic disabling of sensor and actuators, full GUI support and selective display of sensors and actuators. Note: Python API is available but not documented yet. It will be added asap. State internals =============== The state system is object based. The current state mask is stored in the object as a 32 bit value; each bit set in the mask is an active state. The controllers have a state mask too but only one bit can be set: a controller belongs to a single state. The game engine will only execute controllers that belong to active states. Sensors and actuators don't have a state mask but are effectively attached to states via their links to the controllers. Sensors and actuators can be connected to more than one state. When a controller becomes inactive because of a state change, its links to sensors and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that it can react as if the game just started when it gets reconnected to an active controller. For example, an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more controllers of a single state) will generate a pulse each time the state becomes active. This feature is not available on all sensors, see the notes below. GUI === This system system is fully configurable through the GUI: the object state mask is visible under the object bar in the controller's colum as an array of buttons just like the 3D view layer mask. Click on a state bit to only display the controllers of that state. You can select more than one state with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. The Ini button sets the state mask back to the object default state. You can change the default state of object by first selecting the desired state mask and storing using the menu under the State button. If you define a default state mask, it will be loaded into the object state make when you load the blend file or when you run the game under the blenderplayer. However, when you run the game under Blender, the current selected state mask will be used as the startup state for the object. This allows you to test specific state during the game design. The controller display the state they belong to with a new button in the controller header. When you add a new controller, it is added by default in the lowest enabled state. You can change the controller state by clicking on the button and selecting another state. If more than one state is enabled in the object state mask, controllers are grouped by state for more readibility. The new Sta button in the sensor and actuator column header allows you to display only the sensors and actuators that are linked to visible controllers. A new state actuator is available to modify the state during the game. It defines a bit mask and the operation to apply on the current object state mask: Cpy: the bit mask is copied to the object state mask. Add: the bits that set in the bit mask will be turned on in the object state mask. Sub: the bits that set in the bit mask will be turned off in the object state mask. Inv: the bits that set in the bit mask will be inverted in the objecyy state mask. Notes ===== - Although states have no name, a simply convention consists in using the name of the first controller of the state as the state name. The GUI will support that convention by displaying as a hint the name of the first controller of the state when you move the mouse over a state bit of the object state mask or of the state actuator bit mask. - Each object has a state mask and each object can have a state engine but if several objects are part of a logical group, it is recommended to put the state engine only in the main object and to link the controllers of that object to the sensors and actuators of the different objects. - When loading an old blend file, the state mask of all objects and controllers are initialized to 1 so that all the controllers belong to this single state. This ensures backward compatibility with existing game. - When the state actuator is activated at the same time as other actuators, these actuators are guaranteed to execute before being eventually disabled due to the state change. This is useful for example to send a message or update a property at the time of changing the state. - Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they are acticated again, they will behave as follow: * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive to new key press. * collision sensor: objects already colliding won't be detected. Only new collisions are detected. * near and radar sensor: same as collision sensor.
2008-06-22 14:23:57 +00:00
if (cont->state_mask == 0)
cont->state_mask = 1;
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cont= cont->next;
}
link_glob_list(fd, &ob->actuators);
act= ob->actuators.first;
while(act) {
act->data= newdataadr(fd, act->data);
act= act->next;
}
link_list(fd, &ob->hooks);
while (ob->hooks.first) {
ObHook *hook = ob->hooks.first;
HookModifierData *hmd = (HookModifierData*) modifier_new(eModifierType_Hook);
hook->indexar= newdataadr(fd, hook->indexar);
if(fd->flags & FD_FLAGS_SWITCH_ENDIAN) {
int a;
for(a=0; a<hook->totindex; a++) {
SWITCH_INT(hook->indexar[a]);
}
}
- 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
/* Do conversion here because if we have loaded
* a hook we need to make sure it gets converted
* and free'd, regardless of version.
*/
VECCOPY(hmd->cent, hook->cent);
hmd->falloff = hook->falloff;
hmd->force = hook->force;
hmd->indexar = hook->indexar;
hmd->object = hook->parent;
memcpy(hmd->parentinv, hook->parentinv, sizeof(hmd->parentinv));
hmd->totindex = hook->totindex;
BLI_addhead(&ob->modifiers, hmd);
BLI_remlink(&ob->hooks, hook);
modifier_unique_name(&ob->modifiers, (ModifierData*)hmd);
MEM_freeN(hook);
}
ob->bb= NULL;
ob->derivedDeform= NULL;
ob->derivedFinal= NULL;
ob->gpulamp.first= ob->gpulamp.last= NULL;
link_list(fd, &ob->pc_ids);
/* incase this value changes in future, clamp else we get undefined behavior */
CLAMP(ob->rotmode, ROT_MODE_MIN, ROT_MODE_MAX);
if(ob->sculpt) {
ob->sculpt= MEM_callocN(sizeof(SculptSession), "reload sculpt session");
}
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}
/* ************ READ SCENE ***************** */
/* patch for missing scene IDs, can't be in do-versions */
static void composite_patch(bNodeTree *ntree, Scene *scene)
{
bNode *node;
for(node= ntree->nodes.first; node; node= node->next)
if(node->id==NULL && ELEM4(node->type, CMP_NODE_R_LAYERS, CMP_NODE_COMPOSITE, CMP_NODE_DEFOCUS, CMP_NODE_OUTPUT_FILE))
node->id= &scene->id;
}
static void link_paint(FileData *fd, Scene *sce, Paint *p)
{
if(p) {
p->brush= newlibadr_us(fd, sce->id.lib, p->brush);
p->paint_cursor= NULL;
}
}
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static void lib_link_scene(FileData *fd, Main *main)
{
Scene *sce;
Base *base, *next;
Sequence *seq;
SceneRenderLayer *srl;
TimeMarker *marker;
2002-10-12 11:37:38 +00:00
sce= main->scene.first;
while(sce) {
if(sce->id.flag & LIB_NEEDLINK) {
/*Link ID Properties -- and copy this comment EXACTLY for easy finding
of library blocks that implement this.*/
if (sce->id.properties) IDP_LibLinkProperty(sce->id.properties, (fd->flags & FD_FLAGS_SWITCH_ENDIAN), fd);
if (sce->adt) lib_link_animdata(fd, &sce->id, sce->adt);
lib_link_keyingsets(fd, &sce->id, &sce->keyingsets);
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sce->camera= newlibadr(fd, sce->id.lib, sce->camera);
sce->world= newlibadr_us(fd, sce->id.lib, sce->world);
sce->set= newlibadr(fd, sce->id.lib, sce->set);
sce->gpd= newlibadr_us(fd, sce->id.lib, sce->gpd);
link_paint(fd, sce, &sce->toolsettings->sculpt->paint);
link_paint(fd, sce, &sce->toolsettings->vpaint->paint);
link_paint(fd, sce, &sce->toolsettings->wpaint->paint);
link_paint(fd, sce, &sce->toolsettings->imapaint.paint);
sce->toolsettings->skgen_template = newlibadr(fd, sce->id.lib, sce->toolsettings->skgen_template);
for(base= sce->base.first; base; base= next) {
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next= base->next;
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/* base->object= newlibadr_us(fd, sce->id.lib, base->object); */
base->object= newlibadr_us(fd, sce->id.lib, base->object);
if(base->object==NULL) {
BKE_reportf(fd->reports, RPT_ERROR, "LIB ERROR: Object lost from scene:'%s\'\n", sce->id.name+2);
if(G.background==0) printf("LIB ERROR: base removed from scene:'%s\'\n", sce->id.name+2);
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BLI_remlink(&sce->base, base);
if(base==sce->basact) sce->basact= NULL;
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MEM_freeN(base);
}
}
SEQ_BEGIN(sce->ed, seq) {
if(seq->ipo) seq->ipo= newlibadr_us(fd, sce->id.lib, seq->ipo);
seq->scene_sound = NULL;
if(seq->scene) {
seq->scene= newlibadr(fd, sce->id.lib, seq->scene);
seq->scene_sound = sound_scene_add_scene_sound(sce, seq, seq->startdisp, seq->enddisp, seq->startofs + seq->anim_startofs);
}
if(seq->scene_camera) seq->scene_camera= newlibadr(fd, sce->id.lib, seq->scene_camera);
if(seq->sound) {
seq->scene_sound = NULL;
if(seq->type == SEQ_HD_SOUND)
seq->type = SEQ_SOUND;
else
seq->sound= newlibadr(fd, sce->id.lib, seq->sound);
if (seq->sound) {
seq->sound->id.us++;
seq->scene_sound = sound_add_scene_sound(sce, seq, seq->startdisp, seq->enddisp, seq->startofs + seq->anim_startofs);
Commit message and the brunt of the code courtesy of intrr, apologies for the size of this; Finally, the Sequencer audio support and global audio/animation sync stuff! (See http://intrr.org/blender/audiosequencer.html) Stuff that has been done: ./source/blender/blenloader/intern/writefile.c ./source/blender/blenloader/intern/readfile.c Added code to make it handle sounds used by audio strips, and to convert Scene data from older (<2.28) versions to init Scene global audio settings (Scene->audio) to defaults. ./source/blender/include/BSE_seqaudio.h ./source/blender/src/seqaudio.c The main audio routines that start/stop/scrub the audio stream at a certain frame position, provide the frame reference for the current stream position, mix the audio, convert the audio, mixdown the audio into a file. ./source/blender/makesdna/DNA_sound_types.h Introduced new variables in the bSound struct to accomodate the sample data after converted to the scene's global mixing format (stream, streamlen). Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound belongs to a sequence strip. ./source/blender/makesdna/DNA_scene_types.h Added AudioData struct, which holds scene-global audio settings. ./source/blender/makesdna/DNA_sequence_types.h Added support for audio strips. Some variables to hold Panning/Attenuation information, position information, reference to the sample, and some flags. ./source/blender/makesdna/DNA_userdef_types.h ./source/blender/src/usiblender.c Added a "Mixing buffer size" userpref. Made the versions stuff initialize it to a default for versions <2.28. ./source/blender/makesdna/DNA_space_types.h ./source/blender/src/filesel.c Added a Cyan dot to .WAV files. Any other suggestions on a better color? :) ./source/blender/src/editsound.c Changes (fixes) to the WAV file loader, re-enabled some gameengine code that is needed for dealing with bSounds and bSamples. ./source/blender/src/editipo.c ./source/blender/src/drawseq.c ./source/blender/src/editnla.c ./source/blender/src/space.c ./source/blender/src/drawview.c ./source/blender/src/renderwin.c ./source/blender/src/headerbuttons.c - Created two different wrappers for update_for_newframe(), one which scrubs the audio, one which doesn't. - Replaced some of the occurences of update_for_newframe() with update_for_newframe_muted(), which doesn't scrub the audio. - In drawview.c: Changed the synchronization scheme to get the current audio position from the audio engine, and use that as a reference for setting CFRA. Implements a/v sync and framedrop. - In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as volume envelopes. - In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing (update_for_newframe()) for moving the sequence editor framebar. ./source/blender/src/editseq.c Added support for audio strips and a default directory for WAV files which gets saved from the last Shift-A operation. ./source/blender/src/buttons.c Added Scene-global audio sequencer settings in Sound buttons. ./source/blender/src/sequence.c Various stuff that deals with handling audio strips differently than usual strips.
2003-07-13 20:16:56 +00:00
}
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}
seq->anim= NULL;
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}
SEQ_END
#ifdef DURIAN_CAMERA_SWITCH
for(marker= sce->markers.first; marker; marker= marker->next) {
if(marker->camera) {
marker->camera= newlibadr(fd, sce->id.lib, marker->camera);
}
}
#endif
if(sce->ed)
seq_update_muting(sce, sce->ed);
if(sce->nodetree) {
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
lib_link_ntree(fd, &sce->id, sce->nodetree);
composite_patch(sce->nodetree, sce);
}
for(srl= sce->r.layers.first; srl; srl= srl->next) {
srl->mat_override= newlibadr_us(fd, sce->id.lib, srl->mat_override);
srl->light_override= newlibadr_us(fd, sce->id.lib, srl->light_override);
}
/*Game Settings: Dome Warp Text*/
sce->gm.dome.warptext= newlibadr(fd, sce->id.lib, sce->gm.dome.warptext);
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sce->id.flag -= LIB_NEEDLINK;
}
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sce= sce->id.next;
}
}
static void link_recurs_seq(FileData *fd, ListBase *lb)
{
Sequence *seq;
link_list(fd, lb);
for(seq=lb->first; seq; seq=seq->next)
if(seq->seqbase.first)
link_recurs_seq(fd, &seq->seqbase);
2002-10-12 11:37:38 +00:00
}
static void direct_link_paint(FileData *fd, Paint **paint)
{
/* TODO. is this needed */
(*paint)= newdataadr(fd, (*paint));
}
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static void direct_link_scene(FileData *fd, Scene *sce)
{
Editing *ed;
Sequence *seq;
MetaStack *ms;
sce->theDag = NULL;
sce->dagisvalid = 0;
sce->obedit= NULL;
sce->stats= NULL;
sce->fps_info= NULL;
sce->customdata_mask_modal= 0;
sce->lay_updated = 0;
sound_create_scene(sce);
/* set users to one by default, not in lib-link, this will increase it for compo nodes */
sce->id.us= 1;
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link_list(fd, &(sce->base));
sce->adt= newdataadr(fd, sce->adt);
direct_link_animdata(fd, sce->adt);
link_list(fd, &sce->keyingsets);
direct_link_keyingsets(fd, &sce->keyingsets);
2002-10-12 11:37:38 +00:00
sce->basact= newdataadr(fd, sce->basact);
sce->toolsettings= newdataadr(fd, sce->toolsettings);
if(sce->toolsettings) {
direct_link_paint(fd, (Paint**)&sce->toolsettings->sculpt);
direct_link_paint(fd, (Paint**)&sce->toolsettings->vpaint);
direct_link_paint(fd, (Paint**)&sce->toolsettings->wpaint);
sce->toolsettings->imapaint.paintcursor= NULL;
sce->toolsettings->particle.paintcursor= NULL;
}
2002-10-12 11:37:38 +00:00
if(sce->ed) {
ListBase *old_seqbasep= &((Editing *)sce->ed)->seqbase;
2002-10-12 11:37:38 +00:00
ed= sce->ed= newdataadr(fd, sce->ed);
ed->act_seq= newdataadr(fd, ed->act_seq);
/* recursive link sequences, lb will be correctly initialized */
2002-10-12 11:37:38 +00:00
link_recurs_seq(fd, &ed->seqbase);
SEQ_BEGIN(ed, seq) {
2002-10-12 11:37:38 +00:00
seq->seq1= newdataadr(fd, seq->seq1);
seq->seq2= newdataadr(fd, seq->seq2);
seq->seq3= newdataadr(fd, seq->seq3);
/* a patch: after introduction of effects with 3 input strips */
if(seq->seq3==NULL) seq->seq3= seq->seq2;
2002-10-12 11:37:38 +00:00
seq->plugin= newdataadr(fd, seq->plugin);
seq->effectdata= newdataadr(fd, seq->effectdata);
if(seq->type & SEQ_EFFECT)
seq->flag |= SEQ_EFFECT_NOT_LOADED;
if(seq->type == SEQ_SPEED) {
SpeedControlVars *s= seq->effectdata;
s->frameMap= NULL;
}
2002-10-12 11:37:38 +00:00
seq->strip= newdataadr(fd, seq->strip);
if(seq->strip && seq->strip->done==0) {
seq->strip->done= 1;
if(seq->type == SEQ_IMAGE ||
seq->type == SEQ_MOVIE ||
seq->type == SEQ_RAM_SOUND ||
seq->type == SEQ_HD_SOUND) {
seq->strip->stripdata = newdataadr(
fd, seq->strip->stripdata);
} else {
seq->strip->stripdata = NULL;
}
if (seq->flag & SEQ_USE_CROP) {
seq->strip->crop = newdataadr(
fd, seq->strip->crop);
} else {
seq->strip->crop = NULL;
}
if (seq->flag & SEQ_USE_TRANSFORM) {
seq->strip->transform = newdataadr(
fd, seq->strip->transform);
} else {
seq->strip->transform = NULL;
}
if (seq->flag & SEQ_USE_PROXY) {
seq->strip->proxy = newdataadr(
fd, seq->strip->proxy);
seq->strip->proxy->anim = NULL;
} else {
seq->strip->proxy = NULL;
}
if (seq->flag & SEQ_USE_COLOR_BALANCE) {
seq->strip->color_balance = newdataadr(
fd, seq->strip->color_balance);
} else {
seq->strip->color_balance = NULL;
}
if (seq->strip->color_balance) {
// seq->strip->color_balance->gui = 0; // XXX - peter, is this relevant in 2.5?
}
2002-10-12 11:37:38 +00:00
}
}
SEQ_END
/* link metastack, slight abuse of structs here, have to restore pointer to internal part in struct */
{
Sequence temp;
char *poin;
2008-08-30 14:32:16 +00:00
intptr_t offset;
2008-08-30 14:32:16 +00:00
offset= ((intptr_t)&(temp.seqbase)) - ((intptr_t)&temp);
/* root pointer */
if(ed->seqbasep == old_seqbasep) {
ed->seqbasep= &ed->seqbase;
}
else {
poin= (char *)ed->seqbasep;
poin -= offset;
poin= newdataadr(fd, poin);
if(poin) ed->seqbasep= (ListBase *)(poin+offset);
else ed->seqbasep= &ed->seqbase;
}
/* stack */
link_list(fd, &(ed->metastack));
for(ms= ed->metastack.first; ms; ms= ms->next) {
ms->parseq= newdataadr(fd, ms->parseq);
if(ms->oldbasep == old_seqbasep)
ms->oldbasep= &ed->seqbase;
else {
poin= (char *)ms->oldbasep;
poin -= offset;
poin= newdataadr(fd, poin);
if(poin) ms->oldbasep= (ListBase *)(poin+offset);
else ms->oldbasep= &ed->seqbase;
}
}
}
2002-10-12 11:37:38 +00:00
}
Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb. Main change is that it's an own Space type now, not part of the Audio window... the audio window should restrict to own options. This way functionality is nicely separated. Since it's the first time I added a new space (since long!) I've made an extensive tutorial as well. You can find that here: http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html Notes for using timewindow; - Add time markers with MKey - CTRL+M gives option to name Marker - Markers cannot be moved yet... - Pageup-Pagedown keys moves current frame to next-prev Marker - Xkey removes Markers - If an object has Ipos or an Action, it draws key lines - CTRL+Pageup-Pagedown moves current frame to next-prev Key - Press S or E to set start/end frame for playback Notes about the implementation in Tuhopuu: - Add new Marker now selects new, deselects others - Selecting Marker didn't work like elsewhere in Blender, on click it should deselect all, except the indicated Marker. Not when holding SHIFT of course - Not exported functions are static now - Removed unused defines (MARKER_NONE NEXT_AVAIL) - Drawing order was confusing, doing too many matrix calls - Removed not needed scrollbar, added new function to draw time values. (Has advantage the MMB scroll works not confusing on a scrollbar) - Added proper support for 'frame mapping' - The string button (name Marker) had a bug (checked str[64] while str was only 64 long) - String button itself didn't allow "OK on enter" - Made frame buttons in header larger, the arrows overlapped - Removed support for negative frame values, that won't work so simple!
2005-05-05 17:19:21 +00:00
sce->r.avicodecdata = newdataadr(fd, sce->r.avicodecdata);
if (sce->r.avicodecdata) {
sce->r.avicodecdata->lpFormat = newdataadr(fd, sce->r.avicodecdata->lpFormat);
sce->r.avicodecdata->lpParms = newdataadr(fd, sce->r.avicodecdata->lpParms);
}
sce->r.qtcodecdata = newdataadr(fd, sce->r.qtcodecdata);
if (sce->r.qtcodecdata) {
sce->r.qtcodecdata->cdParms = newdataadr(fd, sce->r.qtcodecdata->cdParms);
}
if (sce->r.ffcodecdata.properties) {
sce->r.ffcodecdata.properties = newdataadr(
fd, sce->r.ffcodecdata.properties);
if (sce->r.ffcodecdata.properties) {
IDP_DirectLinkProperty(
sce->r.ffcodecdata.properties,
(fd->flags & FD_FLAGS_SWITCH_ENDIAN), fd);
}
}
Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb. Main change is that it's an own Space type now, not part of the Audio window... the audio window should restrict to own options. This way functionality is nicely separated. Since it's the first time I added a new space (since long!) I've made an extensive tutorial as well. You can find that here: http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html Notes for using timewindow; - Add time markers with MKey - CTRL+M gives option to name Marker - Markers cannot be moved yet... - Pageup-Pagedown keys moves current frame to next-prev Marker - Xkey removes Markers - If an object has Ipos or an Action, it draws key lines - CTRL+Pageup-Pagedown moves current frame to next-prev Key - Press S or E to set start/end frame for playback Notes about the implementation in Tuhopuu: - Add new Marker now selects new, deselects others - Selecting Marker didn't work like elsewhere in Blender, on click it should deselect all, except the indicated Marker. Not when holding SHIFT of course - Not exported functions are static now - Removed unused defines (MARKER_NONE NEXT_AVAIL) - Drawing order was confusing, doing too many matrix calls - Removed not needed scrollbar, added new function to draw time values. (Has advantage the MMB scroll works not confusing on a scrollbar) - Added proper support for 'frame mapping' - The string button (name Marker) had a bug (checked str[64] while str was only 64 long) - String button itself didn't allow "OK on enter" - Made frame buttons in header larger, the arrows overlapped - Removed support for negative frame values, that won't work so simple!
2005-05-05 17:19:21 +00:00
link_list(fd, &(sce->markers));
=== Custom Transform Orientation === Custom Orientations can be added with Ctrl-Shift-C (hotkey suggestions are welcomed), this adds and select the new alignment. Custom Orientations can also be added, deleted, selected from the Transform Orientations panel (View -> Transform Orientations). Standard orientations (global, local, normal, view) can also be selected from this panel. If you plan on using only a single custom orientation and don't really need a list, I suggest you use the hotkey as it adds and selects at the same time. Custom Orientations are save in the scene and are selected per 3D view (like normal orientation). Adding from an object, the orientation is a normalized version of the object's orientation. Adding from mesh data, a single element (vertex, edge, face) must be selected in its respective selection mode. Vertex orientation Z-axis is based on the normal, edge Z-axis on the edge itself (X-axis is on the XoY plane when possible, Y-axis is perpendicular to the rest). Face orientation Z-axis is the face normal, X-axis is perpendicular to the first edge, Y-axis is perpendicular to the rest. (More logical orientations can be suggested). I plan to add: 2 vertice (connected or not) => edge orientation , 3 vertice = face orientation Differences from the patch: - orientations no longer link back to the object they came from, everything is copy on creation. - orientations are overwritten based on name (if you add an orientation with the same name as one that already exists, it overwrites the old one)
2008-01-13 18:24:09 +00:00
link_list(fd, &(sce->transform_spaces));
2006-01-26 22:18:46 +00:00
link_list(fd, &(sce->r.layers));
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
sce->nodetree= newdataadr(fd, sce->nodetree);
if(sce->nodetree)
direct_link_nodetree(fd, sce->nodetree);
2002-10-12 11:37:38 +00:00
}
/* ************ READ WM ***************** */
static void direct_link_windowmanager(FileData *fd, wmWindowManager *wm)
{
wmWindow *win;
wm->id.us= 1;
link_list(fd, &(wm->windows));
for(win= wm->windows.first; win; win= win->next) {
win->ghostwin= NULL;
win->eventstate= NULL;
win->curswin= NULL;
2.5 Sanitized the 'tweak' event. Original idea was to have WM event system generating it automatically. However, I first tested it via a handler and operator, to check what kind of configurations would be useful. It appeared to not work nice, also because that inserting a tweak operator in a keymap is confusing. Now 'tweaks' are generated automatically, and can be catched by keymaps as any event. The current definition of tweak is: - if Left/Middle/Rightmouse pressed if event wasn't handled by window queue (modal handlers) start checking mousepositions - while mousepositions are checked - escape on any event other than mouse - on mouse events: - add tweak event if mousemove > 10 pixels - stop checking for tweak if mousebutton released - Tweak events have a define indicating mousebutton used EVT_TWEAK_L, EVT_TWEAK_M, EVT_TWEAK_R - In keymap definitions you can use _S or _A to map to action or select mouse userdef. - Event value in keymap should be KM_ANY for all tweaks, or use one of the eight directions: EVT_GESTURE_E, _SE, _S, _SW, _W, _NW, _N, _NE - And of course you can add modifier checks in keymaps for it. - Because tweaks are a result of mouse events, the handlers get both to evaluate. That means that RMB-select + tweak will work correctly. In case you don't want both to be handled, for example the CTRL+LMB 'extrude' and CTRL+LMB-tweak 'lasso select', you will need to set the first acting on a EVT_RELEASE, this event only gets passed on when tweak fails. The current system allows all options, configurable, we had in 2.48, and many more! A diagram of what's possible is on the todo. :) Also in this commit: lasso select editmesh failed with 'zbuffer occluded select'. Also circle-select failed.
2009-02-02 14:13:14 +00:00
win->tweak= NULL;
win->queue.first= win->queue.last= NULL;
win->handlers.first= win->handlers.last= NULL;
win->modalhandlers.first= win->modalhandlers.last= NULL;
win->subwindows.first= win->subwindows.last= NULL;
2.5 Sanitized the 'tweak' event. Original idea was to have WM event system generating it automatically. However, I first tested it via a handler and operator, to check what kind of configurations would be useful. It appeared to not work nice, also because that inserting a tweak operator in a keymap is confusing. Now 'tweaks' are generated automatically, and can be catched by keymaps as any event. The current definition of tweak is: - if Left/Middle/Rightmouse pressed if event wasn't handled by window queue (modal handlers) start checking mousepositions - while mousepositions are checked - escape on any event other than mouse - on mouse events: - add tweak event if mousemove > 10 pixels - stop checking for tweak if mousebutton released - Tweak events have a define indicating mousebutton used EVT_TWEAK_L, EVT_TWEAK_M, EVT_TWEAK_R - In keymap definitions you can use _S or _A to map to action or select mouse userdef. - Event value in keymap should be KM_ANY for all tweaks, or use one of the eight directions: EVT_GESTURE_E, _SE, _S, _SW, _W, _NW, _N, _NE - And of course you can add modifier checks in keymaps for it. - Because tweaks are a result of mouse events, the handlers get both to evaluate. That means that RMB-select + tweak will work correctly. In case you don't want both to be handled, for example the CTRL+LMB 'extrude' and CTRL+LMB-tweak 'lasso select', you will need to set the first acting on a EVT_RELEASE, this event only gets passed on when tweak fails. The current system allows all options, configurable, we had in 2.48, and many more! A diagram of what's possible is on the todo. :) Also in this commit: lasso select editmesh failed with 'zbuffer occluded select'. Also circle-select failed.
2009-02-02 14:13:14 +00:00
win->gesture.first= win->gesture.last= NULL;
2.5: WM Compositing * Triple Buffer is now more complete: - Proper handling of window resize, duplicate, etc. - It now uses 3x3 textures (or less) if the power of two sizes do not match well. That still has a worst case wast of 23.4%, but better than 300%. - It can also use the ARB/NV/EXT_texture_rectangle extension now, which may be supported on hardware that does not support ARB_texture_non_power_of_two. - Gesture, menu and brushe redraws now require no redraws at all from the area regions. So even on a high poly scene just moving the paint cursor or opening a menu should be fast. * Testing can be done by setting the "Window Draw Method" in the User Preferences in the outliner. "Overlap" is still default, since "Triple Buffer" has not been tested on computers other than mine, would like to avoid crashing Blender on startup in case there is a common bug, but it's ready for testing now. - For reference "Full" draws the full window each time. - "Triple Buffer" should work for both swap copy and swap exchange systems, the latter still need the -E command line option for "Overlap". - Resizing and going fullscreen still gives flicker here but no more than "Full" drawing. * Partial Redraw was added. ED_region_tag_redraw_partial takes a rect in window coordinates to define a subarea of the region. On region draw it will then set glScissor to a smaller area, and ar->drawrct will always be set to either the partial or full window rect. The latter can then be used for clipping in the 3D view or clipping interface drawing. Neither is implemented yet.
2009-01-23 03:52:52 +00:00
win->drawdata= NULL;
win->drawmethod= -1;
win->drawfail= 0;
}
wm->timers.first= wm->timers.last= NULL;
wm->operators.first= wm->operators.last= NULL;
wm->paintcursors.first= wm->paintcursors.last= NULL;
wm->queue.first= wm->queue.last= NULL;
BKE_reports_init(&wm->reports, RPT_STORE);
wm->keyconfigs.first= wm->keyconfigs.last= NULL;
wm->defaultconf= NULL;
wm->jobs.first= wm->jobs.last= NULL;
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
wm->drags.first= wm->drags.last= NULL;
wm->windrawable= NULL;
wm->winactive= NULL;
wm->initialized= 0;
wm->op_undo_depth= 0;
}
static void lib_link_windowmanager(FileData *fd, Main *main)
{
wmWindowManager *wm;
wmWindow *win;
for(wm= main->wm.first; wm; wm= wm->id.next) {
if(wm->id.flag & LIB_NEEDLINK) {
for(win= wm->windows.first; win; win= win->next)
win->screen= newlibadr(fd, NULL, win->screen);
wm->id.flag -= LIB_NEEDLINK;
}
}
}
/* ****************** READ GREASE PENCIL ***************** */
2002-10-12 11:37:38 +00:00
/* relinks grease-pencil data - used for direct_link and old file linkage */
static void direct_link_gpencil(FileData *fd, bGPdata *gpd)
{
bGPDlayer *gpl;
bGPDframe *gpf;
bGPDstroke *gps;
/* we must firstly have some grease-pencil data to link! */
if (gpd == NULL)
return;
/* relink layers */
link_list(fd, &gpd->layers);
for (gpl= gpd->layers.first; gpl; gpl= gpl->next) {
/* relink frames */
link_list(fd, &gpl->frames);
gpl->actframe= newdataadr(fd, gpl->actframe);
for (gpf= gpl->frames.first; gpf; gpf= gpf->next) {
/* relink strokes (and their points) */
link_list(fd, &gpf->strokes);
for (gps= gpf->strokes.first; gps; gps= gps->next) {
gps->points= newdataadr(fd, gps->points);
}
}
}
}
/* ****************** READ SCREEN ***************** */
static void butspace_version_132(SpaceButs *buts)
{
buts->v2d.tot.xmin= 0.0f;
buts->v2d.tot.ymin= 0.0f;
buts->v2d.tot.xmax= 1279.0f;
buts->v2d.tot.ymax= 228.0f;
buts->v2d.min[0]= 256.0f;
buts->v2d.min[1]= 42.0f;
buts->v2d.max[0]= 2048.0f;
buts->v2d.max[1]= 450.0f;
buts->v2d.minzoom= 0.5f;
buts->v2d.maxzoom= 1.21f;
buts->v2d.scroll= 0;
buts->v2d.keepzoom= 1;
buts->v2d.keeptot= 1;
}
/* note: file read without screens option G_FILE_NO_UI;
check lib pointers in call below */
2002-10-12 11:37:38 +00:00
static void lib_link_screen(FileData *fd, Main *main)
{
bScreen *sc;
ScrArea *sa;
for(sc= main->screen.first; sc; sc= sc->id.next) {
2002-10-12 11:37:38 +00:00
if(sc->id.flag & LIB_NEEDLINK) {
sc->id.us= 1;
sc->scene= newlibadr(fd, sc->id.lib, sc->scene);
sc->animtimer= NULL; /* saved in rare cases */
2002-10-12 11:37:38 +00:00
sa= sc->areabase.first;
while(sa) {
SpaceLink *sl;
2002-10-12 11:37:38 +00:00
sa->full= newlibadr(fd, sc->id.lib, sa->full);
2002-10-12 11:37:38 +00:00
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D*) sl;
BGpic *bgpic = NULL;
2002-10-12 11:37:38 +00:00
v3d->camera= newlibadr(fd, sc->id.lib, v3d->camera);
v3d->ob_centre= newlibadr(fd, sc->id.lib, v3d->ob_centre);
/* should be do_versions but not easy adding into the listbase */
2002-10-12 11:37:38 +00:00
if(v3d->bgpic) {
v3d->bgpic= newlibadr(fd, sc->id.lib, v3d->bgpic);
BLI_addtail(&v3d->bgpicbase, bgpic);
v3d->bgpic= NULL;
}
for(bgpic= v3d->bgpicbase.first; bgpic; bgpic= bgpic->next) {
bgpic->ima= newlibadr_us(fd, sc->id.lib, bgpic->ima);
2002-10-12 11:37:38 +00:00
}
if(v3d->localvd) {
v3d->localvd->camera= newlibadr(fd, sc->id.lib, v3d->localvd->camera);
}
}
else if(sl->spacetype==SPACE_IPO) {
SpaceIpo *sipo= (SpaceIpo *)sl;
bDopeSheet *ads= sipo->ads;
if (ads) {
ads->source= newlibadr(fd, sc->id.lib, ads->source);
ads->filter_grp= newlibadr(fd, sc->id.lib, ads->filter_grp);
}
2002-10-12 11:37:38 +00:00
}
else if(sl->spacetype==SPACE_BUTS) {
SpaceButs *sbuts= (SpaceButs *)sl;
sbuts->ri= NULL;
sbuts->pinid= newlibadr(fd, sc->id.lib, sbuts->pinid);
sbuts->mainbo= sbuts->mainb;
sbuts->mainbuser= sbuts->mainb;
if(main->versionfile<132)
butspace_version_132(sbuts);
2002-10-12 11:37:38 +00:00
}
else if(sl->spacetype==SPACE_FILE) {
SpaceFile *sfile= (SpaceFile *)sl;
sfile->files= NULL;
sfile->params= NULL;
sfile->op= NULL;
sfile->layout= NULL;
sfile->folders_prev= NULL;
sfile->folders_next= NULL;
2002-10-12 11:37:38 +00:00
}
else if(sl->spacetype==SPACE_IMASEL) {
SpaceImaSel *simasel= (SpaceImaSel *)sl;
simasel->files = NULL;
simasel->returnfunc= NULL;
simasel->menup= NULL;
simasel->pupmenu= NULL;
simasel->img= NULL;
2002-10-12 11:37:38 +00:00
}
else if(sl->spacetype==SPACE_ACTION) {
SpaceAction *saction= (SpaceAction *)sl;
bDopeSheet *ads= &saction->ads;
if (ads) {
ads->source= newlibadr(fd, sc->id.lib, ads->source);
ads->filter_grp= newlibadr(fd, sc->id.lib, ads->filter_grp);
}
2002-10-12 11:37:38 +00:00
saction->action = newlibadr(fd, sc->id.lib, saction->action);
}
else if(sl->spacetype==SPACE_IMAGE) {
SpaceImage *sima= (SpaceImage *)sl;
2002-10-12 11:37:38 +00:00
sima->image= newlibadr_us(fd, sc->id.lib, sima->image);
/* NOTE: pre-2.5, this was local data not lib data, but now we need this as lib data
* so fingers crossed this works fine!
*/
sima->gpd= newlibadr_us(fd, sc->id.lib, sima->gpd);
2002-10-12 11:37:38 +00:00
}
else if(sl->spacetype==SPACE_NLA){
SpaceNla *snla= (SpaceNla *)sl;
bDopeSheet *ads= snla->ads;
if (ads) {
ads->source= newlibadr(fd, sc->id.lib, ads->source);
ads->filter_grp= newlibadr(fd, sc->id.lib, ads->filter_grp);
}
2002-10-12 11:37:38 +00:00
}
else if(sl->spacetype==SPACE_TEXT) {
SpaceText *st= (SpaceText *)sl;
2002-10-12 11:37:38 +00:00
st->text= newlibadr(fd, sc->id.lib, st->text);
st->drawcache= NULL;
}
else if(sl->spacetype==SPACE_SCRIPT) {
SpaceScript *scpt= (SpaceScript *)sl;
2008-03-07 22:39:45 +00:00
/*scpt->script = NULL; - 2.45 set to null, better re-run the script */
if (scpt->script) {
2008-03-07 22:39:45 +00:00
scpt->script= newlibadr(fd, sc->id.lib, scpt->script);
if (scpt->script) {
SCRIPT_SET_NULL(scpt->script)
}
}
2002-10-12 11:37:38 +00:00
}
else if(sl->spacetype==SPACE_OUTLINER) {
2002-10-12 11:37:38 +00:00
SpaceOops *so= (SpaceOops *)sl;
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
TreeStoreElem *tselem;
int a;
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
so->tree.first= so->tree.last= NULL;
so->search_tse.id= newlibadr(fd, NULL, so->search_tse.id);
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
if(so->treestore) {
tselem= so->treestore->data;
for(a=0; a<so->treestore->usedelem; a++, tselem++) {
tselem->id= newlibadr(fd, NULL, tselem->id);
}
}
2002-10-12 11:37:38 +00:00
}
else if(sl->spacetype==SPACE_SOUND) {
SpaceSound *ssound= (SpaceSound *)sl;
2002-10-12 11:37:38 +00:00
ssound->sound= newlibadr_us(fd, sc->id.lib, ssound->sound);
}
else if(sl->spacetype==SPACE_NODE) {
SpaceNode *snode= (SpaceNode *)sl;
snode->id= newlibadr(fd, sc->id.lib, snode->id);
/* internal data, a bit patchy */
if(snode->id) {
if(GS(snode->id->name)==ID_MA)
snode->nodetree= ((Material *)snode->id)->nodetree;
else if(GS(snode->id->name)==ID_SCE)
snode->nodetree= ((Scene *)snode->id)->nodetree;
else if(GS(snode->id->name)==ID_TE)
snode->nodetree= ((Tex *)snode->id)->nodetree;
}
snode->linkdrag.first = snode->linkdrag.last = NULL;
}
2002-10-12 11:37:38 +00:00
}
sa= sa->next;
}
sc->id.flag -= LIB_NEEDLINK;
}
}
}
/* Only for undo files, or to restore a screen after reading without UI... */
static void *restore_pointer_by_name(Main *mainp, ID *id, int user)
{
if(id) {
ListBase *lb= which_libbase(mainp, GS(id->name));
if(lb) { // there's still risk of checking corrupt mem (freed Ids in oops)
ID *idn= lb->first;
char *name= id->name+2;
while(idn) {
if(idn->name[2]==name[0] && strcmp(idn->name+2, name)==0) {
if(idn->lib==id->lib) {
if(user && idn->us==0) idn->us++;
break;
}
}
idn= idn->next;
}
return idn;
}
}
return NULL;
}
/* called from kernel/blender.c */
/* used to link a file (without UI) to the current UI */
/* note that it assumes the old pointers in UI are still valid, so old Main is not freed */
void lib_link_screen_restore(Main *newmain, bScreen *curscreen, Scene *curscene)
{
wmWindow *win;
wmWindowManager *wm;
bScreen *sc;
ScrArea *sa;
/* first windowmanager */
for(wm= newmain->wm.first; wm; wm= wm->id.next) {
for(win= wm->windows.first; win; win= win->next) {
win->screen= restore_pointer_by_name(newmain, (ID *)win->screen, 1);
if(win->screen==NULL)
win->screen= curscreen;
win->screen->winid= win->winid;
}
}
for(sc= newmain->screen.first; sc; sc= sc->id.next) {
Scene *oldscene= sc->scene;
sc->scene= restore_pointer_by_name(newmain, (ID *)sc->scene, 1);
if(sc->scene==NULL)
sc->scene= curscene;
/* keep cursor location through undo */
copy_v3_v3(sc->scene->cursor, oldscene->cursor);
sa= sc->areabase.first;
while(sa) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D*) sl;
BGpic *bgpic;
if(v3d->scenelock)
v3d->camera= NULL; /* always get from scene */
else
v3d->camera= restore_pointer_by_name(newmain, (ID *)v3d->camera, 1);
if(v3d->camera==NULL)
v3d->camera= sc->scene->camera;
v3d->ob_centre= restore_pointer_by_name(newmain, (ID *)v3d->ob_centre, 1);
for(bgpic= v3d->bgpicbase.first; bgpic; bgpic= bgpic->next) {
bgpic->ima= restore_pointer_by_name(newmain, (ID *)bgpic->ima, 1);
}
if(v3d->localvd) {
/*Base *base;*/
v3d->localvd->camera= sc->scene->camera;
/* localview can become invalid during undo/redo steps, so we exit it when no could be found */
/* XXX regionlocalview ?
for(base= sc->scene->base.first; base; base= base->next) {
if(base->lay & v3d->lay) break;
}
if(base==NULL) {
v3d->lay= v3d->localvd->lay;
v3d->layact= v3d->localvd->layact;
MEM_freeN(v3d->localvd);
v3d->localvd= NULL;
}
*/
}
else if(v3d->scenelock) v3d->lay= sc->scene->lay;
/* not very nice, but could help */
if((v3d->layact & v3d->lay)==0) v3d->layact= v3d->lay;
}
else if(sl->spacetype==SPACE_IPO) {
SpaceIpo *sipo= (SpaceIpo *)sl;
bDopeSheet *ads= sipo->ads;
if (ads) {
ads->source= restore_pointer_by_name(newmain, (ID *)ads->source, 1);
if (ads->filter_grp)
ads->filter_grp= restore_pointer_by_name(newmain, (ID *)ads->filter_grp, 0);
}
}
else if(sl->spacetype==SPACE_BUTS) {
SpaceButs *sbuts= (SpaceButs *)sl;
sbuts->pinid = restore_pointer_by_name(newmain, sbuts->pinid, 0);
//XXX if (sbuts->ri) sbuts->ri->curtile = 0;
}
else if(sl->spacetype==SPACE_FILE) {
SpaceFile *sfile= (SpaceFile *)sl;
sfile->op= NULL;
}
else if(sl->spacetype==SPACE_IMASEL) {
SpaceImaSel *simasel= (SpaceImaSel *)sl;
if (simasel->files) {
//XXX BIF_filelist_freelib(simasel->files);
}
}
else if(sl->spacetype==SPACE_ACTION) {
SpaceAction *saction= (SpaceAction *)sl;
saction->action = restore_pointer_by_name(newmain, (ID *)saction->action, 1);
saction->ads.source= restore_pointer_by_name(newmain, (ID *)saction->ads.source, 1);
if (saction->ads.filter_grp)
saction->ads.filter_grp= restore_pointer_by_name(newmain, (ID *)saction->ads.filter_grp, 0);
}
else if(sl->spacetype==SPACE_IMAGE) {
SpaceImage *sima= (SpaceImage *)sl;
sima->image= restore_pointer_by_name(newmain, (ID *)sima->image, 1);
sima->scopes.waveform_1 = NULL;
sima->scopes.waveform_2 = NULL;
sima->scopes.waveform_3 = NULL;
sima->scopes.vecscope = NULL;
sima->scopes.ok = 0;
/* NOTE: pre-2.5, this was local data not lib data, but now we need this as lib data
* so assume that here we're doing for undo only...
*/
sima->gpd= restore_pointer_by_name(newmain, (ID *)sima->gpd, 1);
}
else if(sl->spacetype==SPACE_NLA){
SpaceNla *snla= (SpaceNla *)sl;
bDopeSheet *ads= snla->ads;
if (ads) {
ads->source= restore_pointer_by_name(newmain, (ID *)ads->source, 1);
if (ads->filter_grp)
ads->filter_grp= restore_pointer_by_name(newmain, (ID *)ads->filter_grp, 0);
}
}
else if(sl->spacetype==SPACE_TEXT) {
SpaceText *st= (SpaceText *)sl;
st->text= restore_pointer_by_name(newmain, (ID *)st->text, 1);
if(st->text==NULL) st->text= newmain->text.first;
}
else if(sl->spacetype==SPACE_SCRIPT) {
SpaceScript *scpt= (SpaceScript *)sl;
scpt->script= restore_pointer_by_name(newmain, (ID *)scpt->script, 1);
/*sc->script = NULL; - 2.45 set to null, better re-run the script */
if (scpt->script) {
SCRIPT_SET_NULL(scpt->script)
}
}
else if(sl->spacetype==SPACE_OUTLINER) {
SpaceOops *so= (SpaceOops *)sl;
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
int a;
so->search_tse.id= restore_pointer_by_name(newmain, so->search_tse.id, 0);
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
if(so->treestore) {
TreeStore *ts= so->treestore;
TreeStoreElem *tselem=ts->data;
for(a=0; a<ts->usedelem; a++, tselem++) {
tselem->id= restore_pointer_by_name(newmain, tselem->id, 0);
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
}
}
}
else if(sl->spacetype==SPACE_SOUND) {
SpaceSound *ssound= (SpaceSound *)sl;
ssound->sound= restore_pointer_by_name(newmain, (ID *)ssound->sound, 1);
}
Christmas coding work! ********* Node editor work: - To enable Nodes for Materials, you have to set the "Use Nodes" button, in the new Material buttons "Nodes" Panel or in header of the Node editor. Doing this will disable Material-Layers. - Nodes now execute materials ("shaders"), but still only using the previewrender code. - Nodes have (optional) previews for rendered images. - Node headers allow to hide buttons and/or preview image - Nodes can be dragged larger/smaller (right-bottom corner) - Nodes can be hidden (minimized) with hotkey H - CTRL+click on an Input Socket gives a popup with default values. - Changing Material/Texture or Mix node will adjust Node title. - Click-drag outside of a Node changes cursor to "Knife' and allows to draw a rect where to cut Links. - Added new node types RGBtoBW, Texture, In/Output, ColorRamp - Material Nodes have options to ouput diffuse or specular, or to use a negative normal. The input socket 'Normal' will force the material to use that normal, otherwise it uses the normal from the Material that has the node tree. - When drawing a link between two not-matching sockets, Blender inserts a converting node (now only for value/rgb combos) - When drawing a link to an input socket that's already in use, the old link will either disappear or flip to another unused socket. - A click on a Material Node will activate it, and show all its settings in the Material Buttons. Active Material Nodes draw the material icon in red. - A click on any node will show its options in the Node Panel in the Material buttons. - Multiple Output Nodes can be used, to sample contents of a tree, but only one Output is the real one, which is indicated in a different color and red material icon. - Added ThemeColors for node types - ALT+C will convert existing Material-Layers to Node... this currently only adds the material/mix nodes and connects them. Dunno if this is worth a lot of coding work to make perfect? - Press C to call another "Solve order", which will show all possible cyclic conflicts (if there are). - Technical: nodes now use "Type" structs which define the structure of nodes and in/output sockets. The Type structs store all fixed info, callbacks, and allow to reconstruct saved Nodes to match what is required by Blender. - Defining (new) nodes now is as simple as filling in a fixed Type struct, plus code some callbacks. A doc will be made! - Node preview images are by default float ********* Icon drawing: - Cleanup of how old icons were implemented in new system, making them 16x16 too, correctly centered *and* scaled. - Made drawing Icons use float coordinates - Moved BIF_calcpreview_image() into interface_icons.c, renamed it icon_from_image(). Removed a lot of unneeded Imbuf magic here! :) - Skipped scaling and imbuf copying when icons are OK size ********* Preview render: - Huge cleanup of code.... - renaming BIF_xxx calls that only were used internally - BIF_previewrender() now accepts an argument for rendering method, so it supports icons, buttonwindow previewrender and node editor - Only a single BIF_preview_changed() call now exists, supporting all signals as needed for buttos and node editor ********* More stuff: - glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format argument for GL_FLOAT rects - Made the ColorBand become a built-in button for interface.c Was a load of cleanup work in buttons_shading.c... - removed a load of unneeded glBlendFunc() calls - Fixed bug in calculating text length for buttons (ancient!)
2005-12-28 15:42:51 +00:00
else if(sl->spacetype==SPACE_NODE) {
SpaceNode *snode= (SpaceNode *)sl;
snode->id= restore_pointer_by_name(newmain, snode->id, 1);
snode->edittree= NULL;
if(snode->id==NULL)
snode->nodetree= NULL;
else {
if(GS(snode->id->name)==ID_MA)
snode->nodetree= ((Material *)snode->id)->nodetree;
else if(GS(snode->id->name)==ID_SCE)
snode->nodetree= ((Scene *)snode->id)->nodetree;
else if(GS(snode->id->name)==ID_TE)
snode->nodetree= ((Tex *)snode->id)->nodetree;
}
Christmas coding work! ********* Node editor work: - To enable Nodes for Materials, you have to set the "Use Nodes" button, in the new Material buttons "Nodes" Panel or in header of the Node editor. Doing this will disable Material-Layers. - Nodes now execute materials ("shaders"), but still only using the previewrender code. - Nodes have (optional) previews for rendered images. - Node headers allow to hide buttons and/or preview image - Nodes can be dragged larger/smaller (right-bottom corner) - Nodes can be hidden (minimized) with hotkey H - CTRL+click on an Input Socket gives a popup with default values. - Changing Material/Texture or Mix node will adjust Node title. - Click-drag outside of a Node changes cursor to "Knife' and allows to draw a rect where to cut Links. - Added new node types RGBtoBW, Texture, In/Output, ColorRamp - Material Nodes have options to ouput diffuse or specular, or to use a negative normal. The input socket 'Normal' will force the material to use that normal, otherwise it uses the normal from the Material that has the node tree. - When drawing a link between two not-matching sockets, Blender inserts a converting node (now only for value/rgb combos) - When drawing a link to an input socket that's already in use, the old link will either disappear or flip to another unused socket. - A click on a Material Node will activate it, and show all its settings in the Material Buttons. Active Material Nodes draw the material icon in red. - A click on any node will show its options in the Node Panel in the Material buttons. - Multiple Output Nodes can be used, to sample contents of a tree, but only one Output is the real one, which is indicated in a different color and red material icon. - Added ThemeColors for node types - ALT+C will convert existing Material-Layers to Node... this currently only adds the material/mix nodes and connects them. Dunno if this is worth a lot of coding work to make perfect? - Press C to call another "Solve order", which will show all possible cyclic conflicts (if there are). - Technical: nodes now use "Type" structs which define the structure of nodes and in/output sockets. The Type structs store all fixed info, callbacks, and allow to reconstruct saved Nodes to match what is required by Blender. - Defining (new) nodes now is as simple as filling in a fixed Type struct, plus code some callbacks. A doc will be made! - Node preview images are by default float ********* Icon drawing: - Cleanup of how old icons were implemented in new system, making them 16x16 too, correctly centered *and* scaled. - Made drawing Icons use float coordinates - Moved BIF_calcpreview_image() into interface_icons.c, renamed it icon_from_image(). Removed a lot of unneeded Imbuf magic here! :) - Skipped scaling and imbuf copying when icons are OK size ********* Preview render: - Huge cleanup of code.... - renaming BIF_xxx calls that only were used internally - BIF_previewrender() now accepts an argument for rendering method, so it supports icons, buttonwindow previewrender and node editor - Only a single BIF_preview_changed() call now exists, supporting all signals as needed for buttos and node editor ********* More stuff: - glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format argument for GL_FLOAT rects - Made the ColorBand become a built-in button for interface.c Was a load of cleanup work in buttons_shading.c... - removed a load of unneeded glBlendFunc() calls - Fixed bug in calculating text length for buttons (ancient!)
2005-12-28 15:42:51 +00:00
}
}
sa= sa->next;
}
}
}
static void direct_link_region(FileData *fd, ARegion *ar, int spacetype)
{
Panel *pa;
link_list(fd, &(ar->panels));
for(pa= ar->panels.first; pa; pa=pa->next) {
pa->paneltab= newdataadr(fd, pa->paneltab);
pa->runtime_flag= 0;
pa->activedata= NULL;
pa->type= NULL;
}
ar->regiondata= newdataadr(fd, ar->regiondata);
if(ar->regiondata) {
if(spacetype==SPACE_VIEW3D) {
RegionView3D *rv3d= ar->regiondata;
rv3d->localvd= newdataadr(fd, rv3d->localvd);
rv3d->clipbb= newdataadr(fd, rv3d->clipbb);
rv3d->depths= NULL;
rv3d->ri= NULL;
rv3d->sms= NULL;
rv3d->smooth_timer= NULL;
}
}
ar->v2d.tab_offset= NULL;
ar->v2d.tab_num= 0;
ar->v2d.tab_cur= 0;
ar->handlers.first= ar->handlers.last= NULL;
ar->uiblocks.first= ar->uiblocks.last= NULL;
ar->headerstr= NULL;
ar->swinid= 0;
ar->type= NULL;
ar->swap= 0;
2.5: WM Compositing * Triple Buffer is now more complete: - Proper handling of window resize, duplicate, etc. - It now uses 3x3 textures (or less) if the power of two sizes do not match well. That still has a worst case wast of 23.4%, but better than 300%. - It can also use the ARB/NV/EXT_texture_rectangle extension now, which may be supported on hardware that does not support ARB_texture_non_power_of_two. - Gesture, menu and brushe redraws now require no redraws at all from the area regions. So even on a high poly scene just moving the paint cursor or opening a menu should be fast. * Testing can be done by setting the "Window Draw Method" in the User Preferences in the outliner. "Overlap" is still default, since "Triple Buffer" has not been tested on computers other than mine, would like to avoid crashing Blender on startup in case there is a common bug, but it's ready for testing now. - For reference "Full" draws the full window each time. - "Triple Buffer" should work for both swap copy and swap exchange systems, the latter still need the -E command line option for "Overlap". - Resizing and going fullscreen still gives flicker here but no more than "Full" drawing. * Partial Redraw was added. ED_region_tag_redraw_partial takes a rect in window coordinates to define a subarea of the region. On region draw it will then set glScissor to a smaller area, and ar->drawrct will always be set to either the partial or full window rect. The latter can then be used for clipping in the 3D view or clipping interface drawing. Neither is implemented yet.
2009-01-23 03:52:52 +00:00
ar->do_draw= 0;
memset(&ar->drawrct, 0, sizeof(ar->drawrct));
}
/* for the saved 2.50 files without regiondata */
/* and as patch for 2.48 and older */
static void view3d_split_250(View3D *v3d, ListBase *regions)
{
ARegion *ar;
for(ar= regions->first; ar; ar= ar->next) {
if(ar->regiontype==RGN_TYPE_WINDOW && ar->regiondata==NULL) {
RegionView3D *rv3d;
2009-01-22 14:59:49 +00:00
rv3d= ar->regiondata= MEM_callocN(sizeof(RegionView3D), "region v3d patch");
rv3d->persp= v3d->persp;
rv3d->view= v3d->view;
rv3d->dist= v3d->dist;
VECCOPY(rv3d->ofs, v3d->ofs);
QUATCOPY(rv3d->viewquat, v3d->viewquat);
}
}
/* this was not initialized correct always */
if(v3d->twtype == 0)
v3d->twtype= V3D_MANIP_TRANSLATE;
}
2002-10-12 11:37:38 +00:00
static void direct_link_screen(FileData *fd, bScreen *sc)
{
ScrArea *sa;
ScrVert *sv;
ScrEdge *se;
int a;
2002-10-12 11:37:38 +00:00
link_list(fd, &(sc->vertbase));
link_list(fd, &(sc->edgebase));
link_list(fd, &(sc->areabase));
Various changes made in the process of working on the UI code: * Added functions to generate Timer events. There was some unfinished code to create one timer per window, this replaces that with a way to let operators or other handlers add/remove their own timers as needed. This is currently delivered as an event with the timer handle, perhaps this should be a notifier instead? Also includes some fixes in ghost for timer events that were not delivered in time, due to passing negative timeout. * Added a Message event, which is a generic event that can be added by any operator. This is used in the UI code to communicate the results of opened blocks. Again, this may be better as a notifier. * These two events should not be blocked as they are intended for a specific operator or handler, so there were exceptions added for this, which is one of the reasons they might work better as notifiers, but currently these things can't listen to notifier yet. * Added an option to events to indicate if the customdata should be freed or not. * Added a free() callback for area regions, and added a free function for area regions in blenkernel since it was already there for screens and areas. * Added ED_screen/area/region_exit functions to clean up things like operators and handlers when they are closed. * Added screen level regions, these will draw over areas boundaries, with the last created region on top. These are useful for tooltips, menus, etc, and are not saved to file. It's using the same ARegion struct as areas to avoid code duplication, but perhaps that should be renamed then. Note that redraws currently go correct, because only full window redraws are used, for partial redraws without any frontbuffer drawing, the window manager needs to get support for compositing subwindows. * Minor changes in the subwindow code to retrieve the matrix, and moved setlinestyle to glutil.c. * Reversed argument order in WM_event_add/remove_keymap_handler to be consistent with modal_handler. * Operators can now block events but not necessarily cancel/finish. * Modal operators are now stored in a list in the window/area/region they were created in. This means for example that when a transform operator is invoked from a region but registers a handler at the window level (since mouse motion across areas should work), it will still get removed when the region is closed while the operator is running.
2008-11-11 15:18:21 +00:00
sc->regionbase.first= sc->regionbase.last= NULL;
sc->context= NULL;
Various changes made in the process of working on the UI code: * Added functions to generate Timer events. There was some unfinished code to create one timer per window, this replaces that with a way to let operators or other handlers add/remove their own timers as needed. This is currently delivered as an event with the timer handle, perhaps this should be a notifier instead? Also includes some fixes in ghost for timer events that were not delivered in time, due to passing negative timeout. * Added a Message event, which is a generic event that can be added by any operator. This is used in the UI code to communicate the results of opened blocks. Again, this may be better as a notifier. * These two events should not be blocked as they are intended for a specific operator or handler, so there were exceptions added for this, which is one of the reasons they might work better as notifiers, but currently these things can't listen to notifier yet. * Added an option to events to indicate if the customdata should be freed or not. * Added a free() callback for area regions, and added a free function for area regions in blenkernel since it was already there for screens and areas. * Added ED_screen/area/region_exit functions to clean up things like operators and handlers when they are closed. * Added screen level regions, these will draw over areas boundaries, with the last created region on top. These are useful for tooltips, menus, etc, and are not saved to file. It's using the same ARegion struct as areas to avoid code duplication, but perhaps that should be renamed then. Note that redraws currently go correct, because only full window redraws are used, for partial redraws without any frontbuffer drawing, the window manager needs to get support for compositing subwindows. * Minor changes in the subwindow code to retrieve the matrix, and moved setlinestyle to glutil.c. * Reversed argument order in WM_event_add/remove_keymap_handler to be consistent with modal_handler. * Operators can now block events but not necessarily cancel/finish. * Modal operators are now stored in a list in the window/area/region they were created in. This means for example that when a transform operator is invoked from a region but registers a handler at the window level (since mouse motion across areas should work), it will still get removed when the region is closed while the operator is running.
2008-11-11 15:18:21 +00:00
sc->mainwin= sc->subwinactive= 0; /* indices */
2.5: WM Compositing * Triple Buffer is now more complete: - Proper handling of window resize, duplicate, etc. - It now uses 3x3 textures (or less) if the power of two sizes do not match well. That still has a worst case wast of 23.4%, but better than 300%. - It can also use the ARB/NV/EXT_texture_rectangle extension now, which may be supported on hardware that does not support ARB_texture_non_power_of_two. - Gesture, menu and brushe redraws now require no redraws at all from the area regions. So even on a high poly scene just moving the paint cursor or opening a menu should be fast. * Testing can be done by setting the "Window Draw Method" in the User Preferences in the outliner. "Overlap" is still default, since "Triple Buffer" has not been tested on computers other than mine, would like to avoid crashing Blender on startup in case there is a common bug, but it's ready for testing now. - For reference "Full" draws the full window each time. - "Triple Buffer" should work for both swap copy and swap exchange systems, the latter still need the -E command line option for "Overlap". - Resizing and going fullscreen still gives flicker here but no more than "Full" drawing. * Partial Redraw was added. ED_region_tag_redraw_partial takes a rect in window coordinates to define a subarea of the region. On region draw it will then set glScissor to a smaller area, and ar->drawrct will always be set to either the partial or full window rect. The latter can then be used for clipping in the 3D view or clipping interface drawing. Neither is implemented yet.
2009-01-23 03:52:52 +00:00
sc->swap= 0;
/* hacky patch... but people have been saving files with the verse-blender,
causing the handler to keep running for ever, with no means to disable it */
for(a=0; a<SCREEN_MAXHANDLER; a+=2) {
if( sc->handler[a]==SCREEN_HANDLER_VERSE) {
sc->handler[a]= 0;
break;
}
}
2002-10-12 11:37:38 +00:00
/* edges */
for(se= sc->edgebase.first; se; se= se->next) {
2002-10-12 11:37:38 +00:00
se->v1= newdataadr(fd, se->v1);
se->v2= newdataadr(fd, se->v2);
2008-08-30 14:32:16 +00:00
if( (intptr_t)se->v1 > (intptr_t)se->v2) {
2002-10-12 11:37:38 +00:00
sv= se->v1;
se->v1= se->v2;
se->v2= sv;
}
2002-10-12 11:37:38 +00:00
if(se->v1==NULL) {
printf("error reading screen... file corrupt\n");
se->v1= se->v2;
}
}
/* areas */
for(sa= sc->areabase.first; sa; sa= sa->next) {
2002-10-12 11:37:38 +00:00
SpaceLink *sl;
ARegion *ar;
2002-10-12 11:37:38 +00:00
link_list(fd, &(sa->spacedata));
link_list(fd, &(sa->regionbase));
sa->handlers.first= sa->handlers.last= NULL;
sa->type= NULL; /* spacetype callbacks */
for(ar= sa->regionbase.first; ar; ar= ar->next)
direct_link_region(fd, ar, sa->spacetype);
/* accident can happen when read/save new file with older version */
/* 2.50: we now always add spacedata for info */
if(sa->spacedata.first==NULL) {
SpaceInfo *sinfo= MEM_callocN(sizeof(SpaceInfo), "spaceinfo");
sa->spacetype= sinfo->spacetype= SPACE_INFO;
BLI_addtail(&sa->spacedata, sinfo);
}
/* add local view3d too */
else if(sa->spacetype==SPACE_VIEW3D)
view3d_split_250(sa->spacedata.first, &sa->regionbase);
2002-10-12 11:37:38 +00:00
for (sl= sa->spacedata.first; sl; sl= sl->next) {
link_list(fd, &(sl->regionbase));
for(ar= sl->regionbase.first; ar; ar= ar->next)
direct_link_region(fd, ar, sl->spacetype);
2002-10-12 11:37:38 +00:00
if (sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D*) sl;
BGpic *bgpic;
v3d->flag |= V3D_INVALID_BACKBUF;
link_list(fd, &(v3d->bgpicbase));
/* should be do_versions except this doesnt fit well there */
if(v3d->bgpic) {
bgpic= newdataadr(fd, v3d->bgpic);
BLI_addtail(&v3d->bgpicbase, bgpic);
v3d->bgpic= NULL;
}
for(bgpic= v3d->bgpicbase.first; bgpic; bgpic= bgpic->next)
bgpic->iuser.ok= 1;
if(v3d->gpd) {
v3d->gpd= newdataadr(fd, v3d->gpd);
direct_link_gpencil(fd, v3d->gpd);
}
2002-10-12 11:37:38 +00:00
v3d->localvd= newdataadr(fd, v3d->localvd);
v3d->afterdraw_transp.first= v3d->afterdraw_transp.last= NULL;
v3d->afterdraw_xray.first= v3d->afterdraw_xray.last= NULL;
v3d->afterdraw_xraytransp.first= v3d->afterdraw_xraytransp.last= NULL;
v3d->properties_storage= NULL;
view3d_split_250(v3d, &sl->regionbase);
2002-10-12 11:37:38 +00:00
}
else if (sl->spacetype==SPACE_IPO) {
SpaceIpo *sipo= (SpaceIpo*)sl;
sipo->ads= newdataadr(fd, sipo->ads);
sipo->ghostCurves.first= sipo->ghostCurves.last= NULL;
}
else if (sl->spacetype==SPACE_NLA) {
SpaceNla *snla= (SpaceNla*)sl;
snla->ads= newdataadr(fd, snla->ads);
}
else if (sl->spacetype==SPACE_OUTLINER) {
2002-10-12 11:37:38 +00:00
SpaceOops *soops= (SpaceOops*) sl;
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
soops->treestore= newdataadr(fd, soops->treestore);
if(soops->treestore) {
soops->treestore->data= newdataadr(fd, soops->treestore->data);
/* we only saved what was used */
soops->treestore->totelem= soops->treestore->usedelem;
soops->storeflag |= SO_TREESTORE_CLEANUP; // at first draw
}
2002-10-12 11:37:38 +00:00
}
else if(sl->spacetype==SPACE_IMAGE) {
SpaceImage *sima= (SpaceImage *)sl;
sima->cumap= newdataadr(fd, sima->cumap);
if(sima->cumap)
direct_link_curvemapping(fd, sima->cumap);
sima->iuser.scene= NULL;
sima->iuser.ok= 1;
sima->scopes.waveform_1 = NULL;
sima->scopes.waveform_2 = NULL;
sima->scopes.waveform_3 = NULL;
sima->scopes.vecscope = NULL;
sima->scopes.ok = 0;
/* WARNING: gpencil data is no longer stored directly in sima after 2.5
* so sacrifice a few old files for now to avoid crashes with new files!
* committed: r28002 */
#if 0
sima->gpd= newdataadr(fd, sima->gpd);
if (sima->gpd)
direct_link_gpencil(fd, sima->gpd);
#endif
}
else if(sl->spacetype==SPACE_NODE) {
SpaceNode *snode= (SpaceNode *)sl;
if(snode->gpd) {
snode->gpd= newdataadr(fd, snode->gpd);
direct_link_gpencil(fd, snode->gpd);
}
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
snode->nodetree= snode->edittree= NULL;
}
else if(sl->spacetype==SPACE_TIME) {
SpaceTime *stime= (SpaceTime *)sl;
stime->caches.first= stime->caches.last= NULL;
}
else if(sl->spacetype==SPACE_LOGIC) {
SpaceLogic *slogic= (SpaceLogic *)sl;
if(slogic->gpd) {
slogic->gpd= newdataadr(fd, slogic->gpd);
direct_link_gpencil(fd, slogic->gpd);
}
}
else if(sl->spacetype==SPACE_SEQ) {
SpaceSeq *sseq= (SpaceSeq *)sl;
if(sseq->gpd) {
sseq->gpd= newdataadr(fd, sseq->gpd);
direct_link_gpencil(fd, sseq->gpd);
}
}
else if(sl->spacetype==SPACE_BUTS) {
SpaceButs *sbuts= (SpaceButs *)sl;
sbuts->path= NULL;
}
else if(sl->spacetype==SPACE_CONSOLE) {
SpaceConsole *sconsole= (SpaceConsole *)sl;
2010-04-24 21:14:05 +00:00
ConsoleLine *cl, *cl_next;
link_list(fd, &sconsole->scrollback);
link_list(fd, &sconsole->history);
//for(cl= sconsole->scrollback.first; cl; cl= cl->next)
// cl->line= newdataadr(fd, cl->line);
/*comma expressions, (e.g. expr1, expr2, expr3) evalutate each expression,
from left to right. the right-most expression sets the result of the comma
expression as a whole*/
2010-04-24 21:14:05 +00:00
for(cl= sconsole->history.first; cl; cl= cl_next) {
cl_next= cl->next;
cl->line= newdataadr(fd, cl->line);
if (cl->line) {
/* the allocted length is not written, so reset here */
cl->len_alloc= cl->len + 1;
}
else {
BLI_remlink(&sconsole->history, cl);
MEM_freeN(cl);
}
}
}
else if(sl->spacetype==SPACE_FILE) {
SpaceFile *sfile= (SpaceFile *)sl;
/* this sort of info is probably irrelevant for reloading...
* plus, it isn't saved to files yet!
*/
sfile->folders_prev= sfile->folders_next= NULL;
sfile->files= NULL;
sfile->layout= NULL;
sfile->op= NULL;
sfile->params= NULL;
}
2002-10-12 11:37:38 +00:00
}
sa->actionzones.first= sa->actionzones.last= NULL;
2002-10-12 11:37:38 +00:00
sa->v1= newdataadr(fd, sa->v1);
sa->v2= newdataadr(fd, sa->v2);
sa->v3= newdataadr(fd, sa->v3);
sa->v4= newdataadr(fd, sa->v4);
}
}
2002-10-12 11:37:38 +00:00
/* ********** READ LIBRARY *************** */
static void direct_link_library(FileData *fd, Library *lib, Main *main)
2002-10-12 11:37:38 +00:00
{
Main *newmain;
for(newmain= fd->mainlist.first; newmain; newmain= newmain->next) {
if(newmain->curlib) {
if(BLI_path_cmp(newmain->curlib->filepath, lib->filepath) == 0) {
printf("Fixed error in file; multiple instances of lib:\n %s\n", lib->filepath);
BKE_reportf(fd->reports, RPT_WARNING, "Library '%s', '%s' had multiple instances, save and reload!", lib->name, lib->filepath);
change_idid_adr(&fd->mainlist, fd, lib, newmain->curlib);
// change_idid_adr_fd(fd, lib, newmain->curlib);
BLI_remlink(&main->library, lib);
MEM_freeN(lib);
return;
}
}
}
/* make sure we have full path in lib->filename */
BLI_strncpy(lib->filepath, lib->name, sizeof(lib->name));
cleanup_path(fd->relabase, lib->filepath);
// printf("direct_link_library: name %s\n", lib->name);
// printf("direct_link_library: filename %s\n", lib->filename);
/* new main */
2002-10-12 11:37:38 +00:00
newmain= MEM_callocN(sizeof(Main), "directlink");
BLI_addtail(&fd->mainlist, newmain);
newmain->curlib= lib;
lib->parent= NULL;
2002-10-12 11:37:38 +00:00
}
static void lib_link_library(FileData *UNUSED(fd), Main *main)
2002-10-12 11:37:38 +00:00
{
Library *lib;
for(lib= main->library.first; lib; lib= lib->id.next) {
2002-10-12 11:37:38 +00:00
lib->id.us= 1;
}
}
/* Always call this once you have loaded new library data to set the relative paths correctly in relation to the blend file */
static void fix_relpaths_library(const char *basepath, Main *main)
{
Library *lib;
/* BLO_read_from_memory uses a blank filename */
if (basepath==NULL || basepath[0] == '\0') {
for(lib= main->library.first; lib; lib= lib->id.next) {
/* when loading a linked lib into a file which has not been saved,
* there is nothing we can be relative to, so instead we need to make
* it absolute. This can happen when appending an object with a relative
* link into an unsaved blend file. See [#27405].
* The remap relative option will make it relative again on save - campbell */
if (strncmp(lib->name, "//", 2)==0) {
strncpy(lib->name, lib->filepath, sizeof(lib->name));
}
}
}
else {
for(lib= main->library.first; lib; lib= lib->id.next) {
/* Libraries store both relative and abs paths, recreate relative paths,
* relative to the blend file since indirectly linked libs will be relative to their direct linked library */
if (strncmp(lib->name, "//", 2)==0) { /* if this is relative to begin with? */
strncpy(lib->name, lib->filepath, sizeof(lib->name));
BLI_path_rel(lib->name, basepath);
}
}
2002-10-12 11:37:38 +00:00
}
}
/* ************** READ SOUND ******************* */
static void direct_link_sound(FileData *fd, bSound *sound)
{
sound->handle = NULL;
sound->playback_handle = NULL;
2002-10-12 11:37:38 +00:00
sound->packedfile = direct_link_packedfile(fd, sound->packedfile);
sound->newpackedfile = direct_link_packedfile(fd, sound->newpackedfile);
}
static void lib_link_sound(FileData *fd, Main *main)
{
bSound *sound;
2002-10-12 11:37:38 +00:00
sound= main->sound.first;
while(sound) {
if(sound->id.flag & LIB_NEEDLINK) {
sound->id.flag -= LIB_NEEDLINK;
sound->ipo= newlibadr_us(fd, sound->id.lib, sound->ipo); // XXX depreceated - old animation system
sound_load(main, sound);
2009-08-29 23:13:27 +00:00
if(sound->cache)
sound_cache(sound, 1);
2002-10-12 11:37:38 +00:00
}
sound= sound->id.next;
}
}
/* ***************** READ GROUP *************** */
static void direct_link_group(FileData *fd, Group *group)
{
link_list(fd, &group->gobject);
}
static void lib_link_group(FileData *fd, Main *main)
{
Group *group= main->group.first;
GroupObject *go;
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
int add_us;
2002-10-12 11:37:38 +00:00
while(group) {
if(group->id.flag & LIB_NEEDLINK) {
group->id.flag -= LIB_NEEDLINK;
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
add_us= 0;
2002-10-12 11:37:38 +00:00
go= group->gobject.first;
while(go) {
go->ob= newlibadr(fd, group->id.lib, go->ob);
if(go->ob) {
go->ob->flag |= OB_FROMGROUP;
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
/* if group has an object, it increments user... */
add_us= 1;
if(go->ob->id.us==0)
go->ob->id.us= 1;
}
2002-10-12 11:37:38 +00:00
go= go->next;
}
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
if(add_us) group->id.us++;
rem_from_group(group, NULL, NULL, NULL); /* removes NULL entries */
2002-10-12 11:37:38 +00:00
}
group= group->id.next;
}
}
/* ************** GENERAL & MAIN ******************** */
2002-10-12 11:37:38 +00:00
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
static const char *dataname(short id_code)
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
{
switch( id_code ) {
case ID_OB: return "Data from OB";
case ID_ME: return "Data from ME";
case ID_IP: return "Data from IP";
case ID_SCE: return "Data from SCE";
case ID_MA: return "Data from MA";
case ID_TE: return "Data from TE";
case ID_CU: return "Data from CU";
case ID_GR: return "Data from GR";
case ID_AR: return "Data from AR";
case ID_AC: return "Data from AC";
case ID_LI: return "Data from LI";
case ID_MB: return "Data from MB";
case ID_IM: return "Data from IM";
case ID_LT: return "Data from LT";
case ID_LA: return "Data from LA";
case ID_CA: return "Data from CA";
case ID_KE: return "Data from KE";
case ID_WO: return "Data from WO";
case ID_SCR: return "Data from SCR";
case ID_VF: return "Data from VF";
case ID_TXT : return "Data from TXT";
case ID_SO: return "Data from SO";
case ID_NT: return "Data from NT";
case ID_BR: return "Data from BR";
case ID_PA: return "Data from PA";
case ID_GD: return "Data from GD";
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
}
return "Data from Lib Block";
}
static BHead *read_data_into_oldnewmap(FileData *fd, BHead *bhead, const char *allocname)
{
bhead = blo_nextbhead(fd, bhead);
while(bhead && bhead->code==DATA) {
void *data;
#if 0
/* XXX DUMB DEBUGGING OPTION TO GIVE NAMES for guarded malloc errors */
short *sp= fd->filesdna->structs[bhead->SDNAnr];
char *allocname = fd->filesdna->types[ sp[0] ];
char *tmp= malloc(100);
strcpy(tmp, allocname);
data= read_struct(fd, bhead, tmp);
#else
data= read_struct(fd, bhead, allocname);
#endif
if (data) {
oldnewmap_insert(fd->datamap, bhead->old, data, 0);
}
bhead = blo_nextbhead(fd, bhead);
}
return bhead;
}
2002-10-12 11:37:38 +00:00
static BHead *read_libblock(FileData *fd, Main *main, BHead *bhead, int flag, ID **id_r)
{
/* this routine reads a libblock and its direct data. Use link functions
* to connect it all
2002-10-12 11:37:38 +00:00
*/
2002-10-12 11:37:38 +00:00
ID *id;
ListBase *lb;
const char *allocname;
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
/* read libblock */
id = read_struct(fd, bhead, "lib block");
2002-10-12 11:37:38 +00:00
if (id_r)
*id_r= id;
if (!id)
return blo_nextbhead(fd, bhead);
oldnewmap_insert(fd->libmap, bhead->old, id, bhead->code); /* for ID_ID check */
/* do after read_struct, for dna reconstruct */
if(bhead->code==ID_ID) {
lb= which_libbase(main, GS(id->name));
}
else {
lb= which_libbase(main, bhead->code);
}
2002-10-12 11:37:38 +00:00
BLI_addtail(lb, id);
/* clear first 8 bits */
2002-10-12 11:37:38 +00:00
id->flag= (id->flag & 0xFF00) | flag | LIB_NEEDLINK;
id->lib= main->curlib;
if(id->flag & LIB_FAKEUSER) id->us= 1;
else id->us= 0;
id->icon_id = 0;
id->flag &= ~LIB_ID_RECALC;
/* this case cannot be direct_linked: it's just the ID part */
2002-10-12 11:37:38 +00:00
if(bhead->code==ID_ID) {
return blo_nextbhead(fd, bhead);
}
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
/* need a name for the mallocN, just for debugging and sane prints on leaks */
allocname= dataname(GS(id->name));
/* read all data into fd->datamap */
bhead= read_data_into_oldnewmap(fd, bhead, allocname);
/* init pointers direct data */
2002-10-12 11:37:38 +00:00
switch( GS(id->name) ) {
case ID_WM:
direct_link_windowmanager(fd, (wmWindowManager *)id);
break;
2002-10-12 11:37:38 +00:00
case ID_SCR:
direct_link_screen(fd, (bScreen *)id);
break;
case ID_SCE:
direct_link_scene(fd, (Scene *)id);
break;
case ID_OB:
direct_link_object(fd, (Object *)id);
break;
case ID_ME:
direct_link_mesh(fd, (Mesh *)id);
break;
case ID_CU:
direct_link_curve(fd, (Curve *)id);
break;
case ID_MB:
direct_link_mball(fd, (MetaBall *)id);
break;
case ID_MA:
direct_link_material(fd, (Material *)id);
break;
case ID_TE:
direct_link_texture(fd, (Tex *)id);
break;
case ID_IM:
direct_link_image(fd, (Image *)id);
break;
case ID_LA:
direct_link_lamp(fd, (Lamp *)id);
break;
case ID_VF:
direct_link_vfont(fd, (VFont *)id);
break;
case ID_TXT:
direct_link_text(fd, (Text *)id);
break;
case ID_IP:
direct_link_ipo(fd, (Ipo *)id);
break;
case ID_KE:
direct_link_key(fd, (Key *)id);
break;
case ID_LT:
direct_link_latt(fd, (Lattice *)id);
break;
case ID_WO:
direct_link_world(fd, (World *)id);
break;
case ID_LI:
direct_link_library(fd, (Library *)id, main);
2002-10-12 11:37:38 +00:00
break;
case ID_CA:
direct_link_camera(fd, (Camera *)id);
break;
case ID_SO:
direct_link_sound(fd, (bSound *)id);
break;
case ID_GR:
direct_link_group(fd, (Group *)id);
break;
case ID_AR:
direct_link_armature(fd, (bArmature*)id);
break;
case ID_AC:
direct_link_action(fd, (bAction*)id);
break;
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
case ID_NT:
direct_link_nodetree(fd, (bNodeTree*)id);
break;
case ID_BR:
direct_link_brush(fd, (Brush*)id);
break;
case ID_PA:
direct_link_particlesettings(fd, (ParticleSettings*)id);
break;
case ID_SCRIPT:
direct_link_script(fd, (Script*)id);
break;
case ID_GD:
direct_link_gpencil(fd, (bGPdata *)id);
break;
2002-10-12 11:37:38 +00:00
}
/*link direct data of ID properties*/
if (id->properties) {
id->properties = newdataadr(fd, id->properties);
if (id->properties) { /* this case means the data was written incorrectly, it should not happen */
IDP_DirectLinkProperty(id->properties, (fd->flags & FD_FLAGS_SWITCH_ENDIAN), fd);
}
}
2002-10-12 11:37:38 +00:00
oldnewmap_free_unused(fd->datamap);
oldnewmap_clear(fd->datamap);
2002-10-12 11:37:38 +00:00
return (bhead);
}
/* note, this has to be kept for reading older files... */
/* also version info is written here */
static BHead *read_global(BlendFileData *bfd, FileData *fd, BHead *bhead)
2002-10-12 11:37:38 +00:00
{
FileGlobal *fg= read_struct(fd, bhead, "Global");
/* copy to bfd handle */
bfd->main->subversionfile= fg->subversion;
bfd->main->minversionfile= fg->minversion;
bfd->main->minsubversionfile= fg->minsubversion;
bfd->main->revision= fg->revision;
2002-10-12 11:37:38 +00:00
bfd->winpos= fg->winpos;
bfd->fileflags= fg->fileflags;
bfd->displaymode= fg->displaymode;
bfd->globalf= fg->globalf;
BLI_strncpy(bfd->filename, fg->filename, sizeof(bfd->filename));
if(G.fileflags & G_FILE_RECOVER)
BLI_strncpy(fd->relabase, fg->filename, sizeof(fd->relabase));
bfd->curscreen= fg->curscreen;
bfd->curscene= fg->curscene;
MEM_freeN(fg);
fd->globalf= bfd->globalf;
fd->fileflags= bfd->fileflags;
return blo_nextbhead(fd, bhead);
}
/* note, this has to be kept for reading older files... */
static void link_global(FileData *fd, BlendFileData *bfd)
{
bfd->curscreen= newlibadr(fd, NULL, bfd->curscreen);
bfd->curscene= newlibadr(fd, NULL, bfd->curscene);
// this happens in files older than 2.35
if(bfd->curscene==NULL) {
if(bfd->curscreen) bfd->curscene= bfd->curscreen->scene;
}
2002-10-12 11:37:38 +00:00
}
static void vcol_to_fcol(Mesh *me)
{
MFace *mface;
unsigned int *mcol, *mcoln, *mcolmain;
int a;
if(me->totface==0 || me->mcol==NULL) return;
2002-10-12 11:37:38 +00:00
mcoln= mcolmain= MEM_mallocN(4*sizeof(int)*me->totface, "mcoln");
mcol = (unsigned int *)me->mcol;
mface= me->mface;
for(a=me->totface; a>0; a--, mface++) {
mcoln[0]= mcol[mface->v1];
mcoln[1]= mcol[mface->v2];
mcoln[2]= mcol[mface->v3];
mcoln[3]= mcol[mface->v4];
mcoln+= 4;
}
2002-10-12 11:37:38 +00:00
MEM_freeN(me->mcol);
me->mcol= (MCol *)mcolmain;
}
static int map_223_keybd_code_to_224_keybd_code(int code)
{
switch (code) {
case 312: return 311; /* F12KEY */
case 159: return 161; /* PADSLASHKEY */
case 161: return 150; /* PAD0 */
case 154: return 151; /* PAD1 */
case 150: return 152; /* PAD2 */
case 155: return 153; /* PAD3 */
case 151: return 154; /* PAD4 */
case 156: return 155; /* PAD5 */
case 152: return 156; /* PAD6 */
case 157: return 157; /* PAD7 */
case 153: return 158; /* PAD8 */
case 158: return 159; /* PAD9 */
default: return code;
2002-10-12 11:37:38 +00:00
}
}
static void do_version_bone_head_tail_237(Bone *bone)
{
Bone *child;
float vec[3];
/* head */
copy_v3_v3(bone->arm_head, bone->arm_mat[3]);
/* tail is in current local coord system */
copy_v3_v3(vec, bone->arm_mat[1]);
mul_v3_fl(vec, bone->length);
add_v3_v3v3(bone->arm_tail, bone->arm_head, vec);
for(child= bone->childbase.first; child; child= child->next)
do_version_bone_head_tail_237(child);
}
static void bone_version_238(ListBase *lb)
{
Bone *bone;
for(bone= lb->first; bone; bone= bone->next) {
if(bone->rad_tail==0.0f && bone->rad_head==0.0f) {
bone->rad_head= 0.25f*bone->length;
bone->rad_tail= 0.1f*bone->length;
bone->dist-= bone->rad_head;
if(bone->dist<=0.0f) bone->dist= 0.0f;
}
bone_version_238(&bone->childbase);
}
}
static void bone_version_239(ListBase *lb)
{
Bone *bone;
for(bone= lb->first; bone; bone= bone->next) {
if(bone->layer==0)
bone->layer= 1;
bone_version_239(&bone->childbase);
}
}
static void ntree_version_241(bNodeTree *ntree)
{
bNode *node;
if(ntree->type==NTREE_COMPOSIT) {
for(node= ntree->nodes.first; node; node= node->next) {
if(node->type==CMP_NODE_BLUR) {
if(node->storage==NULL) {
NodeBlurData *nbd= MEM_callocN(sizeof(NodeBlurData), "node blur patch");
nbd->sizex= node->custom1;
nbd->sizey= node->custom2;
nbd->filtertype= R_FILTER_QUAD;
node->storage= nbd;
}
}
else if(node->type==CMP_NODE_VECBLUR) {
if(node->storage==NULL) {
NodeBlurData *nbd= MEM_callocN(sizeof(NodeBlurData), "node blur patch");
nbd->samples= node->custom1;
nbd->maxspeed= node->custom2;
nbd->fac= 1.0f;
node->storage= nbd;
}
}
}
}
}
static void ntree_version_242(bNodeTree *ntree)
{
bNode *node;
if(ntree->type==NTREE_COMPOSIT) {
for(node= ntree->nodes.first; node; node= node->next) {
if(node->type==CMP_NODE_HUE_SAT) {
if(node->storage) {
NodeHueSat *nhs= node->storage;
if(nhs->val==0.0f) nhs->val= 1.0f;
}
}
}
}
else if(ntree->type==NTREE_SHADER) {
for(node= ntree->nodes.first; node; node= node->next)
if(node->type == SH_NODE_GEOMETRY && node->storage == NULL)
node->storage= MEM_callocN(sizeof(NodeGeometry), "NodeGeometry");
}
}
/* somehow, probably importing via python, keyblock adrcodes are not in order */
static void sort_shape_fix(Main *main)
{
Key *key;
KeyBlock *kb;
int sorted= 0;
while(sorted==0) {
sorted= 1;
for(key= main->key.first; key; key= key->id.next) {
for(kb= key->block.first; kb; kb= kb->next) {
if(kb->next && kb->adrcode>kb->next->adrcode) {
KeyBlock *next= kb->next;
BLI_remlink(&key->block, kb);
BLI_insertlink(&key->block, next, kb);
kb= next;
sorted= 0;
}
}
}
if(sorted==0) printf("warning, shape keys were sorted incorrect, fixed it!\n");
}
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
static void customdata_version_242(Mesh *me)
{
CustomDataLayer *layer;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
MTFace *mtf;
MCol *mcol;
TFace *tf;
int a, mtfacen, mcoln;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
if (!me->vdata.totlayer) {
CustomData_add_layer(&me->vdata, CD_MVERT, CD_ASSIGN, me->mvert, me->totvert);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
if (me->msticky)
CustomData_add_layer(&me->vdata, CD_MSTICKY, CD_ASSIGN, me->msticky, me->totvert);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
if (me->dvert)
CustomData_add_layer(&me->vdata, CD_MDEFORMVERT, CD_ASSIGN, me->dvert, me->totvert);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
}
if (!me->edata.totlayer)
CustomData_add_layer(&me->edata, CD_MEDGE, CD_ASSIGN, me->medge, me->totedge);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
if (!me->fdata.totlayer) {
CustomData_add_layer(&me->fdata, CD_MFACE, CD_ASSIGN, me->mface, me->totface);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
if (me->tface) {
if (me->mcol)
MEM_freeN(me->mcol);
me->mcol= CustomData_add_layer(&me->fdata, CD_MCOL, CD_CALLOC, NULL, me->totface);
me->mtface= CustomData_add_layer(&me->fdata, CD_MTFACE, CD_CALLOC, NULL, me->totface);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
mtf= me->mtface;
mcol= me->mcol;
tf= me->tface;
for (a=0; a < me->totface; a++, mtf++, tf++, mcol+=4) {
memcpy(mcol, tf->col, sizeof(tf->col));
memcpy(mtf->uv, tf->uv, sizeof(tf->uv));
mtf->flag= tf->flag;
mtf->unwrap= tf->unwrap;
mtf->mode= tf->mode;
mtf->tile= tf->tile;
mtf->tpage= tf->tpage;
mtf->transp= tf->transp;
}
MEM_freeN(me->tface);
me->tface= NULL;
}
else if (me->mcol) {
me->mcol= CustomData_add_layer(&me->fdata, CD_MCOL, CD_ASSIGN, me->mcol, me->totface);
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
}
if (me->tface) {
MEM_freeN(me->tface);
me->tface= NULL;
}
for (a=0, mtfacen=0, mcoln=0; a < me->fdata.totlayer; a++) {
layer= &me->fdata.layers[a];
if (layer->type == CD_MTFACE) {
if (layer->name[0] == 0) {
if (mtfacen == 0) strcpy(layer->name, "UVTex");
else sprintf(layer->name, "UVTex.%.3d", mtfacen);
}
mtfacen++;
}
else if (layer->type == CD_MCOL) {
if (layer->name[0] == 0) {
if (mcoln == 0) strcpy(layer->name, "Col");
else sprintf(layer->name, "Col.%.3d", mcoln);
}
mcoln++;
}
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
mesh_update_customdata_pointers(me);
}
/*only copy render texface layer from active*/
static void customdata_version_243(Mesh *me)
{
CustomDataLayer *layer;
int a;
for (a=0; a < me->fdata.totlayer; a++) {
layer= &me->fdata.layers[a];
layer->active_rnd = layer->active;
}
}
/* struct NodeImageAnim moved to ImageUser, and we make it default available */
static void do_version_ntree_242_2(bNodeTree *ntree)
{
bNode *node;
if(ntree->type==NTREE_COMPOSIT) {
for(node= ntree->nodes.first; node; node= node->next) {
if(ELEM3(node->type, CMP_NODE_IMAGE, CMP_NODE_VIEWER, CMP_NODE_SPLITVIEWER)) {
/* only image had storage */
if(node->storage) {
NodeImageAnim *nia= node->storage;
ImageUser *iuser= MEM_callocN(sizeof(ImageUser), "ima user node");
iuser->frames= nia->frames;
iuser->sfra= nia->sfra;
iuser->offset= nia->nr-1;
iuser->cycl= nia->cyclic;
iuser->fie_ima= 2;
iuser->ok= 1;
node->storage= iuser;
MEM_freeN(nia);
}
else {
ImageUser *iuser= node->storage= MEM_callocN(sizeof(ImageUser), "node image user");
iuser->sfra= 1;
iuser->fie_ima= 2;
iuser->ok= 1;
}
}
}
}
}
static void ntree_version_245(FileData *fd, Library *lib, bNodeTree *ntree)
{
bNode *node;
NodeTwoFloats *ntf;
ID *nodeid;
Image *image;
ImageUser *iuser;
if(ntree->type==NTREE_COMPOSIT) {
for(node= ntree->nodes.first; node; node= node->next) {
if(node->type == CMP_NODE_ALPHAOVER) {
if(!node->storage) {
ntf= MEM_callocN(sizeof(NodeTwoFloats), "NodeTwoFloats");
node->storage= ntf;
if(node->custom1)
ntf->x= 1.0f;
}
}
/* fix for temporary flag changes during 245 cycle */
nodeid= newlibadr(fd, lib, node->id);
if(node->storage && nodeid && GS(nodeid->name) == ID_IM) {
image= (Image*)nodeid;
iuser= node->storage;
if(iuser->flag & IMA_OLD_PREMUL) {
iuser->flag &= ~IMA_OLD_PREMUL;
iuser->flag |= IMA_DO_PREMUL;
}
if(iuser->flag & IMA_DO_PREMUL) {
image->flag &= ~IMA_OLD_PREMUL;
image->flag |= IMA_DO_PREMUL;
}
}
}
}
}
static void idproperties_fix_groups_lengths_recurse(IDProperty *prop)
{
IDProperty *loop;
int i;
for (loop=prop->data.group.first, i=0; loop; loop=loop->next, i++) {
if (loop->type == IDP_GROUP) idproperties_fix_groups_lengths_recurse(loop);
}
if (prop->len != i) {
printf("Found and fixed bad id property group length.\n");
prop->len = i;
}
}
static void idproperties_fix_group_lengths(ListBase idlist)
{
ID *id;
for (id=idlist.first; id; id=id->next) {
if (id->properties) {
idproperties_fix_groups_lengths_recurse(id->properties);
}
}
}
static void alphasort_version_246(FileData *fd, Library *lib, Mesh *me)
{
Material *ma;
MFace *mf;
MTFace *tf;
int a, b, texalpha;
/* verify we have a tface layer */
for(b=0; b<me->fdata.totlayer; b++)
if(me->fdata.layers[b].type == CD_MTFACE)
break;
if(b == me->fdata.totlayer)
return;
/* if we do, set alpha sort if the game engine did it before */
for(a=0, mf=me->mface; a<me->totface; a++, mf++) {
if(mf->mat_nr < me->totcol) {
ma= newlibadr(fd, lib, me->mat[(int)mf->mat_nr]);
texalpha = 0;
/* we can't read from this if it comes from a library,
* because direct_link might not have happened on it,
* so ma->mtex is not pointing to valid memory yet */
if(ma && ma->id.lib)
ma= NULL;
for(b=0; ma && b<MAX_MTEX; b++)
if(ma->mtex && ma->mtex[b] && ma->mtex[b]->mapto & MAP_ALPHA)
texalpha = 1;
}
else {
ma= NULL;
texalpha = 0;
}
for(b=0; b<me->fdata.totlayer; b++) {
if(me->fdata.layers[b].type == CD_MTFACE) {
tf = ((MTFace*)me->fdata.layers[b].data) + a;
tf->mode &= ~TF_ALPHASORT;
if(ma && (ma->mode & MA_ZTRANSP))
if(ELEM(tf->transp, TF_ALPHA, TF_ADD) || (texalpha && (tf->transp != TF_CLIP)))
tf->mode |= TF_ALPHASORT;
}
}
}
}
/* 2.50 patch */
static void area_add_header_region(ScrArea *sa, ListBase *lb)
{
ARegion *ar= MEM_callocN(sizeof(ARegion), "area region from do_versions");
BLI_addtail(lb, ar);
ar->regiontype= RGN_TYPE_HEADER;
if(sa->headertype==1)
ar->alignment= RGN_ALIGN_BOTTOM;
else
ar->alignment= RGN_ALIGN_TOP;
/* initialise view2d data for header region, to allow panning */
/* is copy from ui_view2d.c */
ar->v2d.keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_LIMITZOOM|V2D_KEEPASPECT);
ar->v2d.keepofs = V2D_LOCKOFS_Y;
ar->v2d.keeptot = V2D_KEEPTOT_STRICT;
ar->v2d.align = V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_NEG_Y;
ar->v2d.flag = (V2D_PIXELOFS_X|V2D_PIXELOFS_Y);
}
static void sequencer_init_preview_region(ARegion* ar)
{
// XXX a bit ugly still, copied from space_sequencer
/* NOTE: if you change values here, also change them in space_sequencer.c, sequencer_new */
ar->regiontype= RGN_TYPE_PREVIEW;
ar->alignment= RGN_ALIGN_TOP;
ar->flag |= RGN_FLAG_HIDDEN;
ar->v2d.keepzoom= V2D_KEEPASPECT | V2D_KEEPZOOM;
ar->v2d.minzoom= 0.00001f;
ar->v2d.maxzoom= 100000.0f;
ar->v2d.tot.xmin= -960.0f; /* 1920 width centered */
ar->v2d.tot.ymin= -540.0f; /* 1080 height centered */
ar->v2d.tot.xmax= 960.0f;
ar->v2d.tot.ymax= 540.0f;
ar->v2d.min[0]= 0.0f;
ar->v2d.min[1]= 0.0f;
ar->v2d.max[0]= 12000.0f;
ar->v2d.max[1]= 12000.0f;
ar->v2d.cur= ar->v2d.tot;
ar->v2d.align= V2D_ALIGN_FREE; // (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_NEG_Y);
ar->v2d.keeptot= V2D_KEEPTOT_FREE;
}
/* 2.50 patch */
static void area_add_window_regions(ScrArea *sa, SpaceLink *sl, ListBase *lb)
{
ARegion *ar;
ARegion *ar_main;
if(sl) {
/* first channels for ipo action nla... */
switch(sl->spacetype) {
case SPACE_IPO:
ar= MEM_callocN(sizeof(ARegion), "area region from do_versions");
BLI_addtail(lb, ar);
ar->regiontype= RGN_TYPE_CHANNELS;
ar->alignment= RGN_ALIGN_LEFT;
ar->v2d.scroll= (V2D_SCROLL_RIGHT|V2D_SCROLL_BOTTOM);
// for some reason, this doesn't seem to go auto like for NLA...
ar= MEM_callocN(sizeof(ARegion), "area region from do_versions");
BLI_addtail(lb, ar);
ar->regiontype= RGN_TYPE_UI;
ar->alignment= RGN_ALIGN_RIGHT;
ar->v2d.scroll= V2D_SCROLL_RIGHT;
ar->v2d.flag = RGN_FLAG_HIDDEN;
break;
2009-01-22 14:59:49 +00:00
case SPACE_ACTION:
ar= MEM_callocN(sizeof(ARegion), "area region from do_versions");
BLI_addtail(lb, ar);
ar->regiontype= RGN_TYPE_CHANNELS;
ar->alignment= RGN_ALIGN_LEFT;
ar->v2d.scroll= V2D_SCROLL_BOTTOM;
ar->v2d.flag = V2D_VIEWSYNC_AREA_VERTICAL;
break;
2009-01-22 14:59:49 +00:00
case SPACE_NLA:
ar= MEM_callocN(sizeof(ARegion), "area region from do_versions");
BLI_addtail(lb, ar);
ar->regiontype= RGN_TYPE_CHANNELS;
ar->alignment= RGN_ALIGN_LEFT;
ar->v2d.scroll= V2D_SCROLL_BOTTOM;
ar->v2d.flag = V2D_VIEWSYNC_AREA_VERTICAL;
// for some reason, some files still don't get this auto
ar= MEM_callocN(sizeof(ARegion), "area region from do_versions");
BLI_addtail(lb, ar);
ar->regiontype= RGN_TYPE_UI;
ar->alignment= RGN_ALIGN_RIGHT;
ar->v2d.scroll= V2D_SCROLL_RIGHT;
ar->v2d.flag = RGN_FLAG_HIDDEN;
break;
2009-01-22 14:59:49 +00:00
case SPACE_NODE:
ar= MEM_callocN(sizeof(ARegion), "nodetree area for node");
BLI_addtail(lb, ar);
ar->regiontype= RGN_TYPE_UI;
ar->alignment= RGN_ALIGN_LEFT;
ar->v2d.scroll = (V2D_SCROLL_RIGHT|V2D_SCROLL_BOTTOM);
ar->v2d.flag = V2D_VIEWSYNC_AREA_VERTICAL;
2009-01-22 14:59:49 +00:00
/* temporarily hide it */
ar->flag = RGN_FLAG_HIDDEN;
break;
case SPACE_FILE:
ar= MEM_callocN(sizeof(ARegion), "nodetree area for node");
BLI_addtail(lb, ar);
ar->regiontype= RGN_TYPE_CHANNELS;
ar->alignment= RGN_ALIGN_LEFT;
ar= MEM_callocN(sizeof(ARegion), "ui area for file");
BLI_addtail(lb, ar);
ar->regiontype= RGN_TYPE_UI;
ar->alignment= RGN_ALIGN_TOP;
break;
case SPACE_SEQ:
ar_main = (ARegion*)lb->first;
for (; ar_main; ar_main = ar_main->next) {
if (ar_main->regiontype == RGN_TYPE_WINDOW)
break;
}
ar= MEM_callocN(sizeof(ARegion), "preview area for sequencer");
BLI_insertlinkbefore(lb, ar_main, ar);
sequencer_init_preview_region(ar);
break;
case SPACE_VIEW3D:
/* toolbar */
ar= MEM_callocN(sizeof(ARegion), "toolbar for view3d");
BLI_addtail(lb, ar);
ar->regiontype= RGN_TYPE_TOOLS;
ar->alignment= RGN_ALIGN_LEFT;
ar->flag = RGN_FLAG_HIDDEN;
/* tool properties */
ar= MEM_callocN(sizeof(ARegion), "tool properties for view3d");
BLI_addtail(lb, ar);
ar->regiontype= RGN_TYPE_TOOL_PROPS;
ar->alignment= RGN_ALIGN_BOTTOM|RGN_SPLIT_PREV;
ar->flag = RGN_FLAG_HIDDEN;
/* buttons/list view */
ar= MEM_callocN(sizeof(ARegion), "buttons for view3d");
BLI_addtail(lb, ar);
ar->regiontype= RGN_TYPE_UI;
ar->alignment= RGN_ALIGN_RIGHT;
ar->flag = RGN_FLAG_HIDDEN;
#if 0
case SPACE_BUTS:
/* context UI region */
ar= MEM_callocN(sizeof(ARegion), "area region from do_versions");
BLI_addtail(lb, ar);
ar->regiontype= RGN_TYPE_UI;
ar->alignment= RGN_ALIGN_RIGHT;
break;
#endif
}
}
/* main region */
ar= MEM_callocN(sizeof(ARegion), "area region from do_versions");
BLI_addtail(lb, ar);
ar->winrct= sa->totrct;
ar->regiontype= RGN_TYPE_WINDOW;
if(sl) {
/* if active spacetype has view2d data, copy that over to main region */
/* and we split view3d */
switch(sl->spacetype) {
case SPACE_VIEW3D:
view3d_split_250((View3D *)sl, lb);
break;
case SPACE_OUTLINER:
{
SpaceOops *soops= (SpaceOops *)sl;
memcpy(&ar->v2d, &soops->v2d, sizeof(View2D));
ar->v2d.scroll &= ~V2D_SCROLL_LEFT;
ar->v2d.scroll |= (V2D_SCROLL_RIGHT|V2D_SCROLL_BOTTOM_O);
ar->v2d.align = (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_POS_Y);
ar->v2d.keepzoom |= (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_KEEPASPECT);
ar->v2d.keeptot = V2D_KEEPTOT_STRICT;
ar->v2d.minzoom= ar->v2d.maxzoom= 1.0f;
//ar->v2d.flag |= V2D_IS_INITIALISED;
}
break;
case SPACE_TIME:
{
SpaceTime *stime= (SpaceTime *)sl;
memcpy(&ar->v2d, &stime->v2d, sizeof(View2D));
ar->v2d.scroll |= (V2D_SCROLL_BOTTOM|V2D_SCROLL_SCALE_HORIZONTAL);
ar->v2d.align |= V2D_ALIGN_NO_NEG_Y;
ar->v2d.keepofs |= V2D_LOCKOFS_Y;
ar->v2d.keepzoom |= V2D_LOCKZOOM_Y;
ar->v2d.tot.ymin= ar->v2d.cur.ymin= -10.0;
ar->v2d.min[1]= ar->v2d.max[1]= 20.0;
}
break;
case SPACE_IPO:
{
SpaceIpo *sipo= (SpaceIpo *)sl;
memcpy(&ar->v2d, &sipo->v2d, sizeof(View2D));
/* init mainarea view2d */
ar->v2d.scroll |= (V2D_SCROLL_BOTTOM|V2D_SCROLL_SCALE_HORIZONTAL);
ar->v2d.scroll |= (V2D_SCROLL_LEFT|V2D_SCROLL_SCALE_VERTICAL);
ar->v2d.min[0]= FLT_MIN;
ar->v2d.min[1]= FLT_MIN;
ar->v2d.max[0]= MAXFRAMEF;
ar->v2d.max[1]= FLT_MAX;
//ar->v2d.flag |= V2D_IS_INITIALISED;
break;
}
case SPACE_SOUND:
{
SpaceSound *ssound= (SpaceSound *)sl;
memcpy(&ar->v2d, &ssound->v2d, sizeof(View2D));
ar->v2d.scroll |= (V2D_SCROLL_BOTTOM|V2D_SCROLL_SCALE_HORIZONTAL);
ar->v2d.scroll |= (V2D_SCROLL_LEFT);
//ar->v2d.flag |= V2D_IS_INITIALISED;
break;
}
case SPACE_NLA:
{
SpaceNla *snla= (SpaceNla *)sl;
memcpy(&ar->v2d, &snla->v2d, sizeof(View2D));
ar->v2d.tot.ymin= (float)(-sa->winy)/3.0f;
ar->v2d.tot.ymax= 0.0f;
ar->v2d.scroll |= (V2D_SCROLL_BOTTOM|V2D_SCROLL_SCALE_HORIZONTAL);
ar->v2d.scroll |= (V2D_SCROLL_RIGHT);
ar->v2d.align = V2D_ALIGN_NO_POS_Y;
ar->v2d.flag |= V2D_VIEWSYNC_AREA_VERTICAL;
break;
}
case SPACE_ACTION:
{
Bugfix [#25990] backward compatibility with ShapeKey Actions :: 2.49 -> 2.50 Actionified ShapeKey IPO-blocks (i.e. "Shape Key Actions") would have an action channel with the hardcoded name, "Shape", and this action would be assigned to Object level (although ShapeKey blocks had their own IPO-block slot, only Objects could have actions, so actionifying ShapeKey IPO-blocks would wrap a ShapeKey block's IPO's to an Object- level action). Hence, the path conversions code would wrongly interpret this action channel as referring to a Pose Channel instead, thus creating some invalid paths with a 'pose.bones["Shape"]' prefix wrongly getting tacked on. To ensure that the converted animation can work out of the box, a 'data.shape_keys' prefix is now used instead so that these actions can still be Object-rooted while still being able to correctly control the Shape Keys. This is because there's no easy way to identify and then shift such action from Object-level to ShapeKey- level within the conversion code. The consequence though is that such converted ShapeKey actions CAN ONLY BE USED THROUGH OBJECT LEVEL (i.e. via Action NOT ShapeKey editor). Secondly, the Action/ShapeKey editor version patching code has been modified so that if a ShapeKey editor view was active when loading an old 2.4x file, the action gets cleared from the view. This is because of this didn't make semantic sense: the ShapeKey editor is for ShapeKey-rooted actions, while the Action Editor is for Object-rooted actions. The converted files though let Object-level actions be shown in either one.
2011-02-09 00:51:30 +00:00
SpaceAction *saction= (SpaceAction *)sl;
/* we totally reinit the view for the Action Editor, as some old instances had some weird cruft set */
ar->v2d.tot.xmin= -20.0f;
ar->v2d.tot.ymin= (float)(-sa->winy)/3.0f;
ar->v2d.tot.xmax= (float)((sa->winx > 120)? (sa->winx) : 120);
ar->v2d.tot.ymax= 0.0f;
ar->v2d.cur= ar->v2d.tot;
ar->v2d.min[0]= 0.0f;
Bugfix [#25990] backward compatibility with ShapeKey Actions :: 2.49 -> 2.50 Actionified ShapeKey IPO-blocks (i.e. "Shape Key Actions") would have an action channel with the hardcoded name, "Shape", and this action would be assigned to Object level (although ShapeKey blocks had their own IPO-block slot, only Objects could have actions, so actionifying ShapeKey IPO-blocks would wrap a ShapeKey block's IPO's to an Object- level action). Hence, the path conversions code would wrongly interpret this action channel as referring to a Pose Channel instead, thus creating some invalid paths with a 'pose.bones["Shape"]' prefix wrongly getting tacked on. To ensure that the converted animation can work out of the box, a 'data.shape_keys' prefix is now used instead so that these actions can still be Object-rooted while still being able to correctly control the Shape Keys. This is because there's no easy way to identify and then shift such action from Object-level to ShapeKey- level within the conversion code. The consequence though is that such converted ShapeKey actions CAN ONLY BE USED THROUGH OBJECT LEVEL (i.e. via Action NOT ShapeKey editor). Secondly, the Action/ShapeKey editor version patching code has been modified so that if a ShapeKey editor view was active when loading an old 2.4x file, the action gets cleared from the view. This is because of this didn't make semantic sense: the ShapeKey editor is for ShapeKey-rooted actions, while the Action Editor is for Object-rooted actions. The converted files though let Object-level actions be shown in either one.
2011-02-09 00:51:30 +00:00
ar->v2d.min[1]= 0.0f;
ar->v2d.max[0]= MAXFRAMEF;
Bugfix [#25990] backward compatibility with ShapeKey Actions :: 2.49 -> 2.50 Actionified ShapeKey IPO-blocks (i.e. "Shape Key Actions") would have an action channel with the hardcoded name, "Shape", and this action would be assigned to Object level (although ShapeKey blocks had their own IPO-block slot, only Objects could have actions, so actionifying ShapeKey IPO-blocks would wrap a ShapeKey block's IPO's to an Object- level action). Hence, the path conversions code would wrongly interpret this action channel as referring to a Pose Channel instead, thus creating some invalid paths with a 'pose.bones["Shape"]' prefix wrongly getting tacked on. To ensure that the converted animation can work out of the box, a 'data.shape_keys' prefix is now used instead so that these actions can still be Object-rooted while still being able to correctly control the Shape Keys. This is because there's no easy way to identify and then shift such action from Object-level to ShapeKey- level within the conversion code. The consequence though is that such converted ShapeKey actions CAN ONLY BE USED THROUGH OBJECT LEVEL (i.e. via Action NOT ShapeKey editor). Secondly, the Action/ShapeKey editor version patching code has been modified so that if a ShapeKey editor view was active when loading an old 2.4x file, the action gets cleared from the view. This is because of this didn't make semantic sense: the ShapeKey editor is for ShapeKey-rooted actions, while the Action Editor is for Object-rooted actions. The converted files though let Object-level actions be shown in either one.
2011-02-09 00:51:30 +00:00
ar->v2d.max[1]= FLT_MAX;
ar->v2d.minzoom= 0.01f;
ar->v2d.maxzoom= 50;
ar->v2d.scroll = (V2D_SCROLL_BOTTOM|V2D_SCROLL_SCALE_HORIZONTAL);
ar->v2d.scroll |= (V2D_SCROLL_RIGHT);
ar->v2d.keepzoom= V2D_LOCKZOOM_Y;
ar->v2d.align= V2D_ALIGN_NO_POS_Y;
ar->v2d.flag = V2D_VIEWSYNC_AREA_VERTICAL;
Bugfix [#25990] backward compatibility with ShapeKey Actions :: 2.49 -> 2.50 Actionified ShapeKey IPO-blocks (i.e. "Shape Key Actions") would have an action channel with the hardcoded name, "Shape", and this action would be assigned to Object level (although ShapeKey blocks had their own IPO-block slot, only Objects could have actions, so actionifying ShapeKey IPO-blocks would wrap a ShapeKey block's IPO's to an Object- level action). Hence, the path conversions code would wrongly interpret this action channel as referring to a Pose Channel instead, thus creating some invalid paths with a 'pose.bones["Shape"]' prefix wrongly getting tacked on. To ensure that the converted animation can work out of the box, a 'data.shape_keys' prefix is now used instead so that these actions can still be Object-rooted while still being able to correctly control the Shape Keys. This is because there's no easy way to identify and then shift such action from Object-level to ShapeKey- level within the conversion code. The consequence though is that such converted ShapeKey actions CAN ONLY BE USED THROUGH OBJECT LEVEL (i.e. via Action NOT ShapeKey editor). Secondly, the Action/ShapeKey editor version patching code has been modified so that if a ShapeKey editor view was active when loading an old 2.4x file, the action gets cleared from the view. This is because of this didn't make semantic sense: the ShapeKey editor is for ShapeKey-rooted actions, while the Action Editor is for Object-rooted actions. The converted files though let Object-level actions be shown in either one.
2011-02-09 00:51:30 +00:00
/* for old files with ShapeKey editors open + an action set, clear the action as
* it doesn't make sense in the new system (i.e. violates concept that ShapeKey edit
* only shows ShapeKey-rooted actions only)
*/
if (saction->mode == SACTCONT_SHAPEKEY)
saction->action = NULL;
break;
}
case SPACE_SEQ:
{
SpaceSeq *sseq= (SpaceSeq *)sl;
memcpy(&ar->v2d, &sseq->v2d, sizeof(View2D));
ar->v2d.scroll |= (V2D_SCROLL_BOTTOM|V2D_SCROLL_SCALE_HORIZONTAL);
ar->v2d.scroll |= (V2D_SCROLL_LEFT|V2D_SCROLL_SCALE_VERTICAL);
ar->v2d.align= V2D_ALIGN_NO_NEG_Y;
ar->v2d.flag |= V2D_IS_INITIALISED;
break;
}
case SPACE_NODE:
{
SpaceNode *snode= (SpaceNode *)sl;
memcpy(&ar->v2d, &snode->v2d, sizeof(View2D));
ar->v2d.scroll= (V2D_SCROLL_RIGHT|V2D_SCROLL_BOTTOM);
ar->v2d.keepzoom= V2D_LIMITZOOM|V2D_KEEPASPECT;
break;
}
case SPACE_BUTS:
{
SpaceButs *sbuts= (SpaceButs *)sl;
memcpy(&ar->v2d, &sbuts->v2d, sizeof(View2D));
ar->v2d.scroll |= (V2D_SCROLL_RIGHT|V2D_SCROLL_BOTTOM);
break;
}
case SPACE_FILE:
{
2009-01-17 00:51:42 +00:00
// SpaceFile *sfile= (SpaceFile *)sl;
ar->v2d.tot.xmin = ar->v2d.tot.ymin = 0;
ar->v2d.tot.xmax = ar->winx;
ar->v2d.tot.ymax = ar->winy;
ar->v2d.cur = ar->v2d.tot;
ar->regiontype= RGN_TYPE_WINDOW;
ar->v2d.scroll = (V2D_SCROLL_RIGHT|V2D_SCROLL_BOTTOM_O);
ar->v2d.align = (V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_POS_Y);
ar->v2d.keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_LIMITZOOM|V2D_KEEPASPECT);
break;
2.5: Text Editor back. There was very little structure in this code, using many globals and duplicated code. Now it should be better structured. Most things should work, the main parts that are not back yet are the python plugins and markers. Notes: * Blenfont is used for drawing the text, nicely anti-aliased. * A monospace truetype font was added, since that is needed for the text editor. It's Bitstream Vera Sans Mono. This is the default gnome terminal font, but it doesn't fit entirely well with the other font I think, can be changed easily of course. * Clipboard copy/cut/paste now always uses the system clipboard, the code for the own cut buffer was removed. * The interface buttons should support copy/cut/paste again now as well. * WM_clipboard_text_get/WM_clipboard_text_set were added to the windowmanager code. * Find panel is now a kind of second header, instead of a panel. This needs especially a way to start editing the text field immediately on open still. * Operators are independent of the actual space when possible, was a bit of puzzling but got it solved nice with notifiers, and some lazy init for syntax highlight in the drawing code. * RNA was created for the text editor space and used for buttons. * Operators: * New, Open, Reload, Save, Save As, Make Internal * Run Script, Refresh Pyconstraints * Copy, Cut, Paste * Convert Whitespace, Uncomment, Comment, Indent, Unindent * Line Break, Insert * Next Marker, Previous Marker, Clear All Markers, Mark All * Select Line, Select All * Jump, Move, Move Select, Delete, Toggle Overwrite * Scroll, Scroll Bar, Set Cursor, Line Number * Find and Replace, Find, Replace, Find Set Selected, Replace Set Selected * To 3D Object * Resolve Conflict
2009-02-28 23:33:35 +00:00
}
case SPACE_TEXT:
{
SpaceText *st= (SpaceText *)sl;
st->flags |= ST_FIND_WRAP;
}
//case SPACE_XXX: // FIXME... add other ones
// memcpy(&ar->v2d, &((SpaceXxx *)sl)->v2d, sizeof(View2D));
// break;
}
}
}
static void do_versions_windowmanager_2_50(bScreen *screen)
{
ScrArea *sa;
SpaceLink *sl;
/* add regions */
for(sa= screen->areabase.first; sa; sa= sa->next) {
/* we keep headertype variable to convert old files only */
if(sa->headertype)
area_add_header_region(sa, &sa->regionbase);
area_add_window_regions(sa, sa->spacedata.first, &sa->regionbase);
/* space imageselect is depricated */
for(sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->spacetype==SPACE_IMASEL)
sl->spacetype= SPACE_INFO; /* spacedata then matches */
}
/* it seems to be possible in 2.5 to have this saved, filewindow probably */
sa->butspacetype= sa->spacetype;
/* pushed back spaces also need regions! */
if(sa->spacedata.first) {
sl= sa->spacedata.first;
for(sl= sl->next; sl; sl= sl->next) {
if(sa->headertype)
area_add_header_region(sa, &sl->regionbase);
area_add_window_regions(sa, sl, &sl->regionbase);
}
}
}
}
static void versions_gpencil_add_main(ListBase *lb, ID *id, const char *name)
{
BLI_addtail(lb, id);
id->us= 1;
id->flag= LIB_FAKEUSER;
*( (short *)id->name )= ID_GD;
new_id(lb, id, name);
/* alphabetic insterion: is in new_id */
if(G.f & G_DEBUG)
printf("Converted GPencil to ID: %s\n", id->name+2);
}
static void do_versions_gpencil_2_50(Main *main, bScreen *screen)
{
ScrArea *sa;
SpaceLink *sl;
/* add regions */
for(sa= screen->areabase.first; sa; sa= sa->next) {
for(sl= sa->spacedata.first; sl; sl= sl->next) {
if (sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D*) sl;
if(v3d->gpd) {
versions_gpencil_add_main(&main->gpencil, (ID *)v3d->gpd, "GPencil View3D");
v3d->gpd= NULL;
}
}
else if (sl->spacetype==SPACE_NODE) {
SpaceNode *snode= (SpaceNode *)sl;
if(snode->gpd) {
versions_gpencil_add_main(&main->gpencil, (ID *)snode->gpd, "GPencil Node");
snode->gpd= NULL;
}
}
else if (sl->spacetype==SPACE_SEQ) {
SpaceSeq *sseq= (SpaceSeq *)sl;
if(sseq->gpd) {
versions_gpencil_add_main(&main->gpencil, (ID *)sseq->gpd, "GPencil Node");
sseq->gpd= NULL;
}
}
else if (sl->spacetype==SPACE_IMAGE) {
SpaceImage *sima= (SpaceImage *)sl;
#if 0 /* see comment on r28002 */
if(sima->gpd) {
versions_gpencil_add_main(&main->gpencil, (ID *)sima->gpd, "GPencil Image");
sima->gpd= NULL;
}
#else
sima->gpd= NULL;
#endif
}
}
}
}
static void do_version_mtex_factor_2_50(MTex **mtex_array, short idtype)
{
MTex *mtex;
float varfac, colfac;
int a, neg;
if(!mtex_array)
return;
for(a=0; a<MAX_MTEX; a++) {
if(mtex_array[a]) {
mtex= mtex_array[a];
neg= mtex->maptoneg;
varfac= mtex->varfac;
colfac= mtex->colfac;
if(neg & MAP_DISP) mtex->dispfac= -mtex->dispfac;
if(neg & MAP_NORM) mtex->norfac= -mtex->norfac;
if(neg & MAP_WARP) mtex->warpfac= -mtex->warpfac;
mtex->colspecfac= (neg & MAP_COLSPEC)? -colfac: colfac;
mtex->mirrfac= (neg & MAP_COLMIR)? -colfac: colfac;
mtex->alphafac= (neg & MAP_ALPHA)? -varfac: varfac;
mtex->difffac= (neg & MAP_REF)? -varfac: varfac;
mtex->specfac= (neg & MAP_SPEC)? -varfac: varfac;
mtex->emitfac= (neg & MAP_EMIT)? -varfac: varfac;
mtex->hardfac= (neg & MAP_HAR)? -varfac: varfac;
mtex->raymirrfac= (neg & MAP_RAYMIRR)? -varfac: varfac;
mtex->translfac= (neg & MAP_TRANSLU)? -varfac: varfac;
mtex->ambfac= (neg & MAP_AMB)? -varfac: varfac;
mtex->colemitfac= (neg & MAP_EMISSION_COL)? -colfac: colfac;
mtex->colreflfac= (neg & MAP_REFLECTION_COL)? -colfac: colfac;
mtex->coltransfac= (neg & MAP_TRANSMISSION_COL)? -colfac: colfac;
mtex->densfac= (neg & MAP_DENSITY)? -varfac: varfac;
mtex->scatterfac= (neg & MAP_SCATTERING)? -varfac: varfac;
mtex->reflfac= (neg & MAP_REFLECTION)? -varfac: varfac;
mtex->timefac= (neg & MAP_PA_TIME)? -varfac: varfac;
mtex->lengthfac= (neg & MAP_PA_LENGTH)? -varfac: varfac;
mtex->clumpfac= (neg & MAP_PA_CLUMP)? -varfac: varfac;
mtex->kinkfac= (neg & MAP_PA_KINK)? -varfac: varfac;
mtex->roughfac= (neg & MAP_PA_ROUGH)? -varfac: varfac;
mtex->padensfac= (neg & MAP_PA_DENS)? -varfac: varfac;
mtex->lifefac= (neg & MAP_PA_LIFE)? -varfac: varfac;
mtex->sizefac= (neg & MAP_PA_SIZE)? -varfac: varfac;
mtex->ivelfac= (neg & MAP_PA_IVEL)? -varfac: varfac;
mtex->shadowfac= (neg & LAMAP_SHAD)? -colfac: colfac;
mtex->zenupfac= (neg & WOMAP_ZENUP)? -colfac: colfac;
mtex->zendownfac= (neg & WOMAP_ZENDOWN)? -colfac: colfac;
mtex->blendfac= (neg & WOMAP_BLEND)? -varfac: varfac;
if(idtype == ID_MA)
mtex->colfac= (neg & MAP_COL)? -colfac: colfac;
else if(idtype == ID_LA)
mtex->colfac= (neg & LAMAP_COL)? -colfac: colfac;
else if(idtype == ID_WO)
mtex->colfac= (neg & WOMAP_HORIZ)? -colfac: colfac;
}
}
}
static void do_version_mdef_250(Main *main)
{
Object *ob;
ModifierData *md;
MeshDeformModifierData *mmd;
for(ob= main->object.first; ob; ob=ob->id.next) {
for(md=ob->modifiers.first; md; md=md->next) {
if(md->type == eModifierType_MeshDeform) {
mmd= (MeshDeformModifierData*)md;
if(mmd->bindcos) {
/* make bindcos NULL in order to trick older versions
into thinking that the mesh was not bound yet */
mmd->bindcagecos= mmd->bindcos;
mmd->bindcos= NULL;
modifier_mdef_compact_influences(md);
}
}
}
}
}
static void do_version_constraints_radians_degrees_250(ListBase *lb)
{
bConstraint *con;
for (con=lb->first; con; con=con->next) {
if(con->type==CONSTRAINT_TYPE_RIGIDBODYJOINT) {
bRigidBodyJointConstraint *data = con->data;
data->axX *= (float)(M_PI/180.0);
data->axY *= (float)(M_PI/180.0);
data->axZ *= (float)(M_PI/180.0);
}
else if(con->type==CONSTRAINT_TYPE_KINEMATIC) {
bKinematicConstraint *data = con->data;
data->poleangle *= (float)(M_PI/180.0);
}
else if(con->type==CONSTRAINT_TYPE_ROTLIMIT) {
bRotLimitConstraint *data = con->data;
data->xmin *= (float)(M_PI/180.0);
data->xmax *= (float)(M_PI/180.0);
data->ymin *= (float)(M_PI/180.0);
data->ymax *= (float)(M_PI/180.0);
data->zmin *= (float)(M_PI/180.0);
data->zmax *= (float)(M_PI/180.0);
}
}
}
/* NOTE: this version patch is intended for versions < 2.52.2, but was initially introduced in 2.27 already */
static void do_version_old_trackto_to_constraints(Object *ob)
{
/* create new trackto constraint from the relationship */
if (ob->track)
{
bConstraint *con= add_ob_constraint(ob, "AutoTrack", CONSTRAINT_TYPE_TRACKTO);
bTrackToConstraint *data = con->data;
/* copy tracking settings from the object */
data->tar = ob->track;
data->reserved1 = ob->trackflag;
data->reserved2 = ob->upflag;
}
/* clear old track setting */
ob->track = NULL;
}
static void do_versions_seq_unique_name_all_strips(
Scene * sce, ListBase *seqbasep)
{
Sequence * seq = seqbasep->first;
while(seq) {
seqbase_unique_name_recursive(&sce->ed->seqbase, seq);
if (seq->seqbase.first) {
do_versions_seq_unique_name_all_strips(
sce, &seq->seqbase);
}
seq=seq->next;
}
}
static void do_version_bone_roll_256(Bone *bone)
{
Bone *child;
float submat[3][3];
copy_m3_m4(submat, bone->arm_mat);
mat3_to_vec_roll(submat, NULL, &bone->arm_roll);
for(child = bone->childbase.first; child; child = child->next)
do_version_bone_roll_256(child);
}
static void do_versions(FileData *fd, Library *lib, Main *main)
2002-10-12 11:37:38 +00:00
{
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
/* WATCH IT!!!: pointers from libdata have not been converted */
if(G.f & G_DEBUG)
printf("read file %s\n Version %d sub %d svn r%d\n", fd->relabase, main->versionfile, main->subversionfile, main->revision);
2002-10-12 11:37:38 +00:00
if(main->versionfile == 100) {
/* tex->extend and tex->imageflag have changed: */
2002-10-12 11:37:38 +00:00
Tex *tex = main->tex.first;
while(tex) {
if(tex->id.flag & LIB_NEEDLINK) {
2002-10-12 11:37:38 +00:00
if(tex->extend==0) {
if(tex->xrepeat || tex->yrepeat) tex->extend= TEX_REPEAT;
else {
tex->extend= TEX_EXTEND;
tex->xrepeat= tex->yrepeat= 1;
}
}
2002-10-12 11:37:38 +00:00
}
tex= tex->id.next;
}
}
if(main->versionfile <= 101) {
/* frame mapping */
Scene *sce = main->scene.first;
while(sce) {
sce->r.framapto= 100;
sce->r.images= 100;
sce->r.framelen= 1.0;
sce= sce->id.next;
}
}
if(main->versionfile <= 102) {
/* init halo's at 1.0 */
2002-10-12 11:37:38 +00:00
Material *ma = main->mat.first;
while(ma) {
ma->add= 1.0;
ma= ma->id.next;
}
}
if(main->versionfile <= 103) {
/* new variable in object: colbits */
2002-10-12 11:37:38 +00:00
Object *ob = main->object.first;
int a;
while(ob) {
ob->colbits= 0;
if(ob->totcol) {
for(a=0; a<ob->totcol; a++) {
if(ob->mat[a]) ob->colbits |= (1<<a);
}
}
ob= ob->id.next;
}
}
if(main->versionfile <= 104) {
/* timeoffs moved */
2002-10-12 11:37:38 +00:00
Object *ob = main->object.first;
while(ob) {
if(ob->transflag & 1) {
ob->transflag -= 1;
ob->ipoflag |= OB_OFFS_OB;
}
ob= ob->id.next;
}
}
if(main->versionfile <= 105) {
Object *ob = main->object.first;
while(ob) {
ob->dupon= 1; ob->dupoff= 0;
ob->dupsta= 1; ob->dupend= 100;
ob= ob->id.next;
}
}
if(main->versionfile <= 106) {
/* mcol changed */
2002-10-12 11:37:38 +00:00
Mesh *me = main->mesh.first;
while(me) {
if(me->mcol) vcol_to_fcol(me);
me= me->id.next;
}
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}
if(main->versionfile <= 107) {
Object *ob;
Scene *sce = main->scene.first;
while(sce) {
sce->r.mode |= R_GAMMA;
sce= sce->id.next;
}
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ob= main->object.first;
while(ob) {
ob->ipoflag |= OB_OFFS_PARENT;
if(ob->dt==0) ob->dt= OB_SOLID;
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ob= ob->id.next;
}
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}
if(main->versionfile <= 109) {
/* new variable: gridlines */
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bScreen *sc = main->screen.first;
while(sc) {
ScrArea *sa= sc->areabase.first;
while(sa) {
SpaceLink *sl= sa->spacedata.first;
while (sl) {
if (sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D*) sl;
if (v3d->gridlines==0) v3d->gridlines= 20;
}
sl= sl->next;
}
sa= sa->next;
}
sc= sc->id.next;
}
}
if(main->versionfile <= 113) {
Material *ma = main->mat.first;
while(ma) {
if(ma->flaresize==0.0f) ma->flaresize= 1.0f;
ma->subsize= 1.0f;
ma->flareboost= 1.0f;
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ma= ma->id.next;
}
}
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if(main->versionfile <= 134) {
Tex *tex = main->tex.first;
while (tex) {
if ((tex->rfac == 0.0f) &&
(tex->gfac == 0.0f) &&
(tex->bfac == 0.0f)) {
tex->rfac = 1.0f;
tex->gfac = 1.0f;
tex->bfac = 1.0f;
tex->filtersize = 1.0f;
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}
tex = tex->id.next;
}
}
if(main->versionfile <= 140) {
/* r-g-b-fac in texture */
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Tex *tex = main->tex.first;
while (tex) {
if ((tex->rfac == 0.0f) &&
(tex->gfac == 0.0f) &&
(tex->bfac == 0.0f)) {
tex->rfac = 1.0f;
tex->gfac = 1.0f;
tex->bfac = 1.0f;
tex->filtersize = 1.0f;
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}
tex = tex->id.next;
}
}
if(main->versionfile <= 153) {
Scene *sce = main->scene.first;
while(sce) {
if(sce->r.blurfac==0.0f) sce->r.blurfac= 1.0f;
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sce= sce->id.next;
}
}
if(main->versionfile <= 163) {
Scene *sce = main->scene.first;
while(sce) {
if(sce->r.frs_sec==0) sce->r.frs_sec= 25;
sce= sce->id.next;
}
}
if(main->versionfile <= 164) {
Mesh *me= main->mesh.first;
while(me) {
me->smoothresh= 30;
me= me->id.next;
}
}
if(main->versionfile <= 165) {
Mesh *me= main->mesh.first;
TFace *tface;
int nr;
char *cp;
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while(me) {
if(me->tface) {
nr= me->totface;
tface= me->tface;
while(nr--) {
cp= (char *)&tface->col[0];
if(cp[1]>126) cp[1]= 255; else cp[1]*=2;
if(cp[2]>126) cp[2]= 255; else cp[2]*=2;
if(cp[3]>126) cp[3]= 255; else cp[3]*=2;
cp= (char *)&tface->col[1];
if(cp[1]>126) cp[1]= 255; else cp[1]*=2;
if(cp[2]>126) cp[2]= 255; else cp[2]*=2;
if(cp[3]>126) cp[3]= 255; else cp[3]*=2;
cp= (char *)&tface->col[2];
if(cp[1]>126) cp[1]= 255; else cp[1]*=2;
if(cp[2]>126) cp[2]= 255; else cp[2]*=2;
if(cp[3]>126) cp[3]= 255; else cp[3]*=2;
cp= (char *)&tface->col[3];
if(cp[1]>126) cp[1]= 255; else cp[1]*=2;
if(cp[2]>126) cp[2]= 255; else cp[2]*=2;
if(cp[3]>126) cp[3]= 255; else cp[3]*=2;
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tface++;
}
}
me= me->id.next;
}
}
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if(main->versionfile <= 169) {
Mesh *me= main->mesh.first;
while(me) {
if(me->subdiv==0) me->subdiv= 1;
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me= me->id.next;
}
}
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if(main->versionfile <= 169) {
bScreen *sc= main->screen.first;
while(sc) {
ScrArea *sa= sc->areabase.first;
while(sa) {
SpaceLink *sl= sa->spacedata.first;
while(sl) {
if(sl->spacetype==SPACE_IPO) {
SpaceIpo *sipo= (SpaceIpo*) sl;
sipo->v2d.max[0]= 15000.0;
}
sl= sl->next;
}
sa= sa->next;
}
sc= sc->id.next;
}
}
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if(main->versionfile <= 170) {
Object *ob = main->object.first;
PartEff *paf;
while (ob) {
paf = give_parteff(ob);
if (paf) {
if (paf->staticstep == 0) {
paf->staticstep= 5;
}
}
ob = ob->id.next;
}
}
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if(main->versionfile <= 171) {
bScreen *sc= main->screen.first;
while(sc) {
ScrArea *sa= sc->areabase.first;
while(sa) {
SpaceLink *sl= sa->spacedata.first;
while(sl) {
if(sl->spacetype==SPACE_TEXT) {
SpaceText *st= (SpaceText*) sl;
st->lheight= 12;
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}
sl= sl->next;
}
sa= sa->next;
}
sc= sc->id.next;
}
}
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if(main->versionfile <= 173) {
int a, b;
Mesh *me= main->mesh.first;
while(me) {
if(me->tface) {
TFace *tface= me->tface;
for(a=0; a<me->totface; a++, tface++) {
for(b=0; b<4; b++) {
tface->uv[b][0]/= 32767.0f;
tface->uv[b][1]/= 32767.0f;
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}
}
}
me= me->id.next;
}
}
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if(main->versionfile <= 191) {
Object *ob= main->object.first;
Material *ma = main->mat.first;
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/* let faces have default add factor of 0.0 */
while(ma) {
if (!(ma->mode & MA_HALO)) ma->add = 0.0;
ma = ma->id.next;
}
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while(ob) {
ob->mass= 1.0f;
ob->damping= 0.1f;
/*ob->quat[1]= 1.0f;*/ /* quats arnt used yet */
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ob= ob->id.next;
}
}
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if(main->versionfile <= 193) {
Object *ob= main->object.first;
while(ob) {
ob->inertia= 1.0f;
ob->rdamping= 0.1f;
ob= ob->id.next;
}
}
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if(main->versionfile <= 196) {
Mesh *me= main->mesh.first;
int a, b;
while(me) {
if(me->tface) {
TFace *tface= me->tface;
for(a=0; a<me->totface; a++, tface++) {
for(b=0; b<4; b++) {
tface->mode |= TF_DYNAMIC;
tface->mode &= ~TF_INVISIBLE;
}
}
}
me= me->id.next;
}
}
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if(main->versionfile <= 200) {
Object *ob= main->object.first;
while(ob) {
ob->scaflag = ob->gameflag & (64+128+256+512+1024+2048);
/* 64 is do_fh */
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ob->gameflag &= ~(128+256+512+1024+2048);
ob = ob->id.next;
}
}
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if(main->versionfile <= 201) {
/* add-object + end-object are joined to edit-object actuator */
Object *ob = main->object.first;
bProperty *prop;
bActuator *act;
bIpoActuator *ia;
bEditObjectActuator *eoa;
bAddObjectActuator *aoa;
while (ob) {
act = ob->actuators.first;
while (act) {
if(act->type==ACT_IPO) {
ia= act->data;
prop= get_ob_property(ob, ia->name);
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if(prop) {
ia->type= ACT_IPO_FROM_PROP;
}
}
else if(act->type==ACT_ADD_OBJECT) {
aoa= act->data;
eoa= MEM_callocN(sizeof(bEditObjectActuator), "edit ob act");
eoa->type= ACT_EDOB_ADD_OBJECT;
eoa->ob= aoa->ob;
eoa->time= aoa->time;
MEM_freeN(aoa);
act->data= eoa;
act->type= act->otype= ACT_EDIT_OBJECT;
}
else if(act->type==ACT_END_OBJECT) {
eoa= MEM_callocN(sizeof(bEditObjectActuator), "edit ob act");
eoa->type= ACT_EDOB_END_OBJECT;
act->data= eoa;
act->type= act->otype= ACT_EDIT_OBJECT;
}
act= act->next;
}
ob = ob->id.next;
}
}
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if(main->versionfile <= 202) {
/* add-object and end-object are joined to edit-object
* actuator */
Object *ob= main->object.first;
bActuator *act;
bObjectActuator *oa;
while(ob) {
act= ob->actuators.first;
while(act) {
if(act->type==ACT_OBJECT) {
oa= act->data;
oa->flag &= ~(ACT_TORQUE_LOCAL|ACT_DROT_LOCAL); /* this actuator didn't do local/glob rot before */
}
act= act->next;
}
ob= ob->id.next;
}
}
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if(main->versionfile <= 204) {
/* patches for new physics */
Object *ob= main->object.first;
bActuator *act;
bObjectActuator *oa;
bSound *sound;
while(ob) {
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/* please check this for demo20 files like
* original Egypt levels etc. converted
* rotation factor of 50 is not workable */
act= ob->actuators.first;
while(act) {
if(act->type==ACT_OBJECT) {
oa= act->data;
oa->forceloc[0]*= 25.0f;
oa->forceloc[1]*= 25.0f;
oa->forceloc[2]*= 25.0f;
oa->forcerot[0]*= 10.0f;
oa->forcerot[1]*= 10.0f;
oa->forcerot[2]*= 10.0f;
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}
act= act->next;
}
ob= ob->id.next;
}
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sound = main->sound.first;
while (sound) {
if (sound->volume < 0.01f) {
sound->volume = 1.0f;
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}
sound = sound->id.next;
}
}
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if(main->versionfile <= 205) {
/* patches for new physics */
Object *ob= main->object.first;
bActuator *act;
bSensor *sens;
bEditObjectActuator *oa;
bRaySensor *rs;
bCollisionSensor *cs;
while(ob) {
/* Set anisotropic friction off for old objects,
* values to 1.0. */
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ob->gameflag &= ~OB_ANISOTROPIC_FRICTION;
ob->anisotropicFriction[0] = 1.0;
ob->anisotropicFriction[1] = 1.0;
ob->anisotropicFriction[2] = 1.0;
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act= ob->actuators.first;
while(act) {
if(act->type==ACT_EDIT_OBJECT) {
/* Zero initial velocity for newly
* added objects */
oa= act->data;
oa->linVelocity[0] = 0.0;
oa->linVelocity[1] = 0.0;
oa->linVelocity[2] = 0.0;
oa->localflag = 0;
}
act= act->next;
}
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sens= ob->sensors.first;
while (sens) {
/* Extra fields for radar sensors. */
if(sens->type == SENS_RADAR) {
bRadarSensor *s = sens->data;
s->range = 10000.0;
}
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/* Pulsing: defaults for new sensors. */
if(sens->type != SENS_ALWAYS) {
sens->pulse = 0;
sens->freq = 0;
} else {
sens->pulse = 1;
}
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/* Invert: off. */
sens->invert = 0;
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/* Collision and ray: default = trigger
* on property. The material field can
* remain empty. */
if(sens->type == SENS_COLLISION) {
cs = (bCollisionSensor*) sens->data;
cs->mode = 0;
}
if(sens->type == SENS_RAY) {
rs = (bRaySensor*) sens->data;
rs->mode = 0;
}
sens = sens->next;
}
ob= ob->id.next;
}
/* have to check the exact multiplier */
}
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if(main->versionfile <= 211) {
/* Render setting: per scene, the applicable gamma value
* can be set. Default is 1.0, which means no
* correction. */
bActuator *act;
bObjectActuator *oa;
Object *ob;
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/* added alpha in obcolor */
ob= main->object.first;
while(ob) {
ob->col[3]= 1.0;
ob= ob->id.next;
}
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/* added alpha in obcolor */
ob= main->object.first;
while(ob) {
act= ob->actuators.first;
while(act) {
if (act->type==ACT_OBJECT) {
/* multiply velocity with 50 in old files */
oa= act->data;
if (fabsf(oa->linearvelocity[0]) >= 0.01f)
oa->linearvelocity[0] *= 50.0f;
if (fabsf(oa->linearvelocity[1]) >= 0.01f)
oa->linearvelocity[1] *= 50.0f;
if (fabsf(oa->linearvelocity[2]) >= 0.01f)
oa->linearvelocity[2] *= 50.0f;
if (fabsf(oa->angularvelocity[0])>=0.01f)
oa->angularvelocity[0] *= 50.0f;
if (fabsf(oa->angularvelocity[1])>=0.01f)
oa->angularvelocity[1] *= 50.0f;
if (fabsf(oa->angularvelocity[2])>=0.01f)
oa->angularvelocity[2] *= 50.0f;
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}
act= act->next;
}
ob= ob->id.next;
}
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}
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if(main->versionfile <= 212) {
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bSound* sound;
bProperty *prop;
Object *ob;
Mesh *me;
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sound = main->sound.first;
while (sound)
{
sound->max_gain = 1.0;
sound->min_gain = 0.0;
sound->distance = 1.0;
if (sound->attenuation > 0.0f)
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sound->flags |= SOUND_FLAGS_3D;
else
sound->flags &= ~SOUND_FLAGS_3D;
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sound = sound->id.next;
}
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ob = main->object.first;
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while (ob) {
prop= ob->prop.first;
while(prop) {
if (prop->type == GPROP_TIME) {
// convert old GPROP_TIME values from int to float
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*((float *)&prop->data) = (float) prop->data;
}
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prop= prop->next;
}
ob = ob->id.next;
}
/* me->subdiv changed to reflect the actual reparametization
2002-10-12 11:37:38 +00:00
* better, and smeshes were removed - if it was a smesh make
* it a subsurf, and reset the subdiv level because subsurf
* takes a lot more work to calculate.
*/
for (me= main->mesh.first; me; me= me->id.next) {
if (me->flag&ME_SMESH) {
me->flag&= ~ME_SMESH;
me->flag|= ME_SUBSURF;
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me->subdiv= 1;
} else {
if (me->subdiv<2)
me->subdiv= 1;
else
me->subdiv--;
}
}
}
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if(main->versionfile <= 220) {
Object *ob;
Mesh *me;
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ob = main->object.first;
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/* adapt form factor in order to get the 'old' physics
* behaviour back...*/
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while (ob) {
/* in future, distinguish between different
* object bounding shapes */
ob->formfactor = 0.4f;
/* patch form factor , note that inertia equiv radius
* of a rotation symmetrical obj */
if (ob->inertia != 1.0f) {
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ob->formfactor /= ob->inertia * ob->inertia;
}
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ob = ob->id.next;
}
2002-10-12 11:37:38 +00:00
/* Began using alpha component of vertex colors, but
* old file vertex colors are undefined, reset them
* to be fully opaque. -zr
2002-10-12 11:37:38 +00:00
*/
for (me= main->mesh.first; me; me= me->id.next) {
if (me->mcol) {
int i;
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for (i=0; i<me->totface*4; i++) {
MCol *mcol= &me->mcol[i];
mcol->a= 255;
}
}
if (me->tface) {
int i, j;
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for (i=0; i<me->totface; i++) {
TFace *tf= &((TFace*) me->tface)[i];
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for (j=0; j<4; j++) {
char *col= (char*) &tf->col[j];
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col[0]= 255;
}
}
}
}
}
if(main->versionfile <= 221) {
Scene *sce= main->scene.first;
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// new variables for std-alone player and runtime
while(sce) {
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sce->r.xplay= 640;
sce->r.yplay= 480;
sce->r.freqplay= 60;
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sce= sce->id.next;
}
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}
if(main->versionfile <= 222) {
Scene *sce= main->scene.first;
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// new variables for std-alone player and runtime
while(sce) {
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sce->r.depth= 32;
sce= sce->id.next;
}
}
if(main->versionfile <= 223) {
VFont *vf;
Image *ima;
Object *ob;
for (vf= main->vfont.first; vf; vf= vf->id.next) {
if (strcmp(vf->name+strlen(vf->name)-6, ".Bfont")==0) {
strcpy(vf->name, FO_BUILTIN_NAME);
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}
}
/* Old textures animate at 25 FPS */
for (ima = main->image.first; ima; ima=ima->id.next){
ima->animspeed = 25;
}
/* Zr remapped some keyboard codes to be linear (stupid zr) */
for (ob= main->object.first; ob; ob= ob->id.next) {
bSensor *sens;
for (sens= ob->sensors.first; sens; sens= sens->next) {
if (sens->type==SENS_KEYBOARD) {
bKeyboardSensor *ks= sens->data;
ks->key= map_223_keybd_code_to_224_keybd_code(ks->key);
ks->qual= map_223_keybd_code_to_224_keybd_code(ks->qual);
ks->qual2= map_223_keybd_code_to_224_keybd_code(ks->qual2);
}
}
}
}
if(main->versionfile <= 224) {
bSound* sound;
Scene *sce;
Mesh *me;
bScreen *sc;
for (sound=main->sound.first; sound; sound=sound->id.next) {
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if (sound->packedfile) {
if (sound->newpackedfile == NULL) {
sound->newpackedfile = sound->packedfile;
}
sound->packedfile = NULL;
}
}
/* Make sure that old subsurf meshes don't have zero subdivision level for rendering */
for (me=main->mesh.first; me; me=me->id.next){
if ((me->flag & ME_SUBSURF) && (me->subdivr==0))
me->subdivr=me->subdiv;
}
for (sce= main->scene.first; sce; sce= sce->id.next) {
sce->r.stereomode = 1; // no stereo
}
/* some oldfile patch, moved from set_func_space */
for (sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa;
for (sa= sc->areabase.first; sa; sa= sa->next) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if (sl->spacetype==SPACE_IPO) {
SpaceSeq *sseq= (SpaceSeq*) sl;
sseq->v2d.keeptot= 0;
}
}
}
}
}
if(main->versionfile <= 225) {
World *wo;
/* Use Sumo for old games */
for (wo = main->world.first; wo; wo= wo->id.next) {
wo->physicsEngine = 2;
}
}
Commit message and the brunt of the code courtesy of intrr, apologies for the size of this; Finally, the Sequencer audio support and global audio/animation sync stuff! (See http://intrr.org/blender/audiosequencer.html) Stuff that has been done: ./source/blender/blenloader/intern/writefile.c ./source/blender/blenloader/intern/readfile.c Added code to make it handle sounds used by audio strips, and to convert Scene data from older (<2.28) versions to init Scene global audio settings (Scene->audio) to defaults. ./source/blender/include/BSE_seqaudio.h ./source/blender/src/seqaudio.c The main audio routines that start/stop/scrub the audio stream at a certain frame position, provide the frame reference for the current stream position, mix the audio, convert the audio, mixdown the audio into a file. ./source/blender/makesdna/DNA_sound_types.h Introduced new variables in the bSound struct to accomodate the sample data after converted to the scene's global mixing format (stream, streamlen). Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound belongs to a sequence strip. ./source/blender/makesdna/DNA_scene_types.h Added AudioData struct, which holds scene-global audio settings. ./source/blender/makesdna/DNA_sequence_types.h Added support for audio strips. Some variables to hold Panning/Attenuation information, position information, reference to the sample, and some flags. ./source/blender/makesdna/DNA_userdef_types.h ./source/blender/src/usiblender.c Added a "Mixing buffer size" userpref. Made the versions stuff initialize it to a default for versions <2.28. ./source/blender/makesdna/DNA_space_types.h ./source/blender/src/filesel.c Added a Cyan dot to .WAV files. Any other suggestions on a better color? :) ./source/blender/src/editsound.c Changes (fixes) to the WAV file loader, re-enabled some gameengine code that is needed for dealing with bSounds and bSamples. ./source/blender/src/editipo.c ./source/blender/src/drawseq.c ./source/blender/src/editnla.c ./source/blender/src/space.c ./source/blender/src/drawview.c ./source/blender/src/renderwin.c ./source/blender/src/headerbuttons.c - Created two different wrappers for update_for_newframe(), one which scrubs the audio, one which doesn't. - Replaced some of the occurences of update_for_newframe() with update_for_newframe_muted(), which doesn't scrub the audio. - In drawview.c: Changed the synchronization scheme to get the current audio position from the audio engine, and use that as a reference for setting CFRA. Implements a/v sync and framedrop. - In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as volume envelopes. - In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing (update_for_newframe()) for moving the sequence editor framebar. ./source/blender/src/editseq.c Added support for audio strips and a default directory for WAV files which gets saved from the last Shift-A operation. ./source/blender/src/buttons.c Added Scene-global audio sequencer settings in Sound buttons. ./source/blender/src/sequence.c Various stuff that deals with handling audio strips differently than usual strips.
2003-07-13 20:16:56 +00:00
if(main->versionfile <= 227) {
Scene *sce;
Material *ma;
bScreen *sc;
Object *ob;
/* As of now, this insures that the transition from the old Track system
to the new full constraint Track is painless for everyone. - theeth
*/
ob = main->object.first;
while (ob) {
ListBase *list;
list = &ob->constraints;
/* check for already existing TrackTo constraint
set their track and up flag correctly */
if (list){
bConstraint *curcon;
for (curcon = list->first; curcon; curcon=curcon->next){
if (curcon->type == CONSTRAINT_TYPE_TRACKTO){
bTrackToConstraint *data = curcon->data;
data->reserved1 = ob->trackflag;
data->reserved2 = ob->upflag;
}
}
}
if (ob->type == OB_ARMATURE) {
if (ob->pose){
bConstraint *curcon;
bPoseChannel *pchan;
for (pchan = ob->pose->chanbase.first;
pchan; pchan=pchan->next){
for (curcon = pchan->constraints.first;
curcon; curcon=curcon->next){
if (curcon->type == CONSTRAINT_TYPE_TRACKTO){
bTrackToConstraint *data = curcon->data;
data->reserved1 = ob->trackflag;
data->reserved2 = ob->upflag;
}
}
}
}
}
/* Change Ob->Track in real TrackTo constraint */
do_version_old_trackto_to_constraints(ob);
ob = ob->id.next;
}
Commit message and the brunt of the code courtesy of intrr, apologies for the size of this; Finally, the Sequencer audio support and global audio/animation sync stuff! (See http://intrr.org/blender/audiosequencer.html) Stuff that has been done: ./source/blender/blenloader/intern/writefile.c ./source/blender/blenloader/intern/readfile.c Added code to make it handle sounds used by audio strips, and to convert Scene data from older (<2.28) versions to init Scene global audio settings (Scene->audio) to defaults. ./source/blender/include/BSE_seqaudio.h ./source/blender/src/seqaudio.c The main audio routines that start/stop/scrub the audio stream at a certain frame position, provide the frame reference for the current stream position, mix the audio, convert the audio, mixdown the audio into a file. ./source/blender/makesdna/DNA_sound_types.h Introduced new variables in the bSound struct to accomodate the sample data after converted to the scene's global mixing format (stream, streamlen). Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound belongs to a sequence strip. ./source/blender/makesdna/DNA_scene_types.h Added AudioData struct, which holds scene-global audio settings. ./source/blender/makesdna/DNA_sequence_types.h Added support for audio strips. Some variables to hold Panning/Attenuation information, position information, reference to the sample, and some flags. ./source/blender/makesdna/DNA_userdef_types.h ./source/blender/src/usiblender.c Added a "Mixing buffer size" userpref. Made the versions stuff initialize it to a default for versions <2.28. ./source/blender/makesdna/DNA_space_types.h ./source/blender/src/filesel.c Added a Cyan dot to .WAV files. Any other suggestions on a better color? :) ./source/blender/src/editsound.c Changes (fixes) to the WAV file loader, re-enabled some gameengine code that is needed for dealing with bSounds and bSamples. ./source/blender/src/editipo.c ./source/blender/src/drawseq.c ./source/blender/src/editnla.c ./source/blender/src/space.c ./source/blender/src/drawview.c ./source/blender/src/renderwin.c ./source/blender/src/headerbuttons.c - Created two different wrappers for update_for_newframe(), one which scrubs the audio, one which doesn't. - Replaced some of the occurences of update_for_newframe() with update_for_newframe_muted(), which doesn't scrub the audio. - In drawview.c: Changed the synchronization scheme to get the current audio position from the audio engine, and use that as a reference for setting CFRA. Implements a/v sync and framedrop. - In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as volume envelopes. - In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing (update_for_newframe()) for moving the sequence editor framebar. ./source/blender/src/editseq.c Added support for audio strips and a default directory for WAV files which gets saved from the last Shift-A operation. ./source/blender/src/buttons.c Added Scene-global audio sequencer settings in Sound buttons. ./source/blender/src/sequence.c Various stuff that deals with handling audio strips differently than usual strips.
2003-07-13 20:16:56 +00:00
for (sce= main->scene.first; sce; sce= sce->id.next) {
sce->audio.mixrate = 44100;
sce->audio.flag |= AUDIO_SCRUB;
sce->r.mode |= R_ENVMAP;
Commit message and the brunt of the code courtesy of intrr, apologies for the size of this; Finally, the Sequencer audio support and global audio/animation sync stuff! (See http://intrr.org/blender/audiosequencer.html) Stuff that has been done: ./source/blender/blenloader/intern/writefile.c ./source/blender/blenloader/intern/readfile.c Added code to make it handle sounds used by audio strips, and to convert Scene data from older (<2.28) versions to init Scene global audio settings (Scene->audio) to defaults. ./source/blender/include/BSE_seqaudio.h ./source/blender/src/seqaudio.c The main audio routines that start/stop/scrub the audio stream at a certain frame position, provide the frame reference for the current stream position, mix the audio, convert the audio, mixdown the audio into a file. ./source/blender/makesdna/DNA_sound_types.h Introduced new variables in the bSound struct to accomodate the sample data after converted to the scene's global mixing format (stream, streamlen). Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound belongs to a sequence strip. ./source/blender/makesdna/DNA_scene_types.h Added AudioData struct, which holds scene-global audio settings. ./source/blender/makesdna/DNA_sequence_types.h Added support for audio strips. Some variables to hold Panning/Attenuation information, position information, reference to the sample, and some flags. ./source/blender/makesdna/DNA_userdef_types.h ./source/blender/src/usiblender.c Added a "Mixing buffer size" userpref. Made the versions stuff initialize it to a default for versions <2.28. ./source/blender/makesdna/DNA_space_types.h ./source/blender/src/filesel.c Added a Cyan dot to .WAV files. Any other suggestions on a better color? :) ./source/blender/src/editsound.c Changes (fixes) to the WAV file loader, re-enabled some gameengine code that is needed for dealing with bSounds and bSamples. ./source/blender/src/editipo.c ./source/blender/src/drawseq.c ./source/blender/src/editnla.c ./source/blender/src/space.c ./source/blender/src/drawview.c ./source/blender/src/renderwin.c ./source/blender/src/headerbuttons.c - Created two different wrappers for update_for_newframe(), one which scrubs the audio, one which doesn't. - Replaced some of the occurences of update_for_newframe() with update_for_newframe_muted(), which doesn't scrub the audio. - In drawview.c: Changed the synchronization scheme to get the current audio position from the audio engine, and use that as a reference for setting CFRA. Implements a/v sync and framedrop. - In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as volume envelopes. - In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing (update_for_newframe()) for moving the sequence editor framebar. ./source/blender/src/editseq.c Added support for audio strips and a default directory for WAV files which gets saved from the last Shift-A operation. ./source/blender/src/buttons.c Added Scene-global audio sequencer settings in Sound buttons. ./source/blender/src/sequence.c Various stuff that deals with handling audio strips differently than usual strips.
2003-07-13 20:16:56 +00:00
}
// init new shader vars
for (ma= main->mat.first; ma; ma= ma->id.next) {
ma->refrac= 4.0f;
ma->roughness= 0.5f;
ma->param[0]= 0.5f;
ma->param[1]= 0.1f;
ma->param[2]= 0.1f;
ma->param[3]= 0.05f;
}
// patch for old wrong max view2d settings, allows zooming out more
for (sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa;
for (sa= sc->areabase.first; sa; sa= sa->next) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if (sl->spacetype==SPACE_ACTION) {
SpaceAction *sac= (SpaceAction *) sl;
sac->v2d.max[0]= 32000;
}
else if (sl->spacetype==SPACE_NLA) {
SpaceNla *sla= (SpaceNla *) sl;
sla->v2d.max[0]= 32000;
}
}
}
}
}
if(main->versionfile <= 228) {
Scene *sce;
bScreen *sc;
Object *ob;
/* As of now, this insures that the transition from the old Track system
to the new full constraint Track is painless for everyone.*/
ob = main->object.first;
while (ob) {
ListBase *list;
list = &ob->constraints;
/* check for already existing TrackTo constraint
set their track and up flag correctly */
if (list){
bConstraint *curcon;
for (curcon = list->first; curcon; curcon=curcon->next){
if (curcon->type == CONSTRAINT_TYPE_TRACKTO){
bTrackToConstraint *data = curcon->data;
data->reserved1 = ob->trackflag;
data->reserved2 = ob->upflag;
}
}
}
if (ob->type == OB_ARMATURE) {
if (ob->pose){
bConstraint *curcon;
bPoseChannel *pchan;
for (pchan = ob->pose->chanbase.first;
pchan; pchan=pchan->next){
for (curcon = pchan->constraints.first;
curcon; curcon=curcon->next){
if (curcon->type == CONSTRAINT_TYPE_TRACKTO){
bTrackToConstraint *data = curcon->data;
data->reserved1 = ob->trackflag;
data->reserved2 = ob->upflag;
}
}
}
}
}
ob = ob->id.next;
}
for (sce= main->scene.first; sce; sce= sce->id.next) {
sce->r.mode |= R_ENVMAP;
}
// convert old mainb values for new button panels
for (sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa;
for (sa= sc->areabase.first; sa; sa= sa->next) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if (sl->spacetype==SPACE_BUTS) {
SpaceButs *sbuts= (SpaceButs *) sl;
sbuts->v2d.maxzoom= 1.2f;
sbuts->align= 1; /* horizontal default */
if(sbuts->mainb==BUTS_LAMP) {
sbuts->mainb= CONTEXT_SHADING;
//sbuts->tab[CONTEXT_SHADING]= TAB_SHADING_LAMP;
}
else if(sbuts->mainb==BUTS_MAT) {
sbuts->mainb= CONTEXT_SHADING;
//sbuts->tab[CONTEXT_SHADING]= TAB_SHADING_MAT;
}
else if(sbuts->mainb==BUTS_TEX) {
sbuts->mainb= CONTEXT_SHADING;
//sbuts->tab[CONTEXT_SHADING]= TAB_SHADING_TEX;
}
else if(sbuts->mainb==BUTS_ANIM) {
sbuts->mainb= CONTEXT_OBJECT;
}
else if(sbuts->mainb==BUTS_WORLD) {
sbuts->mainb= CONTEXT_SCENE;
//sbuts->tab[CONTEXT_SCENE]= TAB_SCENE_WORLD;
}
else if(sbuts->mainb==BUTS_RENDER) {
sbuts->mainb= CONTEXT_SCENE;
//sbuts->tab[CONTEXT_SCENE]= TAB_SCENE_RENDER;
}
else if(sbuts->mainb==BUTS_GAME) {
sbuts->mainb= CONTEXT_LOGIC;
}
else if(sbuts->mainb==BUTS_FPAINT) {
sbuts->mainb= CONTEXT_EDITING;
}
else if(sbuts->mainb==BUTS_RADIO) {
sbuts->mainb= CONTEXT_SHADING;
//sbuts->tab[CONTEXT_SHADING]= TAB_SHADING_RAD;
}
else if(sbuts->mainb==BUTS_CONSTRAINT) {
sbuts->mainb= CONTEXT_OBJECT;
}
else if(sbuts->mainb==BUTS_SCRIPT) {
sbuts->mainb= CONTEXT_OBJECT;
}
else if(sbuts->mainb==BUTS_EDIT) {
sbuts->mainb= CONTEXT_EDITING;
}
else sbuts->mainb= CONTEXT_SCENE;
}
}
}
}
}
/* ton: made this 230 instead of 229,
to be sure (tuho files) and this is a reliable check anyway
nevertheless, we might need to think over a fitness (initialize)
check apart from the do_versions() */
if(main->versionfile <= 230) {
bScreen *sc;
// new variable blockscale, for panels in any area
for (sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa;
for (sa= sc->areabase.first; sa; sa= sa->next) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->blockscale==0.0f) sl->blockscale= 0.7f;
/* added: 5x better zoom in for action */
if(sl->spacetype==SPACE_ACTION) {
SpaceAction *sac= (SpaceAction *)sl;
sac->v2d.maxzoom= 50;
}
}
}
}
}
if(main->versionfile <= 231) {
/* new bit flags for showing/hiding grid floor and axes */
bScreen *sc = main->screen.first;
while(sc) {
ScrArea *sa= sc->areabase.first;
while(sa) {
SpaceLink *sl= sa->spacedata.first;
while (sl) {
if (sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D*) sl;
if (v3d->gridflag==0) {
v3d->gridflag |= V3D_SHOW_X;
v3d->gridflag |= V3D_SHOW_Y;
v3d->gridflag |= V3D_SHOW_FLOOR;
v3d->gridflag &= ~V3D_SHOW_Z;
}
}
sl= sl->next;
}
sa= sa->next;
}
sc= sc->id.next;
}
}
if(main->versionfile <= 231) {
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
Material *ma= main->mat.first;
bScreen *sc = main->screen.first;
Scene *sce;
Area lights and more... - New lamp type added "Area". This uses the radiosity formula (Stoke) to calculate the amount of energy which is received from a plane. Result is very nice local light, which nicely spreads out. - Area lamps have a 'gamma' option to control the light spread - Area lamp builtin sizes: square, rect, cube & box. Only first 2 are implemented. Set a type, and define area size - Button area size won't affect the amount of energy. But scaling the lamp in 3d window will do. This is to cover the case when you scale an entire scene, the light then will remain identical If you just want to change area lamp size, use buttons when you dont want to make the scene too bright or too dark - Since area lights realistically are sensitive for distance (quadratic), the effect it has is quickly too much, or too less. For this the "Dist" value in Lamp can be used. Set it at Dist=10 to have reasonable light on distance 10 Blender units (assumed you didnt scale lamp object). - I tried square sized specularity, but this looked totally weird. Not committed - Plan is to extend area light with 3d dimensions, boxes and cubes. - Note that area light is one-sided, towards negative Z. I need to design a nice drawing method for it. Area Shadow - Since there are a lot of variables associated with soft shadow, they now only are available for Area lights. Allowing spot & normal lamp to have soft shadow is possible though, but will require a reorganisation of the Lamp buttons. Is a point of research & feedback still. - Apart from area size, you now can individually set amount of samples in X and Y direction (for area lamp type 'Rect'). For box type area lamp, this will become 3 dimensions - Area shadows have four options: "Clip circle" : only uses a circular shape of samples, gives smoother results "Dither" : use a 2x2 dither mask "Jitter" : applys a pseudo-random offset to samples "Umbra" : extra emphasis on area that's fully in shadow. Raytrace speedup - improved filling in faces in Octree. Large faces occupied too many nodes - added a coherence check; rays fired sequentially that begin and end in same octree nodes, and that don't intersect, are quickly rejected - rendering shadow scenes benefits from this 20-40%. My statue test monkey file now renders in 19 seconds (was 30). Plus: - adjusted specular max to 511, and made sure Blinn spec has again this incredible small spec size - for UI rounded theme: the color "button" displayed RGB color too dark - fixed countall() function, to also include Subsurf totals - removed setting the 'near' clipping for pressing dot-key numpad - when you press the buttons-window icon for 'Shading Context' the context automaticilly switches as with F5 hotkey Please be warned that this is not a release... settings in files might not work as it did, nor guaranteed to work when we do a release. :)
2003-12-29 16:52:51 +00:00
Lamp *la;
World *wrld;
/* introduction of raytrace */
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
while(ma) {
if(ma->fresnel_tra_i==0.0f) ma->fresnel_tra_i= 1.25f;
if(ma->fresnel_mir_i==0.0f) ma->fresnel_mir_i= 1.25f;
ma->ang= 1.0;
ma->ray_depth= 2;
ma->ray_depth_tra= 2;
ma->fresnel_tra= 0.0;
ma->fresnel_mir= 0.0;
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
ma= ma->id.next;
}
sce= main->scene.first;
while(sce) {
if(sce->r.gauss==0.0f) sce->r.gauss= 1.0f;
sce= sce->id.next;
}
Area lights and more... - New lamp type added "Area". This uses the radiosity formula (Stoke) to calculate the amount of energy which is received from a plane. Result is very nice local light, which nicely spreads out. - Area lamps have a 'gamma' option to control the light spread - Area lamp builtin sizes: square, rect, cube & box. Only first 2 are implemented. Set a type, and define area size - Button area size won't affect the amount of energy. But scaling the lamp in 3d window will do. This is to cover the case when you scale an entire scene, the light then will remain identical If you just want to change area lamp size, use buttons when you dont want to make the scene too bright or too dark - Since area lights realistically are sensitive for distance (quadratic), the effect it has is quickly too much, or too less. For this the "Dist" value in Lamp can be used. Set it at Dist=10 to have reasonable light on distance 10 Blender units (assumed you didnt scale lamp object). - I tried square sized specularity, but this looked totally weird. Not committed - Plan is to extend area light with 3d dimensions, boxes and cubes. - Note that area light is one-sided, towards negative Z. I need to design a nice drawing method for it. Area Shadow - Since there are a lot of variables associated with soft shadow, they now only are available for Area lights. Allowing spot & normal lamp to have soft shadow is possible though, but will require a reorganisation of the Lamp buttons. Is a point of research & feedback still. - Apart from area size, you now can individually set amount of samples in X and Y direction (for area lamp type 'Rect'). For box type area lamp, this will become 3 dimensions - Area shadows have four options: "Clip circle" : only uses a circular shape of samples, gives smoother results "Dither" : use a 2x2 dither mask "Jitter" : applys a pseudo-random offset to samples "Umbra" : extra emphasis on area that's fully in shadow. Raytrace speedup - improved filling in faces in Octree. Large faces occupied too many nodes - added a coherence check; rays fired sequentially that begin and end in same octree nodes, and that don't intersect, are quickly rejected - rendering shadow scenes benefits from this 20-40%. My statue test monkey file now renders in 19 seconds (was 30). Plus: - adjusted specular max to 511, and made sure Blinn spec has again this incredible small spec size - for UI rounded theme: the color "button" displayed RGB color too dark - fixed countall() function, to also include Subsurf totals - removed setting the 'near' clipping for pressing dot-key numpad - when you press the buttons-window icon for 'Shading Context' the context automaticilly switches as with F5 hotkey Please be warned that this is not a release... settings in files might not work as it did, nor guaranteed to work when we do a release. :)
2003-12-29 16:52:51 +00:00
la= main->lamp.first;
while(la) {
if(la->k==0.0f) la->k= 1.0;
Area lights and more... - New lamp type added "Area". This uses the radiosity formula (Stoke) to calculate the amount of energy which is received from a plane. Result is very nice local light, which nicely spreads out. - Area lamps have a 'gamma' option to control the light spread - Area lamp builtin sizes: square, rect, cube & box. Only first 2 are implemented. Set a type, and define area size - Button area size won't affect the amount of energy. But scaling the lamp in 3d window will do. This is to cover the case when you scale an entire scene, the light then will remain identical If you just want to change area lamp size, use buttons when you dont want to make the scene too bright or too dark - Since area lights realistically are sensitive for distance (quadratic), the effect it has is quickly too much, or too less. For this the "Dist" value in Lamp can be used. Set it at Dist=10 to have reasonable light on distance 10 Blender units (assumed you didnt scale lamp object). - I tried square sized specularity, but this looked totally weird. Not committed - Plan is to extend area light with 3d dimensions, boxes and cubes. - Note that area light is one-sided, towards negative Z. I need to design a nice drawing method for it. Area Shadow - Since there are a lot of variables associated with soft shadow, they now only are available for Area lights. Allowing spot & normal lamp to have soft shadow is possible though, but will require a reorganisation of the Lamp buttons. Is a point of research & feedback still. - Apart from area size, you now can individually set amount of samples in X and Y direction (for area lamp type 'Rect'). For box type area lamp, this will become 3 dimensions - Area shadows have four options: "Clip circle" : only uses a circular shape of samples, gives smoother results "Dither" : use a 2x2 dither mask "Jitter" : applys a pseudo-random offset to samples "Umbra" : extra emphasis on area that's fully in shadow. Raytrace speedup - improved filling in faces in Octree. Large faces occupied too many nodes - added a coherence check; rays fired sequentially that begin and end in same octree nodes, and that don't intersect, are quickly rejected - rendering shadow scenes benefits from this 20-40%. My statue test monkey file now renders in 19 seconds (was 30). Plus: - adjusted specular max to 511, and made sure Blinn spec has again this incredible small spec size - for UI rounded theme: the color "button" displayed RGB color too dark - fixed countall() function, to also include Subsurf totals - removed setting the 'near' clipping for pressing dot-key numpad - when you press the buttons-window icon for 'Shading Context' the context automaticilly switches as with F5 hotkey Please be warned that this is not a release... settings in files might not work as it did, nor guaranteed to work when we do a release. :)
2003-12-29 16:52:51 +00:00
if(la->ray_samp==0) la->ray_samp= 1;
if(la->ray_sampy==0) la->ray_sampy= 1;
if(la->ray_sampz==0) la->ray_sampz= 1;
if(la->area_size==0.0f) la->area_size= 1.0f;
if(la->area_sizey==0.0f) la->area_sizey= 1.0f;
if(la->area_sizez==0.0f) la->area_sizez= 1.0f;
Area lights and more... - New lamp type added "Area". This uses the radiosity formula (Stoke) to calculate the amount of energy which is received from a plane. Result is very nice local light, which nicely spreads out. - Area lamps have a 'gamma' option to control the light spread - Area lamp builtin sizes: square, rect, cube & box. Only first 2 are implemented. Set a type, and define area size - Button area size won't affect the amount of energy. But scaling the lamp in 3d window will do. This is to cover the case when you scale an entire scene, the light then will remain identical If you just want to change area lamp size, use buttons when you dont want to make the scene too bright or too dark - Since area lights realistically are sensitive for distance (quadratic), the effect it has is quickly too much, or too less. For this the "Dist" value in Lamp can be used. Set it at Dist=10 to have reasonable light on distance 10 Blender units (assumed you didnt scale lamp object). - I tried square sized specularity, but this looked totally weird. Not committed - Plan is to extend area light with 3d dimensions, boxes and cubes. - Note that area light is one-sided, towards negative Z. I need to design a nice drawing method for it. Area Shadow - Since there are a lot of variables associated with soft shadow, they now only are available for Area lights. Allowing spot & normal lamp to have soft shadow is possible though, but will require a reorganisation of the Lamp buttons. Is a point of research & feedback still. - Apart from area size, you now can individually set amount of samples in X and Y direction (for area lamp type 'Rect'). For box type area lamp, this will become 3 dimensions - Area shadows have four options: "Clip circle" : only uses a circular shape of samples, gives smoother results "Dither" : use a 2x2 dither mask "Jitter" : applys a pseudo-random offset to samples "Umbra" : extra emphasis on area that's fully in shadow. Raytrace speedup - improved filling in faces in Octree. Large faces occupied too many nodes - added a coherence check; rays fired sequentially that begin and end in same octree nodes, and that don't intersect, are quickly rejected - rendering shadow scenes benefits from this 20-40%. My statue test monkey file now renders in 19 seconds (was 30). Plus: - adjusted specular max to 511, and made sure Blinn spec has again this incredible small spec size - for UI rounded theme: the color "button" displayed RGB color too dark - fixed countall() function, to also include Subsurf totals - removed setting the 'near' clipping for pressing dot-key numpad - when you press the buttons-window icon for 'Shading Context' the context automaticilly switches as with F5 hotkey Please be warned that this is not a release... settings in files might not work as it did, nor guaranteed to work when we do a release. :)
2003-12-29 16:52:51 +00:00
la= la->id.next;
}
wrld= main->world.first;
while(wrld) {
if(wrld->range==0.0f) {
wrld->range= 1.0f/wrld->exposure;
}
wrld= wrld->id.next;
}
/* new bit flags for showing/hiding grid floor and axes */
while(sc) {
ScrArea *sa= sc->areabase.first;
while(sa) {
SpaceLink *sl= sa->spacedata.first;
while (sl) {
if (sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D*) sl;
if (v3d->gridflag==0) {
v3d->gridflag |= V3D_SHOW_X;
v3d->gridflag |= V3D_SHOW_Y;
v3d->gridflag |= V3D_SHOW_FLOOR;
v3d->gridflag &= ~V3D_SHOW_Z;
}
}
sl= sl->next;
}
sa= sa->next;
}
sc= sc->id.next;
}
Another commit for raytracing, now with glass refraction & fresnel! Changelog: - enable refraction with button "Ray Transp" in Material buttons. - set "Angular Index" value for amount of refraction. - use the "Alpha" value to define transparency. - remember to set a higher "Depth" too... glass can bounce quite some more than expected. - for correct refraction, 3D models MUST have normals pointing in the right direction (consistently pointing outside). - refraction 'sees' the thickness of glass based on what you model. So make for realistic glass both sides of a surface. - I needed to do some rewriting for correct mirroring/refraction, especially to prevent specularity being blended away. Solved this with localizing shading results in the rendercore.c. Now specularity correctly is added, and reduces the 'mirror' value. - Localizing more parts of the render code is being planned. The old render heavily relies on struct Render and struct Osa to store globals. For scanline render no problem, but recursive raytracing dislikes that. - done test with gamma-corrected summation of colors during tracing, is commented out still. But this will give more balanced reflections. Now dark reflections that are reflected in a bright surface seem incorrect. - Introduced 'Fresnel' effect for Mirror and Transparency. This influences the amount of mirror/transparency based at viewing angle. Next to a new Fresnel slider, also a 'falloff' button has been added to define the way it spreads. - Fresnel also works for Ztransp rendering - created new Panel for Raytrace options I have to evaluate still where it all should be logically located. - material preview shows fake reflection and fake refraction as well.
2003-12-16 14:12:01 +00:00
}
if(main->versionfile <= 232) {
Tex *tex= main->tex.first;
World *wrld= main->world.first;
bScreen *sc;
Scene *sce;
while(tex) {
if((tex->flag & (TEX_CHECKER_ODD+TEX_CHECKER_EVEN))==0) {
tex->flag |= TEX_CHECKER_ODD;
}
/* copied from kernel texture.c */
if(tex->ns_outscale==0.0f) {
/* musgrave */
tex->mg_H = 1.0f;
tex->mg_lacunarity = 2.0f;
tex->mg_octaves = 2.0f;
tex->mg_offset = 1.0f;
tex->mg_gain = 1.0f;
tex->ns_outscale = 1.0f;
/* distnoise */
tex->dist_amount = 1.0f;
/* voronoi */
tex->vn_w1 = 1.0f;
tex->vn_mexp = 2.5f;
}
tex= tex->id.next;
}
while(wrld) {
if(wrld->aodist==0.0f) {
wrld->aodist= 10.0f;
wrld->aobias= 0.05f;
}
if(wrld->aosamp==0) wrld->aosamp= 5;
if(wrld->aoenergy==0.0f) wrld->aoenergy= 1.0f;
wrld= wrld->id.next;
}
// new variable blockscale, for panels in any area, do again because new
// areas didnt initialize it to 0.7 yet
for (sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa;
for (sa= sc->areabase.first; sa; sa= sa->next) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->blockscale==0.0f) sl->blockscale= 0.7f;
/* added: 5x better zoom in for nla */
if(sl->spacetype==SPACE_NLA) {
SpaceNla *snla= (SpaceNla *)sl;
snla->v2d.maxzoom= 50;
}
}
}
}
sce= main->scene.first;
while(sce) {
if(sce->r.ocres==0) sce->r.ocres= 64;
sce= sce->id.next;
}
}
if(main->versionfile <= 233) {
bScreen *sc;
Material *ma= main->mat.first;
Object *ob= main->object.first;
while(ma) {
if(ma->rampfac_col==0.0f) ma->rampfac_col= 1.0;
if(ma->rampfac_spec==0.0f) ma->rampfac_spec= 1.0;
if(ma->pr_lamp==0) ma->pr_lamp= 3;
ma= ma->id.next;
}
/* this should have been done loooong before! */
while(ob) {
if(ob->ipowin==0) ob->ipowin= ID_OB;
ob= ob->id.next;
}
for (sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa;
for (sa= sc->areabase.first; sa; sa= sa->next) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D *)sl;
v3d->flag |= V3D_SELECT_OUTLINE;
}
}
}
}
}
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
if(main->versionfile <= 234) {
World *wo;
bScreen *sc;
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
// force sumo engine to be active
for (wo = main->world.first; wo; wo= wo->id.next) {
if(wo->physicsEngine==0) wo->physicsEngine = 2;
}
for (sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa;
for (sa= sc->areabase.first; sa; sa= sa->next) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D *)sl;
v3d->flag |= V3D_ZBUF_SELECT;
}
else if(sl->spacetype==SPACE_TEXT) {
SpaceText *st= (SpaceText *)sl;
if(st->tabnumber==0) st->tabnumber= 2;
}
}
}
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
}
}
if(main->versionfile <= 235) {
Tex *tex= main->tex.first;
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
Scene *sce= main->scene.first;
Sequence *seq;
Editing *ed;
while(tex) {
if(tex->nabla==0.0f) tex->nabla= 0.025f;
tex= tex->id.next;
}
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
while(sce) {
ed= sce->ed;
if(ed) {
SEQ_BEGIN(sce->ed, seq) {
if(seq->type==SEQ_IMAGE || seq->type==SEQ_MOVIE)
seq->flag |= SEQ_MAKE_PREMUL;
}
SEQ_END
}
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
sce= sce->id.next;
}
}
if(main->versionfile <= 236) {
Object *ob;
Camera *cam= main->camera.first;
Material *ma;
bScreen *sc;
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
while(cam) {
if(cam->ortho_scale==0.0f) {
cam->ortho_scale= 256.0f/cam->lens;
if(cam->type==CAM_ORTHO) printf("NOTE: ortho render has changed, tweak new Camera 'scale' value.\n");
}
cam= cam->id.next;
}
/* set manipulator type */
/* force oops draw if depgraph was set*/
/* set time line var */
for (sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa;
for (sa= sc->areabase.first; sa; sa= sa->next) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D *)sl;
if(v3d->twtype==0) v3d->twtype= V3D_MANIP_TRANSLATE;
}
else if(sl->spacetype==SPACE_TIME) {
SpaceTime *stime= (SpaceTime *)sl;
if(stime->redraws==0)
stime->redraws= TIME_ALL_3D_WIN|TIME_ALL_ANIM_WIN;
}
}
}
}
// init new shader vars
for (ma= main->mat.first; ma; ma= ma->id.next) {
if(ma->darkness==0.0f) {
ma->rms=0.1f;
ma->darkness=1.0f;
}
}
/* softbody init new vars */
for(ob= main->object.first; ob; ob= ob->id.next) {
if(ob->soft) {
if(ob->soft->defgoal==0.0f) ob->soft->defgoal= 0.7f;
if(ob->soft->physics_speed==0.0f) ob->soft->physics_speed= 1.0f;
if(ob->soft->interval==0) {
ob->soft->interval= 2;
ob->soft->sfra= 1;
ob->soft->efra= 100;
}
}
if(ob->soft && ob->soft->vertgroup==0) {
bDeformGroup *locGroup = defgroup_find_name(ob, "SOFTGOAL");
if(locGroup){
/* retrieve index for that group */
ob->soft->vertgroup = 1 + defgroup_find_index(ob, locGroup);
}
}
}
}
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
if(main->versionfile <= 237) {
bArmature *arm;
bConstraint *con;
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
Object *ob;
Bone *bone;
// armature recode checks
for(arm= main->armature.first; arm; arm= arm->id.next) {
where_is_armature(arm);
for(bone= arm->bonebase.first; bone; bone= bone->next)
do_version_bone_head_tail_237(bone);
}
for(ob= main->object.first; ob; ob= ob->id.next) {
if(ob->parent) {
Object *parent= newlibadr(fd, lib, ob->parent);
if (parent && parent->type==OB_LATTICE)
ob->partype = PARSKEL;
}
// btw. armature_rebuild_pose is further only called on leave editmode
if(ob->type==OB_ARMATURE) {
if(ob->pose)
ob->pose->flag |= POSE_RECALC;
ob->recalc |= OB_RECALC_OB|OB_RECALC_DATA|OB_RECALC_TIME; // cannot call stuff now (pointers!), done in setup_app_data
/* new generic xray option */
arm= newlibadr(fd, lib, ob->data);
if(arm->flag & ARM_DRAWXRAY) {
ob->dtx |= OB_DRAWXRAY;
}
} else if (ob->type==OB_MESH) {
Mesh *me = newlibadr(fd, lib, ob->data);
if ((me->flag&ME_SUBSURF)) {
SubsurfModifierData *smd = (SubsurfModifierData*) modifier_new(eModifierType_Subsurf);
smd->levels = MAX2(1, me->subdiv);
smd->renderLevels = MAX2(1, me->subdivr);
smd->subdivType = me->subsurftype;
smd->modifier.mode = 0;
if (me->subdiv!=0)
smd->modifier.mode |= 1;
if (me->subdivr!=0)
smd->modifier.mode |= 2;
if (me->flag&ME_OPT_EDGES)
smd->flags |= eSubsurfModifierFlag_ControlEdges;
BLI_addtail(&ob->modifiers, smd);
modifier_unique_name(&ob->modifiers, (ModifierData*)smd);
}
}
// follow path constraint needs to set the 'path' option in curves...
for(con=ob->constraints.first; con; con= con->next) {
if(con->type==CONSTRAINT_TYPE_FOLLOWPATH) {
bFollowPathConstraint *data = con->data;
Object *obc= newlibadr(fd, lib, data->tar);
if(obc && obc->type==OB_CURVE) {
Curve *cu= newlibadr(fd, lib, obc->data);
if(cu) cu->flag |= CU_PATH;
}
}
}
}
}
if(main->versionfile <= 238) {
Lattice *lt;
Object *ob;
bArmature *arm;
Mesh *me;
Key *key;
Scene *sce= main->scene.first;
while(sce){
if(sce->toolsettings == NULL){
sce->toolsettings = MEM_callocN(sizeof(struct ToolSettings),"Tool Settings Struct");
sce->toolsettings->cornertype=0;
sce->toolsettings->degr = 90;
sce->toolsettings->step = 9;
sce->toolsettings->turn = 1;
sce->toolsettings->extr_offs = 1;
2005-09-03 16:20:33 +00:00
sce->toolsettings->doublimit = 0.001f;
sce->toolsettings->segments = 32;
sce->toolsettings->rings = 32;
sce->toolsettings->vertices = 32;
sce->toolsettings->editbutflag =1;
}
sce= sce->id.next;
}
for (lt=main->latt.first; lt; lt=lt->id.next) {
if (lt->fu==0.0f && lt->fv==0.0f && lt->fw==0.0f) {
calc_lat_fudu(lt->flag, lt->pntsu, &lt->fu, &lt->du);
calc_lat_fudu(lt->flag, lt->pntsv, &lt->fv, &lt->dv);
calc_lat_fudu(lt->flag, lt->pntsw, &lt->fw, &lt->dw);
}
}
for(ob=main->object.first; ob; ob= ob->id.next) {
ModifierData *md;
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
PartEff *paf;
for (md=ob->modifiers.first; md; md=md->next) {
if (md->type==eModifierType_Subsurf) {
SubsurfModifierData *smd = (SubsurfModifierData*) md;
smd->flags &= ~(eSubsurfModifierFlag_Incremental|eSubsurfModifierFlag_DebugIncr);
}
}
if ((ob->softflag&OB_SB_ENABLE) && !modifiers_findByType(ob, eModifierType_Softbody)) {
if (ob->softflag&OB_SB_POSTDEF) {
md = ob->modifiers.first;
while (md && modifierType_getInfo(md->type)->type==eModifierTypeType_OnlyDeform) {
md = md->next;
}
BLI_insertlinkbefore(&ob->modifiers, md, modifier_new(eModifierType_Softbody));
} else {
BLI_addhead(&ob->modifiers, modifier_new(eModifierType_Softbody));
}
ob->softflag &= ~OB_SB_ENABLE;
}
if(ob->pose) {
2005-09-03 16:20:33 +00:00
bPoseChannel *pchan;
bConstraint *con;
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
// note, pchan->bone is also lib-link stuff
if (pchan->limitmin[0] == 0.0f && pchan->limitmax[0] == 0.0f) {
pchan->limitmin[0]= pchan->limitmin[1]= pchan->limitmin[2]= -180.0f;
pchan->limitmax[0]= pchan->limitmax[1]= pchan->limitmax[2]= 180.0f;
for(con= pchan->constraints.first; con; con= con->next) {
if(con->type == CONSTRAINT_TYPE_KINEMATIC) {
bKinematicConstraint *data = (bKinematicConstraint*)con->data;
data->weight = 1.0f;
Integration of new IK lib features in Armature Poses. Best is to forget yesterday's commit and old docs. New docs are underway... Here's how IK works now; - IK chains can go all the way to the furthest parent Bone. Disregarding the old option "IK to Parent" and disgregarding whether a Bone has an offset to its parent (offsets now work for IK, so you can also make T-bones). - The old "IK to Parent" option now only does what it should do: it denotes whether a Bone is directly connected to a Parent Bone, or not. In the UI and in code this option is now called "Connected". - You can also define yourself which Bone will become the "Root" for an IK chain. This can be any Parent of the IK tip (where the IK constraint is). By default it goes all the way, unless you set a value for the new IK Constraint Panel option "Chain Lenght". - "Tree IK" now is detected automatic, when multiple IK Roots are on the same Bone, and when there's a branched structure. Multiple IK's on a single chain (no branches) is still executed as usual, doing the IK's sequentially. - Note: Branched structures, with _partial_ overlapping IK chains, that don't share the same Root will possibly disconnect branches. - When you select a Bone with IK, it now draws a yellow dashed line to its Root. - The IK options "Location Weight" and "Rotation Weight" are relative, in case there's a Tree IK structure. These weights cannot be set to zero. To animate or disable IK Targets, use the "Influence" slider. - This new IK is backwards and upwards compatible for Blender files. Of course, the new features won't show in older Blender binaries! :) Other changes & notes; - In PoseMode, the Constraint Panel now also draws in Editing Buttons, next to the Bones Panel. - IK Constraint Panel was redesigned... it's still a bit squished - Buttons "No X DoF" is now called "Lock X". This to follow convention to name options positive. - Added Undo push for Make/Clear Parent in Editmode Armature - Use CTRL+P "Make Parent" on a single selected Bone to make it become connected (ALT+P had already "Disconnect"). On todo next; Visualizing & review of Bone DoF limits and stiffness
2005-08-28 12:23:06 +00:00
data->orientweight = 1.0f;
data->flag &= ~CONSTRAINT_IK_ROT;
Integration of new IK lib features in Armature Poses. Best is to forget yesterday's commit and old docs. New docs are underway... Here's how IK works now; - IK chains can go all the way to the furthest parent Bone. Disregarding the old option "IK to Parent" and disgregarding whether a Bone has an offset to its parent (offsets now work for IK, so you can also make T-bones). - The old "IK to Parent" option now only does what it should do: it denotes whether a Bone is directly connected to a Parent Bone, or not. In the UI and in code this option is now called "Connected". - You can also define yourself which Bone will become the "Root" for an IK chain. This can be any Parent of the IK tip (where the IK constraint is). By default it goes all the way, unless you set a value for the new IK Constraint Panel option "Chain Lenght". - "Tree IK" now is detected automatic, when multiple IK Roots are on the same Bone, and when there's a branched structure. Multiple IK's on a single chain (no branches) is still executed as usual, doing the IK's sequentially. - Note: Branched structures, with _partial_ overlapping IK chains, that don't share the same Root will possibly disconnect branches. - When you select a Bone with IK, it now draws a yellow dashed line to its Root. - The IK options "Location Weight" and "Rotation Weight" are relative, in case there's a Tree IK structure. These weights cannot be set to zero. To animate or disable IK Targets, use the "Influence" slider. - This new IK is backwards and upwards compatible for Blender files. Of course, the new features won't show in older Blender binaries! :) Other changes & notes; - In PoseMode, the Constraint Panel now also draws in Editing Buttons, next to the Bones Panel. - IK Constraint Panel was redesigned... it's still a bit squished - Buttons "No X DoF" is now called "Lock X". This to follow convention to name options positive. - Added Undo push for Make/Clear Parent in Editmode Armature - Use CTRL+P "Make Parent" on a single selected Bone to make it become connected (ALT+P had already "Disconnect"). On todo next; Visualizing & review of Bone DoF limits and stiffness
2005-08-28 12:23:06 +00:00
/* enforce conversion from old IK_TOPARENT to rootbone index */
data->rootbone= -1;
/* update_pose_etc handles rootbone==-1 */
ob->pose->flag |= POSE_RECALC;
}
}
}
}
}
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
paf = give_parteff(ob);
if (paf) {
if(paf->disp == 0)
paf->disp = 100;
if(paf->speedtex == 0)
paf->speedtex = 8;
if(paf->omat == 0)
paf->omat = 1;
}
}
for(arm=main->armature.first; arm; arm= arm->id.next) {
bone_version_238(&arm->bonebase);
arm->deformflag |= ARM_DEF_VGROUP;
}
for(me=main->mesh.first; me; me= me->id.next) {
if (!me->medge) {
make_edges(me, 1); /* 1 = use mface->edcode */
} else {
mesh_strip_loose_faces(me);
}
}
for(key= main->key.first; key; key= key->id.next) {
KeyBlock *kb;
int index= 1;
/* trick to find out if we already introduced adrcode */
for(kb= key->block.first; kb; kb= kb->next)
if(kb->adrcode) break;
if(kb==NULL) {
for(kb= key->block.first; kb; kb= kb->next) {
if(kb==key->refkey) {
if(kb->name[0]==0)
strcpy(kb->name, "Basis");
}
else {
if(kb->name[0]==0)
sprintf(kb->name, "Key %d", index);
kb->adrcode= index++;
}
}
}
}
}
if(main->versionfile <= 239) {
bArmature *arm;
Object *ob;
Scene *sce= main->scene.first;
Camera *cam= main->camera.first;
Material *ma= main->mat.first;
int set_passepartout= 0;
/* deformflag is local in modifier now */
for(ob=main->object.first; ob; ob= ob->id.next) {
ModifierData *md;
for (md=ob->modifiers.first; md; md=md->next) {
if (md->type==eModifierType_Armature) {
ArmatureModifierData *amd = (ArmatureModifierData*) md;
if(amd->object && amd->deformflag==0) {
Object *oba= newlibadr(fd, lib, amd->object);
arm= newlibadr(fd, lib, oba->data);
amd->deformflag= arm->deformflag;
}
}
}
}
/* updating stepsize for ghost drawing */
for(arm= main->armature.first; arm; arm= arm->id.next) {
if (arm->ghostsize==0) arm->ghostsize=1;
bone_version_239(&arm->bonebase);
if(arm->layer==0) arm->layer= 1;
}
for(;sce;sce= sce->id.next) {
/* make 'innervert' the default subdivide type, for backwards compat */
sce->toolsettings->cornertype=1;
if(sce->r.scemode & R_PASSEPARTOUT) {
set_passepartout= 1;
sce->r.scemode &= ~R_PASSEPARTOUT;
}
/* gauss is filter variable now */
if(sce->r.mode & R_GAUSS) {
sce->r.filtertype= R_FILTER_GAUSS;
sce->r.mode &= ~R_GAUSS;
}
}
for(;cam; cam= cam->id.next) {
if(set_passepartout)
cam->flag |= CAM_SHOWPASSEPARTOUT;
/* make sure old cameras have title safe on */
if (!(cam->flag & CAM_SHOWTITLESAFE))
cam->flag |= CAM_SHOWTITLESAFE;
/* set an appropriate camera passepartout alpha */
if (!(cam->passepartalpha)) cam->passepartalpha = 0.2f;
}
for(; ma; ma= ma->id.next) {
if(ma->strand_sta==0.0f) {
ma->strand_sta= ma->strand_end= 1.0f;
ma->mode |= MA_TANGENT_STR;
}
Christmas coding work! ********* Node editor work: - To enable Nodes for Materials, you have to set the "Use Nodes" button, in the new Material buttons "Nodes" Panel or in header of the Node editor. Doing this will disable Material-Layers. - Nodes now execute materials ("shaders"), but still only using the previewrender code. - Nodes have (optional) previews for rendered images. - Node headers allow to hide buttons and/or preview image - Nodes can be dragged larger/smaller (right-bottom corner) - Nodes can be hidden (minimized) with hotkey H - CTRL+click on an Input Socket gives a popup with default values. - Changing Material/Texture or Mix node will adjust Node title. - Click-drag outside of a Node changes cursor to "Knife' and allows to draw a rect where to cut Links. - Added new node types RGBtoBW, Texture, In/Output, ColorRamp - Material Nodes have options to ouput diffuse or specular, or to use a negative normal. The input socket 'Normal' will force the material to use that normal, otherwise it uses the normal from the Material that has the node tree. - When drawing a link between two not-matching sockets, Blender inserts a converting node (now only for value/rgb combos) - When drawing a link to an input socket that's already in use, the old link will either disappear or flip to another unused socket. - A click on a Material Node will activate it, and show all its settings in the Material Buttons. Active Material Nodes draw the material icon in red. - A click on any node will show its options in the Node Panel in the Material buttons. - Multiple Output Nodes can be used, to sample contents of a tree, but only one Output is the real one, which is indicated in a different color and red material icon. - Added ThemeColors for node types - ALT+C will convert existing Material-Layers to Node... this currently only adds the material/mix nodes and connects them. Dunno if this is worth a lot of coding work to make perfect? - Press C to call another "Solve order", which will show all possible cyclic conflicts (if there are). - Technical: nodes now use "Type" structs which define the structure of nodes and in/output sockets. The Type structs store all fixed info, callbacks, and allow to reconstruct saved Nodes to match what is required by Blender. - Defining (new) nodes now is as simple as filling in a fixed Type struct, plus code some callbacks. A doc will be made! - Node preview images are by default float ********* Icon drawing: - Cleanup of how old icons were implemented in new system, making them 16x16 too, correctly centered *and* scaled. - Made drawing Icons use float coordinates - Moved BIF_calcpreview_image() into interface_icons.c, renamed it icon_from_image(). Removed a lot of unneeded Imbuf magic here! :) - Skipped scaling and imbuf copying when icons are OK size ********* Preview render: - Huge cleanup of code.... - renaming BIF_xxx calls that only were used internally - BIF_previewrender() now accepts an argument for rendering method, so it supports icons, buttonwindow previewrender and node editor - Only a single BIF_preview_changed() call now exists, supporting all signals as needed for buttos and node editor ********* More stuff: - glutil.c, glaDrawPixelsSafe() and glaDrawPixelsTex() now accept format argument for GL_FLOAT rects - Made the ColorBand become a built-in button for interface.c Was a load of cleanup work in buttons_shading.c... - removed a load of unneeded glBlendFunc() calls - Fixed bug in calculating text length for buttons (ancient!)
2005-12-28 15:42:51 +00:00
if(ma->mode & MA_TRACEBLE) ma->mode |= MA_SHADBUF;
}
}
if(main->versionfile <= 241) {
Object *ob;
Tex *tex;
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
Scene *sce;
World *wo;
Lamp *la;
Material *ma;
bArmature *arm;
bNodeTree *ntree;
for (wo = main->world.first; wo; wo= wo->id.next) {
/* Migrate to Bullet for games, except for the NaN versions */
/* People can still explicitely choose for Sumo (after 2.42 is out) */
if(main->versionfile > 225)
wo->physicsEngine = WOPHY_BULLET;
if(WO_AODIST == wo->aomode)
wo->aocolor= WO_AOPLAIN;
}
/* updating layers still */
for(arm= main->armature.first; arm; arm= arm->id.next) {
bone_version_239(&arm->bonebase);
if(arm->layer==0) arm->layer= 1;
}
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
for(sce= main->scene.first; sce; sce= sce->id.next) {
if(sce->audio.mixrate==0) sce->audio.mixrate= 44100;
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
if(sce->r.xparts<2) sce->r.xparts= 4;
if(sce->r.yparts<2) sce->r.yparts= 4;
2006-01-26 22:18:46 +00:00
/* adds default layer */
if(sce->r.layers.first==NULL)
scene_add_render_layer(sce);
else {
SceneRenderLayer *srl;
/* new layer flag for sky, was default for solid */
for(srl= sce->r.layers.first; srl; srl= srl->next) {
if(srl->layflag & SCE_LAY_SOLID)
srl->layflag |= SCE_LAY_SKY;
srl->passflag &= (SCE_PASS_COMBINED|SCE_PASS_Z|SCE_PASS_NORMAL|SCE_PASS_VECTOR);
}
}
/* node version changes */
if(sce->nodetree)
ntree_version_241(sce->nodetree);
/* uv calculation options moved to toolsettings */
if (sce->toolsettings->uvcalc_radius == 0.0f) {
sce->toolsettings->uvcalc_radius = 1.0f;
sce->toolsettings->uvcalc_cubesize = 1.0f;
sce->toolsettings->uvcalc_mapdir = 1;
sce->toolsettings->uvcalc_mapalign = 1;
sce->toolsettings->uvcalc_flag = UVCALC_FILLHOLES;
sce->toolsettings->unwrapper = 1;
}
Recoded Panorama rendering. The old implementation was added quite hackish (talking about 10 yr ago). You also had to make a small image slice, which was extended Xparts in size. That also required to adjust the camera angle. Very clumsy. Now; when enabling the Panorama option, it will automatically apply the panorama effect on the vertically aligned tiles. You can just enable or disable the "Pano" button, to get a subtle lens effect like this: (without pano) http://www.blender.org/bf/rt.jpg (with pano) http://www.blender.org/bf/rt1.jpg For Panorama render, the minimum slice size has been hardcoded to be 8 pixels. The XParts button goes up to 512 to allow that. In practice, rendering 64 slices will already give very good images for a wide angle lens of 90 degrees, the curvature of straight lines then is equal to a circle of 256 points. Rendering a full 360 degree panorama you do by creating an extreme wide angle camera. The theory says camera-lens 5 should do 360 degrees, but for some reason my tests reveil it's 5.1... there's a rounding error somewhere, maybe related to the clipping plane start? Will look at that later. :) Also note that for each Xpart slice, the entire database needs to be rotated around camera to correct for panorama, on huge scenes that might give some overhead. Threaded render goes fine for Panorama too, but it can only render the vertically aligned parts in parallel. For the next panorama slice it has to wait for all threads of the current slice to be ready. On reading old files, I convert the settings to match as closely as possible the new situation. Since I cannot bump up the version #, the code detects for old panorama by checking for the image size. If image width is smaller than height, it assumes it's an old file (only if Panoroma option was set).
2006-02-27 12:39:36 +00:00
if(sce->r.mode & R_PANORAMA) {
/* all these checks to ensure saved files with svn version keep working... */
Recoded Panorama rendering. The old implementation was added quite hackish (talking about 10 yr ago). You also had to make a small image slice, which was extended Xparts in size. That also required to adjust the camera angle. Very clumsy. Now; when enabling the Panorama option, it will automatically apply the panorama effect on the vertically aligned tiles. You can just enable or disable the "Pano" button, to get a subtle lens effect like this: (without pano) http://www.blender.org/bf/rt.jpg (with pano) http://www.blender.org/bf/rt1.jpg For Panorama render, the minimum slice size has been hardcoded to be 8 pixels. The XParts button goes up to 512 to allow that. In practice, rendering 64 slices will already give very good images for a wide angle lens of 90 degrees, the curvature of straight lines then is equal to a circle of 256 points. Rendering a full 360 degree panorama you do by creating an extreme wide angle camera. The theory says camera-lens 5 should do 360 degrees, but for some reason my tests reveil it's 5.1... there's a rounding error somewhere, maybe related to the clipping plane start? Will look at that later. :) Also note that for each Xpart slice, the entire database needs to be rotated around camera to correct for panorama, on huge scenes that might give some overhead. Threaded render goes fine for Panorama too, but it can only render the vertically aligned parts in parallel. For the next panorama slice it has to wait for all threads of the current slice to be ready. On reading old files, I convert the settings to match as closely as possible the new situation. Since I cannot bump up the version #, the code detects for old panorama by checking for the image size. If image width is smaller than height, it assumes it's an old file (only if Panoroma option was set).
2006-02-27 12:39:36 +00:00
if(sce->r.xsch < sce->r.ysch) {
Object *obc= newlibadr(fd, lib, sce->camera);
if(obc && obc->type==OB_CAMERA) {
Camera *cam= newlibadr(fd, lib, obc->data);
if(cam->lens>=10.0f) {
sce->r.xsch*= sce->r.xparts;
cam->lens*= (float)sce->r.ysch/(float)sce->r.xsch;
}
}
}
}
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
}
for(ntree= main->nodetree.first; ntree; ntree= ntree->id.next)
ntree_version_241(ntree);
for(la= main->lamp.first; la; la= la->id.next)
if(la->buffers==0)
la->buffers= 1;
for(tex= main->tex.first; tex; tex= tex->id.next) {
if(tex->env && tex->env->viewscale==0.0f)
tex->env->viewscale= 1.0f;
// tex->imaflag |= TEX_GAUSS_MIP;
}
/* for empty drawsize and drawtype */
for(ob=main->object.first; ob; ob= ob->id.next) {
if(ob->empty_drawsize==0.0f) {
ob->empty_drawtype = OB_ARROWS;
ob->empty_drawsize = 1.0;
}
}
for(ma= main->mat.first; ma; ma= ma->id.next) {
/* stucci returns intensity from now on */
int a;
for(a=0; a<MAX_MTEX; a++) {
if(ma->mtex[a] && ma->mtex[a]->tex) {
tex= newlibadr(fd, lib, ma->mtex[a]->tex);
if(tex && tex->type==TEX_STUCCI)
ma->mtex[a]->mapto &= ~(MAP_COL|MAP_SPEC|MAP_REF);
}
}
/* transmissivity defaults */
if(ma->tx_falloff==0.0f) ma->tx_falloff= 1.0f;
}
/* during 2.41 images with this name were used for viewer node output, lets fix that */
if(main->versionfile == 241) {
Image *ima;
for(ima= main->image.first; ima; ima= ima->id.next)
if(strcmp(ima->name, "Compositor")==0) {
strcpy(ima->id.name+2, "Viewer Node");
strcpy(ima->name, "Viewer Node");
}
}
}
if(main->versionfile <= 242) {
Scene *sce;
bScreen *sc;
Object *ob;
Curve *cu;
Material *ma;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
Mesh *me;
Group *group;
Nurb *nu;
BezTriple *bezt;
BPoint *bp;
bNodeTree *ntree;
int a;
for(sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa;
sa= sc->areabase.first;
while(sa) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D*) sl;
if (v3d->gridsubdiv == 0)
v3d->gridsubdiv = 10;
}
}
sa = sa->next;
}
}
for(sce= main->scene.first; sce; sce= sce->id.next) {
if (sce->toolsettings->select_thresh == 0.0f)
sce->toolsettings->select_thresh= 0.01f;
if (sce->toolsettings->clean_thresh == 0.0f)
sce->toolsettings->clean_thresh = 0.1f;
if (sce->r.threads==0) {
if (sce->r.mode & R_THREADS)
sce->r.threads= 2;
else
sce->r.threads= 1;
}
if(sce->nodetree)
ntree_version_242(sce->nodetree);
}
for(ntree= main->nodetree.first; ntree; ntree= ntree->id.next)
ntree_version_242(ntree);
/* add default radius values to old curve points */
for(cu= main->curve.first; cu; cu= cu->id.next) {
for(nu= cu->nurb.first; nu; nu= nu->next) {
if (nu) {
if(nu->bezt) {
for(bezt=nu->bezt, a=0; a<nu->pntsu; a++, bezt++) {
if (!bezt->radius) bezt->radius= 1.0;
}
}
else if(nu->bp) {
for(bp=nu->bp, a=0; a<nu->pntsu*nu->pntsv; a++, bp++) {
if(!bp->radius) bp->radius= 1.0;
}
}
}
}
}
for(ob = main->object.first; ob; ob= ob->id.next) {
ModifierData *md;
ListBase *list;
list = &ob->constraints;
/* check for already existing MinMax (floor) constraint
and update the sticky flagging */
if (list){
bConstraint *curcon;
for (curcon = list->first; curcon; curcon=curcon->next){
switch (curcon->type) {
case CONSTRAINT_TYPE_MINMAX:
{
bMinMaxConstraint *data = curcon->data;
if (data->sticky==1)
data->flag |= MINMAX_STICKY;
else
data->flag &= ~MINMAX_STICKY;
}
break;
case CONSTRAINT_TYPE_ROTLIKE:
{
bRotateLikeConstraint *data = curcon->data;
/* version patch from buttons_object.c */
if(data->flag==0)
data->flag = ROTLIKE_X|ROTLIKE_Y|ROTLIKE_Z;
}
break;
}
}
}
if (ob->type == OB_ARMATURE) {
if (ob->pose){
bConstraint *curcon;
bPoseChannel *pchan;
for (pchan = ob->pose->chanbase.first; pchan; pchan=pchan->next){
for (curcon = pchan->constraints.first; curcon; curcon=curcon->next){
switch (curcon->type) {
case CONSTRAINT_TYPE_MINMAX:
{
bMinMaxConstraint *data = curcon->data;
if (data->sticky==1)
data->flag |= MINMAX_STICKY;
else
data->flag &= ~MINMAX_STICKY;
}
break;
case CONSTRAINT_TYPE_KINEMATIC:
{
bKinematicConstraint *data = curcon->data;
if (!(data->flag & CONSTRAINT_IK_POS)) {
data->flag |= CONSTRAINT_IK_POS;
data->flag |= CONSTRAINT_IK_STRETCH;
}
}
break;
case CONSTRAINT_TYPE_ROTLIKE:
{
bRotateLikeConstraint *data = curcon->data;
/* version patch from buttons_object.c */
if(data->flag==0)
data->flag = ROTLIKE_X|ROTLIKE_Y|ROTLIKE_Z;
}
break;
}
}
}
}
}
/* copy old object level track settings to curve modifers */
for (md=ob->modifiers.first; md; md=md->next) {
if (md->type==eModifierType_Curve) {
CurveModifierData *cmd = (CurveModifierData*) md;
if (cmd->defaxis == 0) cmd->defaxis = ob->trackflag+1;
}
}
}
for(ma = main->mat.first; ma; ma= ma->id.next) {
if(ma->shad_alpha==0.0f)
ma->shad_alpha= 1.0f;
if(ma->nodetree)
ntree_version_242(ma->nodetree);
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
for(me=main->mesh.first; me; me=me->id.next)
customdata_version_242(me);
for(group= main->group.first; group; group= group->id.next)
if(group->layer==0)
group->layer= (1<<20)-1;
/* History fix (python?), shape key adrcode numbers have to be sorted */
sort_shape_fix(main);
/* now, subversion control! */
if(main->subversionfile < 3) {
Image *ima;
Tex *tex;
/* Image refactor initialize */
for(ima= main->image.first; ima; ima= ima->id.next) {
ima->source= IMA_SRC_FILE;
ima->type= IMA_TYPE_IMAGE;
ima->gen_x= 256; ima->gen_y= 256;
ima->gen_type= 1;
if(0==strncmp(ima->id.name+2, "Viewer Node", sizeof(ima->id.name)-2)) {
ima->source= IMA_SRC_VIEWER;
ima->type= IMA_TYPE_COMPOSITE;
}
if(0==strncmp(ima->id.name+2, "Render Result", sizeof(ima->id.name)-2)) {
ima->source= IMA_SRC_VIEWER;
ima->type= IMA_TYPE_R_RESULT;
}
}
for(tex= main->tex.first; tex; tex= tex->id.next) {
if(tex->type==TEX_IMAGE && tex->ima) {
ima= newlibadr(fd, lib, tex->ima);
if(tex->imaflag & TEX_ANIM5_)
ima->source= IMA_SRC_MOVIE;
if(tex->imaflag & TEX_FIELDS_)
ima->flag |= IMA_FIELDS;
if(tex->imaflag & TEX_STD_FIELD_)
ima->flag |= IMA_STD_FIELD;
}
tex->iuser.frames= tex->frames;
tex->iuser.fie_ima= (char)tex->fie_ima;
tex->iuser.offset= tex->offset;
tex->iuser.sfra= tex->sfra;
tex->iuser.cycl= (tex->imaflag & TEX_ANIMCYCLIC_)!=0;
}
for(sce= main->scene.first; sce; sce= sce->id.next) {
if(sce->nodetree)
do_version_ntree_242_2(sce->nodetree);
}
for(ntree= main->nodetree.first; ntree; ntree= ntree->id.next)
do_version_ntree_242_2(ntree);
for(ma = main->mat.first; ma; ma= ma->id.next)
if(ma->nodetree)
do_version_ntree_242_2(ma->nodetree);
for(sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa;
for(sa= sc->areabase.first; sa; sa= sa->next) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->spacetype==SPACE_IMAGE)
((SpaceImage *)sl)->iuser.fie_ima= 2;
else if(sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D *)sl;
BGpic *bgpic;
for(bgpic= v3d->bgpicbase.first; bgpic; bgpic= bgpic->next)
bgpic->iuser.fie_ima= 2;
}
}
}
}
}
if(main->subversionfile < 4) {
for(sce= main->scene.first; sce; sce= sce->id.next) {
sce->r.bake_mode= 1; /* prevent to include render stuff here */
sce->r.bake_filter= 2;
sce->r.bake_osa= 5;
sce->r.bake_flag= R_BAKE_CLEAR;
}
}
if(main->subversionfile < 5) {
for(sce= main->scene.first; sce; sce= sce->id.next) {
/* improved triangle to quad conversion settings */
if(sce->toolsettings->jointrilimit==0.0f)
sce->toolsettings->jointrilimit= 0.8f;
}
}
}
if(main->versionfile <= 243) {
Object *ob= main->object.first;
Material *ma;
for(ma=main->mat.first; ma; ma= ma->id.next) {
if(ma->sss_scale==0.0f) {
ma->sss_radius[0]= 1.0f;
ma->sss_radius[1]= 1.0f;
ma->sss_radius[2]= 1.0f;
ma->sss_col[0]= 0.8f;
ma->sss_col[1]= 0.8f;
ma->sss_col[2]= 0.8f;
ma->sss_error= 0.05f;
ma->sss_scale= 0.1f;
ma->sss_ior= 1.3f;
ma->sss_colfac= 1.0f;
ma->sss_texfac= 0.0f;
}
if(ma->sss_front==0 && ma->sss_back==0) {
ma->sss_front= 1.0f;
ma->sss_back= 1.0f;
}
if(ma->sss_col[0]==0 && ma->sss_col[1]==0 && ma->sss_col[2]==0) {
ma->sss_col[0]= ma->r;
ma->sss_col[1]= ma->g;
ma->sss_col[2]= ma->b;
}
}
for(; ob; ob= ob->id.next) {
bDeformGroup *curdef;
for(curdef= ob->defbase.first; curdef; curdef=curdef->next) {
/* replace an empty-string name with unique name */
if (curdef->name[0] == '\0') {
defgroup_unique_name(curdef, ob);
}
}
if(main->versionfile < 243 || main->subversionfile < 1) {
ModifierData *md;
/* translate old mirror modifier axis values to new flags */
for (md=ob->modifiers.first; md; md=md->next) {
if (md->type==eModifierType_Mirror) {
MirrorModifierData *mmd = (MirrorModifierData*) md;
switch(mmd->axis)
{
case 0:
mmd->flag |= MOD_MIR_AXIS_X;
break;
case 1:
mmd->flag |= MOD_MIR_AXIS_Y;
break;
case 2:
mmd->flag |= MOD_MIR_AXIS_Z;
break;
}
mmd->axis = 0;
}
}
}
}
/* render layer added, this is not the active layer */
if(main->versionfile <= 243 || main->subversionfile < 2) {
Mesh *me;
for(me=main->mesh.first; me; me=me->id.next)
customdata_version_243(me);
}
}
if(main->versionfile <= 244) {
Scene *sce;
bScreen *sc;
Lamp *la;
World *wrld;
if(main->versionfile != 244 || main->subversionfile < 2) {
for(sce= main->scene.first; sce; sce= sce->id.next)
sce->r.mode |= R_SSS;
/* correct older action editors - incorrect scrolling */
for(sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa;
sa= sc->areabase.first;
while(sa) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->spacetype==SPACE_ACTION) {
SpaceAction *saction= (SpaceAction*) sl;
saction->v2d.tot.ymin= -1000.0;
saction->v2d.tot.ymax= 0.0;
saction->v2d.cur.ymin= -75.0;
saction->v2d.cur.ymax= 5.0;
}
}
sa = sa->next;
}
}
}
if (main->versionfile != 244 || main->subversionfile < 3) {
/* constraints recode version patch used to be here. Moved to 245 now... */
for(wrld=main->world.first; wrld; wrld= wrld->id.next) {
if (wrld->mode & WO_AMB_OCC)
wrld->ao_samp_method = WO_AOSAMP_CONSTANT;
else
wrld->ao_samp_method = WO_AOSAMP_HAMMERSLEY;
2007-11-07 21:45:35 +00:00
wrld->ao_adapt_thresh = 0.005f;
}
for(la=main->lamp.first; la; la= la->id.next) {
if (la->type == LA_AREA)
la->ray_samp_method = LA_SAMP_CONSTANT;
else
la->ray_samp_method = LA_SAMP_HALTON;
2009-01-02 06:03:53 +00:00
la->adapt_thresh = 0.001f;
}
}
}
if(main->versionfile <= 245) {
Scene *sce;
bScreen *sc;
Object *ob;
Image *ima;
Lamp *la;
Material *ma;
ParticleSettings *part;
World *wrld;
Mesh *me;
bNodeTree *ntree;
Tex *tex;
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
ModifierData *md;
ParticleSystem *psys;
/* unless the file was created 2.44.3 but not 2.45, update the constraints */
if ( !(main->versionfile==244 && main->subversionfile==3) &&
((main->versionfile<245) || (main->versionfile==245 && main->subversionfile==0)) )
{
for (ob = main->object.first; ob; ob= ob->id.next) {
== Constraints System == After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented. === What's New === * The long-awaited ``ChildOf Constraint'': This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent. * Constraint/Target Evaluation Spaces: In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were. * Action Constraint - Loc/Rot/Size Inputs The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff. * Transform - No longer in Crazy Space (TM) Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking. === General Code Changes === * solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be. * evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here. * A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better. * Made the formatting of constraint code consistent * There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly. * LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions. * Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme. * Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so. === Future Work === * Geometry to act as targets for constraints. A space has been reserved for this already. * Tidy up UI buttons of constraints
2007-07-15 03:35:37 +00:00
ListBase *list;
list = &ob->constraints;
/* fix up constraints due to constraint recode changes (originally at 2.44.3) */
== Constraints System == After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented. === What's New === * The long-awaited ``ChildOf Constraint'': This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent. * Constraint/Target Evaluation Spaces: In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were. * Action Constraint - Loc/Rot/Size Inputs The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff. * Transform - No longer in Crazy Space (TM) Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking. === General Code Changes === * solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be. * evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here. * A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better. * Made the formatting of constraint code consistent * There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly. * LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions. * Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme. * Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so. === Future Work === * Geometry to act as targets for constraints. A space has been reserved for this already. * Tidy up UI buttons of constraints
2007-07-15 03:35:37 +00:00
if (list) {
bConstraint *curcon;
for (curcon = list->first; curcon; curcon=curcon->next) {
/* old CONSTRAINT_LOCAL check -> convert to CONSTRAINT_SPACE_LOCAL */
if (curcon->flag & 0x20) {
curcon->ownspace = CONSTRAINT_SPACE_LOCAL;
curcon->tarspace = CONSTRAINT_SPACE_LOCAL;
}
switch (curcon->type) {
case CONSTRAINT_TYPE_LOCLIMIT:
{
bLocLimitConstraint *data= (bLocLimitConstraint *)curcon->data;
/* old limit without parent option for objects */
if (data->flag2)
== Constraints System == After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented. === What's New === * The long-awaited ``ChildOf Constraint'': This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent. * Constraint/Target Evaluation Spaces: In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were. * Action Constraint - Loc/Rot/Size Inputs The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff. * Transform - No longer in Crazy Space (TM) Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking. === General Code Changes === * solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be. * evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here. * A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better. * Made the formatting of constraint code consistent * There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly. * LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions. * Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme. * Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so. === Future Work === * Geometry to act as targets for constraints. A space has been reserved for this already. * Tidy up UI buttons of constraints
2007-07-15 03:35:37 +00:00
curcon->ownspace = CONSTRAINT_SPACE_LOCAL;
}
break;
== Constraints System == After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented. === What's New === * The long-awaited ``ChildOf Constraint'': This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent. * Constraint/Target Evaluation Spaces: In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were. * Action Constraint - Loc/Rot/Size Inputs The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff. * Transform - No longer in Crazy Space (TM) Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking. === General Code Changes === * solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be. * evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here. * A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better. * Made the formatting of constraint code consistent * There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly. * LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions. * Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme. * Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so. === Future Work === * Geometry to act as targets for constraints. A space has been reserved for this already. * Tidy up UI buttons of constraints
2007-07-15 03:35:37 +00:00
}
}
}
/* correctly initialise constinv matrix */
unit_m4(ob->constinv);
== Constraints System == After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented. === What's New === * The long-awaited ``ChildOf Constraint'': This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent. * Constraint/Target Evaluation Spaces: In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were. * Action Constraint - Loc/Rot/Size Inputs The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff. * Transform - No longer in Crazy Space (TM) Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking. === General Code Changes === * solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be. * evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here. * A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better. * Made the formatting of constraint code consistent * There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly. * LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions. * Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme. * Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so. === Future Work === * Geometry to act as targets for constraints. A space has been reserved for this already. * Tidy up UI buttons of constraints
2007-07-15 03:35:37 +00:00
if (ob->type == OB_ARMATURE) {
if (ob->pose) {
bConstraint *curcon;
bPoseChannel *pchan;
for (pchan = ob->pose->chanbase.first; pchan; pchan=pchan->next) {
/* make sure constraints are all up to date */
for (curcon = pchan->constraints.first; curcon; curcon=curcon->next) {
/* old CONSTRAINT_LOCAL check -> convert to CONSTRAINT_SPACE_LOCAL */
if (curcon->flag & 0x20) {
curcon->ownspace = CONSTRAINT_SPACE_LOCAL;
curcon->tarspace = CONSTRAINT_SPACE_LOCAL;
}
switch (curcon->type) {
case CONSTRAINT_TYPE_ACTION:
{
bActionConstraint *data= (bActionConstraint *)curcon->data;
/* 'data->local' used to mean that target was in local-space */
== Constraints System == After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented. === What's New === * The long-awaited ``ChildOf Constraint'': This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent. * Constraint/Target Evaluation Spaces: In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were. * Action Constraint - Loc/Rot/Size Inputs The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff. * Transform - No longer in Crazy Space (TM) Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking. === General Code Changes === * solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be. * evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here. * A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better. * Made the formatting of constraint code consistent * There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly. * LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions. * Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme. * Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so. === Future Work === * Geometry to act as targets for constraints. A space has been reserved for this already. * Tidy up UI buttons of constraints
2007-07-15 03:35:37 +00:00
if (data->local)
curcon->tarspace = CONSTRAINT_SPACE_LOCAL;
}
break;
}
}
/* correctly initialise constinv matrix */
unit_m4(pchan->constinv);
== Constraints System == After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented. === What's New === * The long-awaited ``ChildOf Constraint'': This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent. * Constraint/Target Evaluation Spaces: In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were. * Action Constraint - Loc/Rot/Size Inputs The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff. * Transform - No longer in Crazy Space (TM) Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking. === General Code Changes === * solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be. * evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here. * A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better. * Made the formatting of constraint code consistent * There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly. * LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions. * Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme. * Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so. === Future Work === * Geometry to act as targets for constraints. A space has been reserved for this already. * Tidy up UI buttons of constraints
2007-07-15 03:35:37 +00:00
}
}
}
}
}
/* fix all versions before 2.45 */
if (main->versionfile != 245) {
/* repair preview from 242 - 244*/
for(ima= main->image.first; ima; ima= ima->id.next) {
ima->preview = NULL;
}
/* repair imasel space - completely reworked */
for(sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa;
sa= sc->areabase.first;
while(sa) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->spacetype==SPACE_IMASEL) {
SpaceImaSel *simasel= (SpaceImaSel*) sl;
2009-01-02 06:03:53 +00:00
simasel->blockscale= 0.7f;
/* view 2D */
2009-01-02 06:03:53 +00:00
simasel->v2d.tot.xmin= -10.0f;
simasel->v2d.tot.ymin= -10.0f;
simasel->v2d.tot.xmax= (float)sa->winx + 10.0f;
simasel->v2d.tot.ymax= (float)sa->winy + 10.0f;
2009-01-02 06:03:53 +00:00
simasel->v2d.cur.xmin= 0.0f;
simasel->v2d.cur.ymin= 0.0f;
simasel->v2d.cur.xmax= (float)sa->winx;
simasel->v2d.cur.ymax= (float)sa->winy;
simasel->v2d.min[0]= 1.0;
simasel->v2d.min[1]= 1.0;
simasel->v2d.max[0]= 32000.0f;
simasel->v2d.max[1]= 32000.0f;
simasel->v2d.minzoom= 0.5f;
simasel->v2d.maxzoom= 1.21f;
simasel->v2d.scroll= 0;
simasel->v2d.keepzoom= V2D_LIMITZOOM|V2D_KEEPASPECT;
simasel->v2d.keeptot= 0;
simasel->prv_h = 96;
simasel->prv_w = 96;
simasel->flag = 7; /* ??? elubie */
strcpy (simasel->dir, U.textudir); /* TON */
strcpy (simasel->file, "");
simasel->returnfunc = NULL;
simasel->title[0] = 0;
}
}
sa = sa->next;
}
}
}
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
/* add point caches */
for(ob=main->object.first; ob; ob=ob->id.next) {
if(ob->soft && !ob->soft->pointcache)
New point cache file format: - HEADER (beginning of each file) * general header: + 8 char: "BPHYSICS" + 1 int: simulation type (same as PTCacheID->type) * custom header (same for sb, particles and cloth, but can be different for new dynamics) + 1 int: totpoint (number of points) + 1 int: data_types (bit flags for what the stored data is) - DATA (directly after header) *totpoint times the data as specified in data_types flags - simulation type soft body = 0, particles = 1, cloth = 2 - data types (more can be added easily when needed) data flag contains ---------------------------------------- index (1<<0) 1 int (index of current point) location (1<<1) 3 float velocity (1<<2) 3 float rotation (1<<3) 4 float (quaternion) avelocity (1<<4) 3 float (used for particles) xconst (1<<4) 3 float (used for cloth) size (1<<5) 1 float times (1<<6) 3 float (birth, die & lifetime of particle) boids (1<<7) 1 BoidData Notes: - Every frame is not nescessary since data is interpolated for the inbetween frames. - For now every point is needed for every cached frame, the "index" data type is reserved for future usage. - For loading external particle caches only "location" data is necessary, other needed values are determined from the given data. - Non-dynamic data should be written into an info file if external usage is desired. * Info file is named as normal cache files, but with frame number 0; * "Non-dynamic" means data such as particle times. * Written automatically when baking to disk so basically a library of particle simulations should be possible. - Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend. - External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui. Other changes: - Multiple point caches per dynamics system. * In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used. * Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present. - Generalization of point cache baking etc operator & rna code. - Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
ob->soft->pointcache= BKE_ptcache_add(&ob->soft->ptcaches);
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
for(psys=ob->particlesystem.first; psys; psys=psys->next) {
if(psys->pointcache) {
if(psys->pointcache->flag & PTCACHE_BAKED && (psys->pointcache->flag & PTCACHE_DISK_CACHE)==0) {
printf("Old memory cache isn't supported for particles, so re-bake the simulation!\n");
psys->pointcache->flag &= ~PTCACHE_BAKED;
}
}
else
New point cache file format: - HEADER (beginning of each file) * general header: + 8 char: "BPHYSICS" + 1 int: simulation type (same as PTCacheID->type) * custom header (same for sb, particles and cloth, but can be different for new dynamics) + 1 int: totpoint (number of points) + 1 int: data_types (bit flags for what the stored data is) - DATA (directly after header) *totpoint times the data as specified in data_types flags - simulation type soft body = 0, particles = 1, cloth = 2 - data types (more can be added easily when needed) data flag contains ---------------------------------------- index (1<<0) 1 int (index of current point) location (1<<1) 3 float velocity (1<<2) 3 float rotation (1<<3) 4 float (quaternion) avelocity (1<<4) 3 float (used for particles) xconst (1<<4) 3 float (used for cloth) size (1<<5) 1 float times (1<<6) 3 float (birth, die & lifetime of particle) boids (1<<7) 1 BoidData Notes: - Every frame is not nescessary since data is interpolated for the inbetween frames. - For now every point is needed for every cached frame, the "index" data type is reserved for future usage. - For loading external particle caches only "location" data is necessary, other needed values are determined from the given data. - Non-dynamic data should be written into an info file if external usage is desired. * Info file is named as normal cache files, but with frame number 0; * "Non-dynamic" means data such as particle times. * Written automatically when baking to disk so basically a library of particle simulations should be possible. - Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend. - External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui. Other changes: - Multiple point caches per dynamics system. * In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used. * Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present. - Generalization of point cache baking etc operator & rna code. - Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
psys->pointcache= BKE_ptcache_add(&psys->ptcaches);
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
}
for(md=ob->modifiers.first; md; md=md->next) {
if(md->type==eModifierType_Cloth) {
ClothModifierData *clmd = (ClothModifierData*) md;
if(!clmd->point_cache)
New point cache file format: - HEADER (beginning of each file) * general header: + 8 char: "BPHYSICS" + 1 int: simulation type (same as PTCacheID->type) * custom header (same for sb, particles and cloth, but can be different for new dynamics) + 1 int: totpoint (number of points) + 1 int: data_types (bit flags for what the stored data is) - DATA (directly after header) *totpoint times the data as specified in data_types flags - simulation type soft body = 0, particles = 1, cloth = 2 - data types (more can be added easily when needed) data flag contains ---------------------------------------- index (1<<0) 1 int (index of current point) location (1<<1) 3 float velocity (1<<2) 3 float rotation (1<<3) 4 float (quaternion) avelocity (1<<4) 3 float (used for particles) xconst (1<<4) 3 float (used for cloth) size (1<<5) 1 float times (1<<6) 3 float (birth, die & lifetime of particle) boids (1<<7) 1 BoidData Notes: - Every frame is not nescessary since data is interpolated for the inbetween frames. - For now every point is needed for every cached frame, the "index" data type is reserved for future usage. - For loading external particle caches only "location" data is necessary, other needed values are determined from the given data. - Non-dynamic data should be written into an info file if external usage is desired. * Info file is named as normal cache files, but with frame number 0; * "Non-dynamic" means data such as particle times. * Written automatically when baking to disk so basically a library of particle simulations should be possible. - Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend. - External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui. Other changes: - Multiple point caches per dynamics system. * In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used. * Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present. - Generalization of point cache baking etc operator & rna code. - Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
clmd->point_cache= BKE_ptcache_add(&clmd->ptcaches);
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
}
}
}
/* Copy over old per-level multires vertex data
into a single vertex array in struct Multires */
for(me = main->mesh.first; me; me=me->id.next) {
if(me->mr && !me->mr->verts) {
MultiresLevel *lvl = me->mr->levels.last;
if(lvl) {
me->mr->verts = lvl->verts;
lvl->verts = NULL;
/* Don't need the other vert arrays */
for(lvl = lvl->prev; lvl; lvl = lvl->prev) {
MEM_freeN(lvl->verts);
lvl->verts = NULL;
}
}
}
}
if (main->versionfile != 245 || main->subversionfile < 1) {
for(la=main->lamp.first; la; la= la->id.next) {
if (la->mode & LA_QUAD) la->falloff_type = LA_FALLOFF_SLIDERS;
else la->falloff_type = LA_FALLOFF_INVLINEAR;
if (la->curfalloff == NULL) {
la->curfalloff = curvemapping_add(1, 0.0f, 1.0f, 1.0f, 0.0f);
curvemapping_initialize(la->curfalloff);
}
}
}
for(ma=main->mat.first; ma; ma= ma->id.next) {
if(ma->samp_gloss_mir == 0) {
2009-01-02 06:03:53 +00:00
ma->gloss_mir = ma->gloss_tra= 1.0f;
ma->aniso_gloss_mir = 1.0f;
ma->samp_gloss_mir = ma->samp_gloss_tra= 18;
2009-01-02 06:03:53 +00:00
ma->adapt_thresh_mir = ma->adapt_thresh_tra = 0.005f;
ma->dist_mir = 0.0f;
ma->fadeto_mir = MA_RAYMIR_FADETOSKY;
}
if(ma->strand_min == 0.0f)
ma->strand_min= 1.0f;
}
for(part=main->particle.first; part; part=part->id.next) {
if(part->ren_child_nbr==0)
part->ren_child_nbr= part->child_nbr;
if(part->simplify_refsize==0) {
part->simplify_refsize= 1920;
part->simplify_rate= 1.0f;
part->simplify_transition= 0.1f;
part->simplify_viewport= 0.8f;
}
}
for(wrld=main->world.first; wrld; wrld= wrld->id.next) {
if(wrld->ao_approx_error == 0.0f)
wrld->ao_approx_error= 0.25f;
}
for(sce= main->scene.first; sce; sce= sce->id.next) {
if(sce->nodetree)
ntree_version_245(fd, lib, sce->nodetree);
if(sce->r.simplify_shadowsamples == 0) {
sce->r.simplify_subsurf= 6;
sce->r.simplify_particles= 1.0f;
sce->r.simplify_shadowsamples= 16;
sce->r.simplify_aosss= 1.0f;
}
if(sce->r.cineongamma == 0) {
sce->r.cineonblack= 95;
sce->r.cineonwhite= 685;
sce->r.cineongamma= 1.7f;
}
}
for(ntree=main->nodetree.first; ntree; ntree= ntree->id.next)
ntree_version_245(fd, lib, ntree);
/* fix for temporary flag changes during 245 cycle */
for(ima= main->image.first; ima; ima= ima->id.next) {
if(ima->flag & IMA_OLD_PREMUL) {
ima->flag &= ~IMA_OLD_PREMUL;
ima->flag |= IMA_DO_PREMUL;
}
}
for(tex=main->tex.first; tex; tex=tex->id.next) {
if(tex->iuser.flag & IMA_OLD_PREMUL) {
tex->iuser.flag &= ~IMA_OLD_PREMUL;
tex->iuser.flag |= IMA_DO_PREMUL;
}
ima= newlibadr(fd, lib, tex->ima);
if(ima && (tex->iuser.flag & IMA_DO_PREMUL)) {
ima->flag &= ~IMA_OLD_PREMUL;
ima->flag |= IMA_DO_PREMUL;
}
}
}
/* sanity check for skgen
* */
{
Scene *sce;
for(sce=main->scene.first; sce; sce = sce->id.next)
{
if (sce->toolsettings->skgen_subdivisions[0] == sce->toolsettings->skgen_subdivisions[1] ||
sce->toolsettings->skgen_subdivisions[0] == sce->toolsettings->skgen_subdivisions[2] ||
sce->toolsettings->skgen_subdivisions[1] == sce->toolsettings->skgen_subdivisions[2])
{
sce->toolsettings->skgen_subdivisions[0] = SKGEN_SUB_CORRELATION;
sce->toolsettings->skgen_subdivisions[1] = SKGEN_SUB_LENGTH;
sce->toolsettings->skgen_subdivisions[2] = SKGEN_SUB_ANGLE;
}
}
}
if ((main->versionfile < 245) || (main->versionfile == 245 && main->subversionfile < 2)) {
Image *ima;
/* initialize 1:1 Aspect */
for(ima= main->image.first; ima; ima= ima->id.next) {
ima->aspx = ima->aspy = 1.0f;
}
}
if ((main->versionfile < 245) || (main->versionfile == 245 && main->subversionfile < 4)) {
bArmature *arm;
ModifierData *md;
Object *ob;
for(arm= main->armature.first; arm; arm= arm->id.next)
arm->deformflag |= ARM_DEF_B_BONE_REST;
for(ob = main->object.first; ob; ob= ob->id.next) {
for(md=ob->modifiers.first; md; md=md->next) {
if(md->type==eModifierType_Armature)
((ArmatureModifierData*)md)->deformflag |= ARM_DEF_B_BONE_REST;
}
}
}
if ((main->versionfile < 245) || (main->versionfile == 245 && main->subversionfile < 5)) {
/* foreground color needs to be somthing other then black */
Scene *sce;
for(sce= main->scene.first; sce; sce=sce->id.next) {
2009-01-02 06:03:53 +00:00
sce->r.fg_stamp[0] = sce->r.fg_stamp[1] = sce->r.fg_stamp[2] = 0.8f;
sce->r.fg_stamp[3] = 1.0f; /* dont use text alpha yet */
sce->r.bg_stamp[3] = 0.25f; /* make sure the background has full alpha */
}
}
if ((main->versionfile < 245) || (main->versionfile == 245 && main->subversionfile < 6)) {
Scene *sce;
/* fix frs_sec_base */
for(sce= main->scene.first; sce; sce= sce->id.next) {
if (sce->r.frs_sec_base == 0) {
sce->r.frs_sec_base = 1;
}
}
}
if ((main->versionfile < 245) || (main->versionfile == 245 && main->subversionfile < 7)) {
Object *ob;
bPoseChannel *pchan;
bConstraint *con;
bConstraintTarget *ct;
for (ob = main->object.first; ob; ob= ob->id.next) {
if (ob->pose) {
for (pchan=ob->pose->chanbase.first; pchan; pchan=pchan->next) {
for (con=pchan->constraints.first; con; con=con->next) {
if (con->type == CONSTRAINT_TYPE_PYTHON) {
bPythonConstraint *data= (bPythonConstraint *)con->data;
if (data->tar) {
/* version patching needs to be done */
ct= MEM_callocN(sizeof(bConstraintTarget), "PyConTarget");
ct->tar = data->tar;
strcpy(ct->subtarget, data->subtarget);
ct->space = con->tarspace;
BLI_addtail(&data->targets, ct);
data->tarnum++;
/* clear old targets to avoid problems */
data->tar = NULL;
strcpy(data->subtarget, "");
}
}
else if (con->type == CONSTRAINT_TYPE_LOCLIKE) {
bLocateLikeConstraint *data= (bLocateLikeConstraint *)con->data;
/* new headtail functionality makes Bone-Tip function obsolete */
if (data->flag & LOCLIKE_TIP)
con->headtail = 1.0f;
}
}
}
}
for (con=ob->constraints.first; con; con=con->next) {
if (con->type==CONSTRAINT_TYPE_PYTHON) {
bPythonConstraint *data= (bPythonConstraint *)con->data;
if (data->tar) {
/* version patching needs to be done */
ct= MEM_callocN(sizeof(bConstraintTarget), "PyConTarget");
ct->tar = data->tar;
strcpy(ct->subtarget, data->subtarget);
ct->space = con->tarspace;
BLI_addtail(&data->targets, ct);
data->tarnum++;
/* clear old targets to avoid problems */
data->tar = NULL;
strcpy(data->subtarget, "");
}
}
else if (con->type == CONSTRAINT_TYPE_LOCLIKE) {
bLocateLikeConstraint *data= (bLocateLikeConstraint *)con->data;
/* new headtail functionality makes Bone-Tip function obsolete */
if (data->flag & LOCLIKE_TIP)
con->headtail = 1.0f;
}
}
if(ob->soft && ob->soft->keys) {
SoftBody *sb = ob->soft;
int k;
for(k=0; k<sb->totkey; k++) {
if(sb->keys[k])
MEM_freeN(sb->keys[k]);
}
MEM_freeN(sb->keys);
sb->keys = NULL;
sb->totkey = 0;
}
}
}
if ((main->versionfile < 245) || (main->versionfile == 245 && main->subversionfile < 8)) {
Scene *sce;
Object *ob;
PartEff *paf=NULL;
for(ob = main->object.first; ob; ob= ob->id.next) {
if(ob->soft && ob->soft->keys) {
SoftBody *sb = ob->soft;
int k;
for(k=0; k<sb->totkey; k++) {
if(sb->keys[k])
MEM_freeN(sb->keys[k]);
}
MEM_freeN(sb->keys);
sb->keys = NULL;
sb->totkey = 0;
}
/* convert old particles to new system */
if((paf = give_parteff(ob))) {
ParticleSystem *psys;
ModifierData *md;
ParticleSystemModifierData *psmd;
ParticleSettings *part;
/* create new particle system */
psys = MEM_callocN(sizeof(ParticleSystem), "particle_system");
New point cache file format: - HEADER (beginning of each file) * general header: + 8 char: "BPHYSICS" + 1 int: simulation type (same as PTCacheID->type) * custom header (same for sb, particles and cloth, but can be different for new dynamics) + 1 int: totpoint (number of points) + 1 int: data_types (bit flags for what the stored data is) - DATA (directly after header) *totpoint times the data as specified in data_types flags - simulation type soft body = 0, particles = 1, cloth = 2 - data types (more can be added easily when needed) data flag contains ---------------------------------------- index (1<<0) 1 int (index of current point) location (1<<1) 3 float velocity (1<<2) 3 float rotation (1<<3) 4 float (quaternion) avelocity (1<<4) 3 float (used for particles) xconst (1<<4) 3 float (used for cloth) size (1<<5) 1 float times (1<<6) 3 float (birth, die & lifetime of particle) boids (1<<7) 1 BoidData Notes: - Every frame is not nescessary since data is interpolated for the inbetween frames. - For now every point is needed for every cached frame, the "index" data type is reserved for future usage. - For loading external particle caches only "location" data is necessary, other needed values are determined from the given data. - Non-dynamic data should be written into an info file if external usage is desired. * Info file is named as normal cache files, but with frame number 0; * "Non-dynamic" means data such as particle times. * Written automatically when baking to disk so basically a library of particle simulations should be possible. - Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend. - External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui. Other changes: - Multiple point caches per dynamics system. * In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used. * Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present. - Generalization of point cache baking etc operator & rna code. - Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
psys->pointcache = BKE_ptcache_add(&psys->ptcaches);
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
part = psys->part = psys_new_settings("ParticleSettings", main);
/* needed for proper libdata lookup */
oldnewmap_insert(fd->libmap, psys->part, psys->part, 0);
part->id.lib= ob->id.lib;
part->id.us--;
part->id.flag |= (ob->id.flag & LIB_NEEDLINK);
psys->totpart=0;
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
psys->flag= PSYS_ENABLED|PSYS_CURRENT;
BLI_addtail(&ob->particlesystem, psys);
md= modifier_new(eModifierType_ParticleSystem);
sprintf(md->name, "ParticleSystem %i", BLI_countlist(&ob->particlesystem));
psmd= (ParticleSystemModifierData*) md;
psmd->psys=psys;
BLI_addtail(&ob->modifiers, md);
/* convert settings from old particle system */
/* general settings */
part->totpart = MIN2(paf->totpart, 100000);
part->sta = paf->sta;
part->end = paf->end;
part->lifetime = paf->lifetime;
part->randlife = paf->randlife;
psys->seed = paf->seed;
part->disp = paf->disp;
part->omat = paf->mat[0];
part->hair_step = paf->totkey;
part->eff_group = paf->group;
/* old system didn't interpolate between keypoints at render time */
part->draw_step = part->ren_step = 0;
/* physics */
part->normfac = paf->normfac * 25.0f;
part->obfac = paf->obfac;
part->randfac = paf->randfac * 25.0f;
part->dampfac = paf->damp;
VECCOPY(part->acc, paf->force);
/* flags */
if(paf->stype & PAF_VECT) {
if(paf->flag & PAF_STATIC) {
/* new hair lifetime is always 100.0f */
float fac = paf->lifetime / 100.0f;
part->draw_as = PART_DRAW_PATH;
part->type = PART_HAIR;
psys->recalc |= PSYS_RECALC_REDO;
part->normfac *= fac;
part->randfac *= fac;
}
else {
part->draw_as = PART_DRAW_LINE;
part->draw |= PART_DRAW_VEL_LENGTH;
part->draw_line[1] = 0.04f;
}
}
part->rotmode = PART_ROT_VEL;
part->flag |= (paf->flag & PAF_BSPLINE) ? PART_HAIR_BSPLINE : 0;
part->flag |= (paf->flag & PAF_TRAND) ? PART_TRAND : 0;
part->flag |= (paf->flag & PAF_EDISTR) ? PART_EDISTR : 0;
part->flag |= (paf->flag & PAF_UNBORN) ? PART_UNBORN : 0;
part->flag |= (paf->flag & PAF_DIED) ? PART_DIED : 0;
part->from |= (paf->flag & PAF_FACE) ? PART_FROM_FACE : 0;
part->draw |= (paf->flag & PAF_SHOWE) ? PART_DRAW_EMITTER : 0;
psys->vgroup[PSYS_VG_DENSITY] = paf->vertgroup;
psys->vgroup[PSYS_VG_VEL] = paf->vertgroup_v;
psys->vgroup[PSYS_VG_LENGTH] = paf->vertgroup_v;
/* dupliobjects */
if(ob->transflag & OB_DUPLIVERTS) {
Object *dup = main->object.first;
for(; dup; dup= dup->id.next) {
if(ob == newlibadr(fd, lib, dup->parent)) {
part->dup_ob = dup;
ob->transflag |= OB_DUPLIPARTS;
ob->transflag &= ~OB_DUPLIVERTS;
part->draw_as = PART_DRAW_OB;
/* needed for proper libdata lookup */
oldnewmap_insert(fd->libmap, dup, dup, 0);
}
}
}
{
FluidsimModifierData *fluidmd = (FluidsimModifierData *)modifiers_findByType(ob, eModifierType_Fluidsim);
if(fluidmd && fluidmd->fss && fluidmd->fss->type == OB_FLUIDSIM_PARTICLE)
part->type = PART_FLUID;
}
free_effects(&ob->effect);
printf("Old particle system converted to new system.\n");
}
}
for(sce= main->scene.first; sce; sce=sce->id.next) {
ParticleEditSettings *pset= &sce->toolsettings->particle;
int a;
if(pset->brush[0].size == 0) {
pset->flag= PE_KEEP_LENGTHS|PE_LOCK_FIRST|PE_DEFLECT_EMITTER;
pset->emitterdist= 0.25f;
pset->totrekey= 5;
pset->totaddkey= 5;
pset->brushtype= PE_BRUSH_NONE;
for(a=0; a<PE_TOT_BRUSH; a++) {
pset->brush[a].strength= 50;
pset->brush[a].size= 50;
pset->brush[a].step= 10;
}
pset->brush[PE_BRUSH_CUT].strength= 100;
}
}
}
if ((main->versionfile < 245) || (main->versionfile == 245 && main->subversionfile < 9)) {
Material *ma;
int a;
for(ma=main->mat.first; ma; ma= ma->id.next)
if(ma->mode & MA_NORMAP_TANG)
for(a=0; a<MAX_MTEX; a++)
if(ma->mtex[a] && ma->mtex[a]->tex)
ma->mtex[a]->normapspace = MTEX_NSPACE_TANGENT;
}
if ((main->versionfile < 245) || (main->versionfile == 245 && main->subversionfile < 10)) {
Object *ob;
/* dupliface scale */
for(ob= main->object.first; ob; ob= ob->id.next)
ob->dupfacesca = 1.0f;
}
if ((main->versionfile < 245) || (main->versionfile == 245 && main->subversionfile < 11)) {
Object *ob;
bActionStrip *strip;
/* nla-strips - scale */
for (ob= main->object.first; ob; ob= ob->id.next) {
for (strip= ob->nlastrips.first; strip; strip= strip->next) {
float length, actlength, repeat;
if (strip->flag & ACTSTRIP_USESTRIDE)
repeat= 1.0f;
else
repeat= strip->repeat;
length = strip->end-strip->start;
if (length == 0.0f) length= 1.0f;
actlength = strip->actend-strip->actstart;
strip->scale = length / (repeat * actlength);
if (strip->scale == 0.0f) strip->scale= 1.0f;
}
2008-01-10 00:07:31 +00:00
if(ob->soft){
ob->soft->inpush = ob->soft->inspring;
ob->soft->shearstiff = 1.0f;
}
}
}
if ((main->versionfile < 245) || (main->versionfile == 245 && main->subversionfile < 14)) {
Scene *sce;
Sequence *seq;
for(sce=main->scene.first; sce; sce=sce->id.next) {
SEQ_BEGIN(sce->ed, seq) {
if (seq->blend_mode == 0)
2009-01-02 06:03:53 +00:00
seq->blend_opacity = 100.0f;
}
SEQ_END
}
}
/*fix broken group lengths in id properties*/
if ((main->versionfile < 245) || (main->versionfile == 245 && main->subversionfile < 15)) {
idproperties_fix_group_lengths(main->scene);
idproperties_fix_group_lengths(main->library);
idproperties_fix_group_lengths(main->object);
idproperties_fix_group_lengths(main->mesh);
idproperties_fix_group_lengths(main->curve);
idproperties_fix_group_lengths(main->mball);
idproperties_fix_group_lengths(main->mat);
idproperties_fix_group_lengths(main->tex);
idproperties_fix_group_lengths(main->image);
idproperties_fix_group_lengths(main->latt);
idproperties_fix_group_lengths(main->lamp);
idproperties_fix_group_lengths(main->camera);
idproperties_fix_group_lengths(main->ipo);
idproperties_fix_group_lengths(main->key);
idproperties_fix_group_lengths(main->world);
idproperties_fix_group_lengths(main->screen);
idproperties_fix_group_lengths(main->script);
idproperties_fix_group_lengths(main->vfont);
idproperties_fix_group_lengths(main->text);
idproperties_fix_group_lengths(main->sound);
idproperties_fix_group_lengths(main->group);
idproperties_fix_group_lengths(main->armature);
idproperties_fix_group_lengths(main->action);
idproperties_fix_group_lengths(main->nodetree);
idproperties_fix_group_lengths(main->brush);
idproperties_fix_group_lengths(main->particle);
}
/* sun/sky */
if(main->versionfile < 246) {
Object *ob;
bActuator *act;
/* dRot actuator change direction in 2.46 */
for(ob = main->object.first; ob; ob= ob->id.next) {
for(act= ob->actuators.first; act; act= act->next) {
if (act->type == ACT_OBJECT) {
bObjectActuator *ba= act->data;
ba->drot[0] = -ba->drot[0];
ba->drot[1] = -ba->drot[1];
ba->drot[2] = -ba->drot[2];
}
}
}
}
// convert fluids to modifier
if(main->versionfile < 246 || (main->versionfile == 246 && main->subversionfile < 1))
{
Object *ob;
for(ob = main->object.first; ob; ob= ob->id.next) {
if(ob->fluidsimSettings)
{
FluidsimModifierData *fluidmd = (FluidsimModifierData *)modifier_new(eModifierType_Fluidsim);
BLI_addhead(&ob->modifiers, (ModifierData *)fluidmd);
MEM_freeN(fluidmd->fss);
fluidmd->fss = MEM_dupallocN(ob->fluidsimSettings);
fluidmd->fss->ipo = newlibadr_us(fd, ob->id.lib, ob->fluidsimSettings->ipo);
MEM_freeN(ob->fluidsimSettings);
fluidmd->fss->lastgoodframe = INT_MAX;
fluidmd->fss->flag = 0;
fluidmd->fss->meshVelocities = NULL;
}
}
}
BGE patch: add state engine support in the logic bricks. This patch introduces a simple state engine system with the logic bricks. This system features full backward compatibility, multiple active states, multiple state transitions, automatic disabling of sensor and actuators, full GUI support and selective display of sensors and actuators. Note: Python API is available but not documented yet. It will be added asap. State internals =============== The state system is object based. The current state mask is stored in the object as a 32 bit value; each bit set in the mask is an active state. The controllers have a state mask too but only one bit can be set: a controller belongs to a single state. The game engine will only execute controllers that belong to active states. Sensors and actuators don't have a state mask but are effectively attached to states via their links to the controllers. Sensors and actuators can be connected to more than one state. When a controller becomes inactive because of a state change, its links to sensors and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that it can react as if the game just started when it gets reconnected to an active controller. For example, an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more controllers of a single state) will generate a pulse each time the state becomes active. This feature is not available on all sensors, see the notes below. GUI === This system system is fully configurable through the GUI: the object state mask is visible under the object bar in the controller's colum as an array of buttons just like the 3D view layer mask. Click on a state bit to only display the controllers of that state. You can select more than one state with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. The Ini button sets the state mask back to the object default state. You can change the default state of object by first selecting the desired state mask and storing using the menu under the State button. If you define a default state mask, it will be loaded into the object state make when you load the blend file or when you run the game under the blenderplayer. However, when you run the game under Blender, the current selected state mask will be used as the startup state for the object. This allows you to test specific state during the game design. The controller display the state they belong to with a new button in the controller header. When you add a new controller, it is added by default in the lowest enabled state. You can change the controller state by clicking on the button and selecting another state. If more than one state is enabled in the object state mask, controllers are grouped by state for more readibility. The new Sta button in the sensor and actuator column header allows you to display only the sensors and actuators that are linked to visible controllers. A new state actuator is available to modify the state during the game. It defines a bit mask and the operation to apply on the current object state mask: Cpy: the bit mask is copied to the object state mask. Add: the bits that set in the bit mask will be turned on in the object state mask. Sub: the bits that set in the bit mask will be turned off in the object state mask. Inv: the bits that set in the bit mask will be inverted in the objecyy state mask. Notes ===== - Although states have no name, a simply convention consists in using the name of the first controller of the state as the state name. The GUI will support that convention by displaying as a hint the name of the first controller of the state when you move the mouse over a state bit of the object state mask or of the state actuator bit mask. - Each object has a state mask and each object can have a state engine but if several objects are part of a logical group, it is recommended to put the state engine only in the main object and to link the controllers of that object to the sensors and actuators of the different objects. - When loading an old blend file, the state mask of all objects and controllers are initialized to 1 so that all the controllers belong to this single state. This ensures backward compatibility with existing game. - When the state actuator is activated at the same time as other actuators, these actuators are guaranteed to execute before being eventually disabled due to the state change. This is useful for example to send a message or update a property at the time of changing the state. - Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they are acticated again, they will behave as follow: * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive to new key press. * collision sensor: objects already colliding won't be detected. Only new collisions are detected. * near and radar sensor: same as collision sensor.
2008-06-22 14:23:57 +00:00
if(main->versionfile < 246 || (main->versionfile == 246 && main->subversionfile < 1)) {
Mesh *me;
for(me=main->mesh.first; me; me= me->id.next)
alphasort_version_246(fd, lib, me);
}
2008-08-30 14:32:16 +00:00
BGE patch: new Physics button and margin parameter in Logic panel. Change subversion. The Physics button controls the creation of a physics representation of the object when starting the game. If the button is not selected, the object is a pure graphical object with no physics representation and all the other physics buttons are hidden. Selecting this button gives access to the usual physics buttons. The physics button is enabled by default to match previous Blender behavior. The margin parameter allows to control the collision margin from the UI. Previously, this parameter was only accessible through Python. By default, the collision margin is set to 0.0 on static objects and 0.06 on dynamic objects. To maintain compatibility with older games, the collision margin is set to 0.06 on all objects when loading older blend file. Note about the collision algorithms in Bullet 2.71 -------------------------------------------------- Bullet 2.71 handles the collision margin differently than Bullet 2.53 (the previous Bullet version in Blender). The collision margin is now kept "inside" the object for box, sphere and cylinder bound shapes. This means that two objects bound to any of these shape will come in close contact when colliding. The static mesh, convex hull and cone shapes still have their collision margin "outside" the object, which leaves a space of 1 or 2 times the collision margin between objects. The situation with Bullet 2.53 was more complicated, generally leading to more space between objects, except for box-box collisions. This means that running a old game under Bullet 2.71 may cause visual problems, especially if the objects are small. You can fix these problems by changing some visual aspect of the objects: center, shape, size, position of children, etc.
2008-09-14 19:34:06 +00:00
if(main->versionfile < 246 || (main->versionfile == 246 && main->subversionfile < 1)){
2008-08-30 14:32:16 +00:00
Object *ob;
for(ob = main->object.first; ob; ob= ob->id.next) {
if(ob->pd && (ob->pd->forcefield == PFIELD_WIND))
2009-01-02 06:03:53 +00:00
ob->pd->f_noise = 0.0f;
2008-08-30 14:32:16 +00:00
}
}
2008-08-01 23:39:52 +00:00
BGE patch: new Physics button and margin parameter in Logic panel. Change subversion. The Physics button controls the creation of a physics representation of the object when starting the game. If the button is not selected, the object is a pure graphical object with no physics representation and all the other physics buttons are hidden. Selecting this button gives access to the usual physics buttons. The physics button is enabled by default to match previous Blender behavior. The margin parameter allows to control the collision margin from the UI. Previously, this parameter was only accessible through Python. By default, the collision margin is set to 0.0 on static objects and 0.06 on dynamic objects. To maintain compatibility with older games, the collision margin is set to 0.06 on all objects when loading older blend file. Note about the collision algorithms in Bullet 2.71 -------------------------------------------------- Bullet 2.71 handles the collision margin differently than Bullet 2.53 (the previous Bullet version in Blender). The collision margin is now kept "inside" the object for box, sphere and cylinder bound shapes. This means that two objects bound to any of these shape will come in close contact when colliding. The static mesh, convex hull and cone shapes still have their collision margin "outside" the object, which leaves a space of 1 or 2 times the collision margin between objects. The situation with Bullet 2.53 was more complicated, generally leading to more space between objects, except for box-box collisions. This means that running a old game under Bullet 2.71 may cause visual problems, especially if the objects are small. You can fix these problems by changing some visual aspect of the objects: center, shape, size, position of children, etc.
2008-09-14 19:34:06 +00:00
if (main->versionfile < 247 || (main->versionfile == 247 && main->subversionfile < 2)){
Object *ob;
for(ob = main->object.first; ob; ob= ob->id.next) {
ob->gameflag |= OB_COLLISION;
2009-01-02 06:03:53 +00:00
ob->margin = 0.06f;
BGE patch: new Physics button and margin parameter in Logic panel. Change subversion. The Physics button controls the creation of a physics representation of the object when starting the game. If the button is not selected, the object is a pure graphical object with no physics representation and all the other physics buttons are hidden. Selecting this button gives access to the usual physics buttons. The physics button is enabled by default to match previous Blender behavior. The margin parameter allows to control the collision margin from the UI. Previously, this parameter was only accessible through Python. By default, the collision margin is set to 0.0 on static objects and 0.06 on dynamic objects. To maintain compatibility with older games, the collision margin is set to 0.06 on all objects when loading older blend file. Note about the collision algorithms in Bullet 2.71 -------------------------------------------------- Bullet 2.71 handles the collision margin differently than Bullet 2.53 (the previous Bullet version in Blender). The collision margin is now kept "inside" the object for box, sphere and cylinder bound shapes. This means that two objects bound to any of these shape will come in close contact when colliding. The static mesh, convex hull and cone shapes still have their collision margin "outside" the object, which leaves a space of 1 or 2 times the collision margin between objects. The situation with Bullet 2.53 was more complicated, generally leading to more space between objects, except for box-box collisions. This means that running a old game under Bullet 2.71 may cause visual problems, especially if the objects are small. You can fix these problems by changing some visual aspect of the objects: center, shape, size, position of children, etc.
2008-09-14 19:34:06 +00:00
}
}
if (main->versionfile < 247 || (main->versionfile == 247 && main->subversionfile < 3)){
Object *ob;
for(ob = main->object.first; ob; ob= ob->id.next) {
// Starting from subversion 3, ACTOR is a separate feature.
// Before it was conditioning all the other dynamic flags
if (!(ob->gameflag & OB_ACTOR))
ob->gameflag &= ~(OB_GHOST|OB_DYNAMIC|OB_RIGID_BODY|OB_SOFT_BODY|OB_COLLISION_RESPONSE);
/* suitable default for older files */
}
}
if (main->versionfile < 247 || (main->versionfile == 247 && main->subversionfile < 5)) {
Lamp *la= main->lamp.first;
for(; la; la= la->id.next) {
la->skyblendtype= MA_RAMP_ADD;
la->skyblendfac= 1.0f;
}
}
/* set the curve radius interpolation to 2.47 default - easy */
if (main->versionfile < 247 || (main->versionfile == 247 && main->subversionfile < 6)) {
Curve *cu;
Nurb *nu;
for(cu= main->curve.first; cu; cu= cu->id.next) {
for(nu= cu->nurb.first; nu; nu= nu->next) {
if (nu) {
nu->radius_interp = 3;
/* resolu and resolv are now used differently for surfaces
* rather then using the resolution to define the entire number of divisions,
* use it for the number of divisions per segment
*/
if (nu->pntsv > 1) {
nu->resolu = MAX2( 1, (int)(((float)nu->resolu / (float)nu->pntsu)+0.5f) );
nu->resolv = MAX2( 1, (int)(((float)nu->resolv / (float)nu->pntsv)+0.5f) );
}
}
}
}
}
/* direction constraint actuators were always local in previous version */
if (main->versionfile < 247 || (main->versionfile == 247 && main->subversionfile < 7)) {
bActuator *act;
Object *ob;
for(ob = main->object.first; ob; ob= ob->id.next) {
for(act= ob->actuators.first; act; act= act->next) {
if (act->type == ACT_CONSTRAINT) {
bConstraintActuator *coa = act->data;
if (coa->type == ACT_CONST_TYPE_DIST) {
coa->flag |= ACT_CONST_LOCAL;
}
}
}
}
}
if (main->versionfile < 247 || (main->versionfile == 247 && main->subversionfile < 9)) {
Lamp *la= main->lamp.first;
for(; la; la= la->id.next) {
la->sky_exposure= 1.0f;
}
}
/* BGE message actuators needed OB prefix, very confusing */
if (main->versionfile < 247 || (main->versionfile == 247 && main->subversionfile < 10)) {
bActuator *act;
Object *ob;
for(ob = main->object.first; ob; ob= ob->id.next) {
for(act= ob->actuators.first; act; act= act->next) {
if (act->type == ACT_MESSAGE) {
bMessageActuator *msgAct = (bMessageActuator *) act->data;
if (BLI_strnlen(msgAct->toPropName, 3) > 2) {
/* strip first 2 chars, would have only worked if these were OB anyway */
memmove( msgAct->toPropName, msgAct->toPropName+2, sizeof(msgAct->toPropName)-2 );
} else {
msgAct->toPropName[0] = '\0';
}
}
}
}
}
if (main->versionfile < 248) {
Lamp *la;
for(la=main->lamp.first; la; la= la->id.next) {
if(la->atm_turbidity == 0.0f) {
la->sun_effect_type = 0;
2009-01-02 06:03:53 +00:00
la->horizon_brightness = 1.0f;
la->spread = 1.0f;
la->sun_brightness = 1.0f;
la->sun_size = 1.0f;
la->backscattered_light = 1.0f;
la->atm_turbidity = 2.0f;
la->atm_inscattering_factor = 1.0f;
la->atm_extinction_factor = 1.0f;
la->atm_distance_factor = 1.0f;
la->sun_intensity = 1.0f;
}
}
}
Merge of trunk into blender 2.5: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416 Issues: * GHOST/X11 had conflicting changes. Some code was added in 2.5, which was later added in trunk also, but reverted partially, specifically revision 16683. I have left out this reversion in the 2.5 branch since I think it is needed there. http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683 * Scons had various conflicting changes, I decided to go with trunk version for everything except priorities and some library renaming. * In creator.c, there were various fixes and fixes for fixes related to the -w -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done differently. Since this is changed so much, and I don't think those fixes would be needed in 2.5, I've left them out. * Also in creator.c: there was code for a python bugfix where the screen was not initialized when running with -P. The code that initializes the screen there I had to disable, that can't work in 2.5 anymore but left it commented as a reminder. Further I had to disable some new function calls. using src/ and python/, as was done already in this branch, disabled function calls: * bpath.c: error reporting * BME_conversions.c: editmesh conversion functions. * SHD_dynamic: disabled almost completely, there is no python/. * KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled. * text.c: clipboard copy call. * object.c: OB_SUPPORT_MATERIAL. * DerivedMesh.c and subsurf_ccg, stipple_quarttone. Still to be done: * Go over files and functions that were moved to a different location but could still use changes that were done in trunk.
2008-11-12 21:16:53 +00:00
if (main->versionfile < 248 || (main->versionfile == 248 && main->subversionfile < 2)) {
Scene *sce;
/* Note, these will need to be added for painting */
for (sce= main->scene.first; sce; sce= sce->id.next) {
sce->toolsettings->imapaint.seam_bleed = 2;
sce->toolsettings->imapaint.normal_angle = 80;
2009-02-23 21:00:42 +00:00
/* initialize skeleton generation toolsettings */
sce->toolsettings->skgen_resolution = 250;
sce->toolsettings->skgen_threshold_internal = 0.1f;
sce->toolsettings->skgen_threshold_external = 0.1f;
sce->toolsettings->skgen_angle_limit = 30.0f;
sce->toolsettings->skgen_length_ratio = 1.3f;
sce->toolsettings->skgen_length_limit = 1.5f;
sce->toolsettings->skgen_correlation_limit = 0.98f;
sce->toolsettings->skgen_symmetry_limit = 0.1f;
sce->toolsettings->skgen_postpro = SKGEN_SMOOTH;
sce->toolsettings->skgen_postpro_passes = 3;
sce->toolsettings->skgen_options = SKGEN_FILTER_INTERNAL|SKGEN_FILTER_EXTERNAL|SKGEN_FILTER_SMART|SKGEN_SUB_CORRELATION|SKGEN_HARMONIC;
sce->toolsettings->skgen_subdivisions[0] = SKGEN_SUB_CORRELATION;
sce->toolsettings->skgen_subdivisions[1] = SKGEN_SUB_LENGTH;
sce->toolsettings->skgen_subdivisions[2] = SKGEN_SUB_ANGLE;
sce->toolsettings->skgen_retarget_angle_weight = 1.0f;
sce->toolsettings->skgen_retarget_length_weight = 1.0f;
sce->toolsettings->skgen_retarget_distance_weight = 1.0f;
/* Skeleton Sketching */
sce->toolsettings->bone_sketching = 0;
sce->toolsettings->skgen_retarget_roll = SK_RETARGET_ROLL_VIEW;
}
}
if (main->versionfile < 248 || (main->versionfile == 248 && main->subversionfile < 3)) {
bScreen *sc;
/* adjust default settings for Animation Editors */
for (sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa;
for (sa= sc->areabase.first; sa; sa= sa->next) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
switch (sl->spacetype) {
case SPACE_ACTION:
{
SpaceAction *sact= (SpaceAction *)sl;
sact->mode= SACTCONT_DOPESHEET;
sact->autosnap= SACTSNAP_FRAME;
}
break;
case SPACE_IPO:
{
SpaceIpo *sipo= (SpaceIpo *)sl;
sipo->autosnap= SACTSNAP_FRAME;
}
break;
case SPACE_NLA:
{
SpaceNla *snla= (SpaceNla *)sl;
snla->autosnap= SACTSNAP_FRAME;
}
break;
}
}
}
}
}
if (main->versionfile < 248 || (main->versionfile == 248 && main->subversionfile < 3)) {
Object *ob;
/* Adjustments needed after Bullets update */
for(ob = main->object.first; ob; ob= ob->id.next) {
ob->damping *= 0.635f;
ob->rdamping = 0.1f + (0.8f * ob->rdamping);
}
}
if (main->versionfile < 248 || (main->versionfile == 248 && main->subversionfile < 4)) {
Scene *sce;
World *wrld;
/* Dome (Fisheye) default parameters */
for (sce= main->scene.first; sce; sce= sce->id.next) {
sce->r.domeangle = 180;
sce->r.domemode = 1;
sce->r.domeres = 4;
sce->r.domeresbuf = 1.0f;
sce->r.dometilt = 0;
}
/* DBVT culling by default */
for(wrld=main->world.first; wrld; wrld= wrld->id.next) {
wrld->mode |= WO_DBVT_CULLING;
wrld->occlusionRes = 128;
}
}
if (main->versionfile < 248 || (main->versionfile == 248 && main->subversionfile < 5)) {
Object *ob;
World *wrld;
for(ob = main->object.first; ob; ob= ob->id.next) {
ob->m_contactProcessingThreshold = 1.; //pad3 is used for m_contactProcessingThreshold
if(ob->parent) {
/* check if top parent has compound shape set and if yes, set this object
to compound shaper as well (was the behaviour before, now it's optional) */
Object *parent= newlibadr(fd, lib, ob->parent);
while (parent && parent != ob && parent->parent != NULL) {
parent = newlibadr(fd, lib, parent->parent);
}
if(parent) {
if (parent->gameflag & OB_CHILD)
ob->gameflag |= OB_CHILD;
}
}
}
for(wrld=main->world.first; wrld; wrld= wrld->id.next) {
wrld->ticrate = 60;
wrld->maxlogicstep = 5;
wrld->physubstep = 1;
wrld->maxphystep = 5;
}
}
if (main->versionfile < 249) {
Scene *sce;
for (sce= main->scene.first; sce; sce= sce->id.next)
sce->r.renderer= 0;
}
// correct introduce of seed for wind force
if (main->versionfile < 249 && main->subversionfile < 1) {
Object *ob;
for(ob = main->object.first; ob; ob= ob->id.next) {
if(ob->pd)
ob->pd->seed = ((unsigned int)(ceil(PIL_check_seconds_timer()))+1) % 128;
}
}
if (main->versionfile < 249 && main->subversionfile < 2) {
Scene *sce= main->scene.first;
Sequence *seq;
Editing *ed;
while(sce) {
ed= sce->ed;
if(ed) {
SEQP_BEGIN(ed, seq) {
if (seq->strip && seq->strip->proxy){
if (sce->r.size != 100.0) {
seq->strip->proxy->size
= sce->r.size;
} else {
seq->strip->proxy->size = 25;
}
seq->strip->proxy->quality =90;
}
}
SEQ_END
}
sce= sce->id.next;
}
}
if (main->versionfile < 250) {
bScreen *screen;
Scene *scene;
Base *base;
Material *ma;
Camera *cam;
Mesh *me;
Curve *cu;
Scene *sce;
Tex *tx;
ParticleSettings *part;
Object *ob;
//PTCacheID *pid;
//ListBase pidlist;
bSound *sound;
Sequence *seq;
bActuator *act;
int a;
for(sound = main->sound.first; sound; sound = sound->id.next)
{
if(sound->newpackedfile)
{
sound->packedfile = sound->newpackedfile;
sound->newpackedfile = NULL;
}
}
for(ob = main->object.first; ob; ob= ob->id.next) {
for(act= ob->actuators.first; act; act= act->next) {
if (act->type == ACT_SOUND) {
bSoundActuator *sAct = (bSoundActuator*) act->data;
if(sAct->sound)
{
sound = newlibadr(fd, lib, sAct->sound);
sAct->flag = sound->flags & SOUND_FLAGS_3D ? ACT_SND_3D_SOUND : 0;
sAct->pitch = sound->pitch;
sAct->volume = sound->volume;
sAct->sound3D.reference_distance = sound->distance;
sAct->sound3D.max_gain = sound->max_gain;
sAct->sound3D.min_gain = sound->min_gain;
sAct->sound3D.rolloff_factor = sound->attenuation;
}
else
{
sAct->sound3D.reference_distance = 1.0f;
sAct->volume = 1.0f;
sAct->sound3D.max_gain = 1.0f;
sAct->sound3D.rolloff_factor = 1.0f;
}
sAct->sound3D.cone_inner_angle = 360.0f;
sAct->sound3D.cone_outer_angle = 360.0f;
sAct->sound3D.max_distance = FLT_MAX;
}
}
}
for(scene = main->scene.first; scene; scene = scene->id.next)
{
if(scene->ed && scene->ed->seqbasep)
{
for(seq = scene->ed->seqbasep->first; seq; seq = seq->next)
{
if(seq->type == SEQ_HD_SOUND)
{
char str[FILE_MAX];
BLI_join_dirfile(str, sizeof(str), seq->strip->dir, seq->strip->stripdata->name);
BLI_path_abs(str, main->name);
seq->sound = sound_new_file(main, str);
}
/* don't know, if anybody used that
this way, but just in case, upgrade
to new way... */
if((seq->flag & SEQ_USE_PROXY_CUSTOM_FILE) &&
!(seq->flag & SEQ_USE_PROXY_CUSTOM_DIR))
{
snprintf(seq->strip->proxy->dir,
FILE_MAXDIR, "%s/BL_proxy",
seq->strip->dir);
}
}
}
}
for(screen= main->screen.first; screen; screen= screen->id.next) {
do_versions_windowmanager_2_50(screen);
do_versions_gpencil_2_50(main, screen);
}
/* shader, composit and texture node trees have id.name empty, put something in
* to have them show in RNA viewer and accessible otherwise.
*/
for(ma= main->mat.first; ma; ma= ma->id.next) {
if(ma->nodetree && strlen(ma->nodetree->id.name)==0)
strcpy(ma->nodetree->id.name, "NTShader Nodetree");
/* which_output 0 is now "not specified" */
for(a=0; a<MAX_MTEX; a++) {
if(ma->mtex[a]) {
tx= newlibadr(fd, lib, ma->mtex[a]->tex);
if(tx && tx->use_nodes)
ma->mtex[a]->which_output++;
}
}
}
/* and composit trees */
for(sce= main->scene.first; sce; sce= sce->id.next) {
if(sce->nodetree && strlen(sce->nodetree->id.name)==0)
strcpy(sce->nodetree->id.name, "NTCompositing Nodetree");
/* move to cameras */
if(sce->r.mode & R_PANORAMA) {
for(base=sce->base.first; base; base=base->next) {
ob= newlibadr(fd, lib, base->object);
if(ob->type == OB_CAMERA && !ob->id.lib) {
cam= newlibadr(fd, lib, ob->data);
cam->flag |= CAM_PANORAMA;
}
}
sce->r.mode &= ~R_PANORAMA;
}
}
/* and texture trees */
for(tx= main->tex.first; tx; tx= tx->id.next) {
bNode *node;
if(tx->nodetree) {
if(strlen(tx->nodetree->id.name)==0)
strcpy(tx->nodetree->id.name, "NTTexture Nodetree");
/* which_output 0 is now "not specified" */
for(node=tx->nodetree->nodes.first; node; node=node->next)
if(node->type == TEX_NODE_OUTPUT)
node->custom1++;
}
}
/* copy standard draw flag to meshes(used to be global, is not available here) */
for(me= main->mesh.first; me; me= me->id.next) {
me->drawflag= ME_DRAWEDGES|ME_DRAWFACES|ME_DRAWCREASES;
}
/* particle draw and render types */
for(part= main->particle.first; part; part= part->id.next) {
if(part->draw_as) {
if(part->draw_as == PART_DRAW_DOT) {
part->ren_as = PART_DRAW_HALO;
part->draw_as = PART_DRAW_REND;
}
else if(part->draw_as <= PART_DRAW_AXIS) {
part->ren_as = PART_DRAW_HALO;
}
else {
part->ren_as = part->draw_as;
part->draw_as = PART_DRAW_REND;
}
}
A bunch of fun stuff now possible because of new pointcache code: * Baked normal particles can now use the "Path" visualization. * Path "max length" & "abs length" are now history: - New option to set path start & end times + random variation to length. - Much more flexible (and calculated better) than previous options. - This works with parents, children, hair & normal particles unlike old length option. - Only known issue for now is that children from faces don't get calculated correctly when using path start time. * New option "trails" for "halo", "line" and "billboard" visualizations: - Draws user controllable number of particle instances along particles path backwards from current position. - Works with children too for cool/weird visualizations that weren't possible before. * Normal particle children's velocities are now approximated better when needed so that "line" visualization trails will look nice. * New particle instance modifier options: - "path"-option works better and has controllable (max)position along path (with random variation possible). - "keep shape"-option for hair, keyed, or baked particles allows to place the instances to a single point (with random variation possible) along particle path. - "axis" option to make rotation handling better (still not perfect, but will have to do for now). Some fixes & cleanup done along the way: * Random path length didn't work for non-child particles. * Cached & unborn particles weren't reset to emit locations. * Particle numbers weren't drawn in the correct place. * Setting proper render & draw visualizations was lost somewhere when initializing new particle settings. * Changing child mode wasn't working correctly. * Some cleanup & modularization of particle child effector code and particle drawing & rendering code. * Object & group visualizations didn't work. * Child simplification didn't work.
2009-07-04 03:50:12 +00:00
part->path_end = 1.0f;
part->clength = 1.0f;
}
/* set old pointcaches to have disk cache flag */
for(ob = main->object.first; ob; ob= ob->id.next) {
//BKE_ptcache_ids_from_object(&pidlist, ob);
Pointcache refresh part 2 * Based on what happens during simulation the cache is marked (also in cache panel, this could possibly be extended to 3d view as well) as: - exact (not marked) - outdated (simulation is not done completely with current settings) - non-exact (frames were skipped during simulation) * The parameter "cache step" effects the number of frames between saved cache frames. - This can save a lot of memory (or disk space) if absolutely frame accurate simulation is not required. - Speeds up the "quick caching" very much. - Frames between cached frames are interpolated from the cached frames. - Current default value of 10 frames works nicely with up/down-arrows (skip 10 frames forwards/backwards on timeline), but can be changed if wanted. * The caching can work in normal or "quick" mode: [Normal cache] - Basic: Calculate what even happens (settings change, big frame steps etc.) and cache results, if possible try to use "cache step" when saving cache frames. - Becomes non-exact: After larger than 1 frame steps. - Becomes outdated: After any change effecting the simulation other than frame steps. - Pros/cons: Freedom of doing anything and playing with particles, but exact results have to calculated from the beginning. [Quick cache] - Basic: Calculate simulation up to current frame automatically on changes with cache step sized jumps in simulation. With multiple "quick cached" simulations the smallest cache step is used. - Becomes non-exact: Always from frame 1 (unless cache step = 1). - Becomes outdated: Never. - Pros/cons: Not very accurate, but super fast! - Todo: Transform of any animated (non-autokeyed) object is locked! Probably needs some tinkering with anim sys overrides. * The simulation can be run forwards or backwards even if it's cache is outdated or non-exact, the following rules apply in these situations: - step forwards (to unknown) -> simulate from last exact frame, store result - step backwards (to known) -> result is interpolated from existing frames, store result, clear cache forwards if current frame is after last exact frame * "Calculate to current frame" runs the simulation from start to current frame with a frame steps of 1. - Baking does the same, but runs the simulation all the way to the end of simulation. - Rendering does this automatically if the simulation is outdated of non-exact, so all rendered simulations will always be updated and exact. * Every cache panel also holds buttons to "Bake all dynamics", "Free all dynamics" and "Update all dynamics to current frame". * Cloth simulation supports the new cache too.
2009-06-27 15:28:58 +00:00
//for(pid=pidlist.first; pid; pid=pid->next)
// pid->cache->flag |= PTCACHE_DISK_CACHE;
//BLI_freelistN(&pidlist);
}
/* type was a mixed flag & enum. move the 2d flag elsewhere */
for(cu = main->curve.first; cu; cu= cu->id.next) {
Nurb *nu;
for(nu= cu->nurb.first; nu; nu= nu->next) {
nu->flag |= (nu->type & CU_2D);
nu->type &= CU_TYPE;
}
}
}
if (main->versionfile < 250 || (main->versionfile == 250 && main->subversionfile < 1)) {
Object *ob;
Material *ma;
Tex *tex;
Scene *sce;
ToolSettings *ts;
//PTCacheID *pid;
//ListBase pidlist;
for(ob = main->object.first; ob; ob = ob->id.next) {
//BKE_ptcache_ids_from_object(&pidlist, ob);
New point cache file format: - HEADER (beginning of each file) * general header: + 8 char: "BPHYSICS" + 1 int: simulation type (same as PTCacheID->type) * custom header (same for sb, particles and cloth, but can be different for new dynamics) + 1 int: totpoint (number of points) + 1 int: data_types (bit flags for what the stored data is) - DATA (directly after header) *totpoint times the data as specified in data_types flags - simulation type soft body = 0, particles = 1, cloth = 2 - data types (more can be added easily when needed) data flag contains ---------------------------------------- index (1<<0) 1 int (index of current point) location (1<<1) 3 float velocity (1<<2) 3 float rotation (1<<3) 4 float (quaternion) avelocity (1<<4) 3 float (used for particles) xconst (1<<4) 3 float (used for cloth) size (1<<5) 1 float times (1<<6) 3 float (birth, die & lifetime of particle) boids (1<<7) 1 BoidData Notes: - Every frame is not nescessary since data is interpolated for the inbetween frames. - For now every point is needed for every cached frame, the "index" data type is reserved for future usage. - For loading external particle caches only "location" data is necessary, other needed values are determined from the given data. - Non-dynamic data should be written into an info file if external usage is desired. * Info file is named as normal cache files, but with frame number 0; * "Non-dynamic" means data such as particle times. * Written automatically when baking to disk so basically a library of particle simulations should be possible. - Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend. - External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui. Other changes: - Multiple point caches per dynamics system. * In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used. * Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present. - Generalization of point cache baking etc operator & rna code. - Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
//for(pid=pidlist.first; pid; pid=pid->next) {
// if(pid->ptcaches->first == NULL)
// pid->ptcaches->first = pid->ptcaches->last = pid->cache;
//}
New point cache file format: - HEADER (beginning of each file) * general header: + 8 char: "BPHYSICS" + 1 int: simulation type (same as PTCacheID->type) * custom header (same for sb, particles and cloth, but can be different for new dynamics) + 1 int: totpoint (number of points) + 1 int: data_types (bit flags for what the stored data is) - DATA (directly after header) *totpoint times the data as specified in data_types flags - simulation type soft body = 0, particles = 1, cloth = 2 - data types (more can be added easily when needed) data flag contains ---------------------------------------- index (1<<0) 1 int (index of current point) location (1<<1) 3 float velocity (1<<2) 3 float rotation (1<<3) 4 float (quaternion) avelocity (1<<4) 3 float (used for particles) xconst (1<<4) 3 float (used for cloth) size (1<<5) 1 float times (1<<6) 3 float (birth, die & lifetime of particle) boids (1<<7) 1 BoidData Notes: - Every frame is not nescessary since data is interpolated for the inbetween frames. - For now every point is needed for every cached frame, the "index" data type is reserved for future usage. - For loading external particle caches only "location" data is necessary, other needed values are determined from the given data. - Non-dynamic data should be written into an info file if external usage is desired. * Info file is named as normal cache files, but with frame number 0; * "Non-dynamic" means data such as particle times. * Written automatically when baking to disk so basically a library of particle simulations should be possible. - Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend. - External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui. Other changes: - Multiple point caches per dynamics system. * In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used. * Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present. - Generalization of point cache baking etc operator & rna code. - Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
//BLI_freelistN(&pidlist);
if(ob->type == OB_MESH) {
Mesh *me = newlibadr(fd, lib, ob->data);
void *olddata = ob->data;
ob->data = me;
if(me && me->id.lib==NULL && me->mr && me->mr->level_count > 1) /* XXX - library meshes crash on loading most yoFrankie levels, the multires pointer gets invalid - Campbell */
multires_load_old(ob, me);
ob->data = olddata;
}
if(ob->totcol && ob->matbits == NULL) {
int a;
ob->matbits= MEM_callocN(sizeof(char)*ob->totcol, "ob->matbits");
for(a=0; a<ob->totcol; a++)
ob->matbits[a]= ob->colbits & (1<<a);
}
}
/* texture filter */
for(tex = main->tex.first; tex; tex = tex->id.next) {
if(tex->afmax == 0)
tex->afmax= 8;
}
for(ma = main->mat.first; ma; ma = ma->id.next) {
int a;
if(ma->mode & MA_WIRE) {
ma->material_type= MA_TYPE_WIRE;
ma->mode &= ~MA_WIRE;
}
if(ma->mode & MA_HALO) {
ma->material_type= MA_TYPE_HALO;
ma->mode &= ~MA_HALO;
}
if(ma->mode & (MA_ZTRANSP|MA_RAYTRANSP)) {
ma->mode |= MA_TRANSP;
}
else {
ma->mode |= MA_ZTRANSP;
ma->mode &= ~MA_TRANSP;
}
/* set new bump for unused slots */
for(a=0; a<MAX_MTEX; a++) {
if(ma->mtex[a]) {
tex= ma->mtex[a]->tex;
if(!tex) {
ma->mtex[a]->texflag |= MTEX_3TAP_BUMP;
ma->mtex[a]->texflag |= MTEX_BUMP_OBJECTSPACE;
} else {
tex= (Tex*)newlibadr(fd, ma->id.lib, tex);
if(tex && tex->type == 0) { /* invalid type */
ma->mtex[a]->texflag |= MTEX_3TAP_BUMP;
ma->mtex[a]->texflag |= MTEX_BUMP_OBJECTSPACE;
}
}
}
}
/* volume rendering settings */
2009-08-17 22:09:36 +00:00
if (ma->vol.stepsize < 0.0001f) {
ma->vol.density = 1.0f;
ma->vol.emission = 0.0f;
ma->vol.scattering = 1.0f;
ma->vol.emission_col[0] = ma->vol.emission_col[1] = ma->vol.emission_col[2] = 1.0f;
ma->vol.density_scale = 1.0f;
ma->vol.depth_cutoff = 0.01f;
ma->vol.stepsize_type = MA_VOL_STEP_RANDOMIZED;
ma->vol.stepsize = 0.2f;
ma->vol.shade_type = MA_VOL_SHADE_SHADED;
2009-08-17 22:09:36 +00:00
ma->vol.shadeflag |= MA_VOL_PRECACHESHADING;
ma->vol.precache_resolution = 50;
}
}
for(sce = main->scene.first; sce; sce = sce->id.next) {
ts= sce->toolsettings;
if(ts->normalsize == 0.0f || !ts->uv_selectmode || ts->vgroup_weight == 0.0f) {
ts->normalsize= 0.1f;
ts->selectmode= SCE_SELECT_VERTEX;
/* autokeying - setting should be taken from the user-prefs
* but the userprefs version may not have correct flags set
* (i.e. will result in blank box when enabled)
*/
ts->autokey_mode= U.autokey_mode;
if (ts->autokey_mode == 0)
ts->autokey_mode= 2; /* 'add/replace' but not on */
ts->uv_selectmode= UV_SELECT_VERTEX;
ts->vgroup_weight= 1.0f;
}
/* Game Settings */
//Dome
sce->gm.dome.angle = sce->r.domeangle;
sce->gm.dome.mode = sce->r.domemode;
sce->gm.dome.res = sce->r.domeres;
sce->gm.dome.resbuf = sce->r.domeresbuf;
sce->gm.dome.tilt = sce->r.dometilt;
sce->gm.dome.warptext = sce->r.dometext;
//Stand Alone
sce->gm.fullscreen = sce->r.fullscreen;
sce->gm.xplay = sce->r.xplay;
sce->gm.yplay = sce->r.yplay;
sce->gm.freqplay = sce->r.freqplay;
sce->gm.depth = sce->r.depth;
sce->gm.attrib = sce->r.attrib;
//Stereo
sce->gm.xsch = sce->r.xsch;
sce->gm.ysch = sce->r.ysch;
sce->gm.stereomode = sce->r.stereomode;
/* reassigning stereomode NO_STEREO and DOME to a separeted flag*/
if (sce->gm.stereomode == 1){ //1 = STEREO_NOSTEREO
sce->gm.stereoflag = STEREO_NOSTEREO;
sce->gm.stereomode = STEREO_ANAGLYPH;
}
else if(sce->gm.stereomode == 8){ //8 = STEREO_DOME
sce->gm.stereoflag = STEREO_DOME;
sce->gm.stereomode = STEREO_ANAGLYPH;
}
else
sce->gm.stereoflag = STEREO_ENABLED;
//Framing
sce->gm.framing = sce->framing;
sce->gm.xplay = sce->r.xplay;
sce->gm.yplay = sce->r.yplay;
sce->gm.freqplay= sce->r.freqplay;
sce->gm.depth= sce->r.depth;
//Physic (previously stored in world)
sce->gm.gravity =9.8f;
sce->gm.physicsEngine= WOPHY_BULLET;// Bullet by default
sce->gm.mode = WO_DBVT_CULLING; // DBVT culling by default
sce->gm.occlusionRes = 128;
sce->gm.ticrate = 60;
sce->gm.maxlogicstep = 5;
sce->gm.physubstep = 1;
sce->gm.maxphystep = 5;
}
}
if (main->versionfile < 250 || (main->versionfile == 250 && main->subversionfile < 2)) {
Scene *sce;
Object *ob;
for(sce = main->scene.first; sce; sce = sce->id.next) {
if(fd->fileflags & G_FILE_ENABLE_ALL_FRAMES)
sce->gm.flag |= GAME_ENABLE_ALL_FRAMES;
if(fd->fileflags & G_FILE_SHOW_DEBUG_PROPS)
sce->gm.flag |= GAME_SHOW_DEBUG_PROPS;
if(fd->fileflags & G_FILE_SHOW_FRAMERATE)
sce->gm.flag |= GAME_SHOW_FRAMERATE;
if(fd->fileflags & G_FILE_SHOW_PHYSICS)
sce->gm.flag |= GAME_SHOW_PHYSICS;
if(fd->fileflags & G_FILE_GLSL_NO_SHADOWS)
sce->gm.flag |= GAME_GLSL_NO_SHADOWS;
if(fd->fileflags & G_FILE_GLSL_NO_SHADERS)
sce->gm.flag |= GAME_GLSL_NO_SHADERS;
if(fd->fileflags & G_FILE_GLSL_NO_RAMPS)
sce->gm.flag |= GAME_GLSL_NO_RAMPS;
if(fd->fileflags & G_FILE_GLSL_NO_NODES)
sce->gm.flag |= GAME_GLSL_NO_NODES;
if(fd->fileflags & G_FILE_GLSL_NO_EXTRA_TEX)
sce->gm.flag |= GAME_GLSL_NO_EXTRA_TEX;
if(fd->fileflags & G_FILE_IGNORE_DEPRECATION_WARNINGS)
sce->gm.flag |= GAME_IGNORE_DEPRECATION_WARNINGS;
if(fd->fileflags & G_FILE_GAME_MAT_GLSL)
sce->gm.matmode= GAME_MAT_GLSL;
else if(fd->fileflags & G_FILE_GAME_MAT)
sce->gm.matmode= GAME_MAT_MULTITEX;
else
sce->gm.matmode= GAME_MAT_TEXFACE;
sce->gm.flag |= GAME_DISPLAY_LISTS;
}
for(ob = main->object.first; ob; ob = ob->id.next) {
if(ob->flag & 8192) // OB_POSEMODE = 8192
ob->mode |= OB_MODE_POSE;
}
}
if (main->versionfile < 250 || (main->versionfile == 250 && main->subversionfile < 4)) {
Scene *sce;
Object *ob;
Rework of volume shading After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later...
2009-09-29 22:01:32 +00:00
Material *ma;
Lamp *la;
World *wo;
Rework of volume shading After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later...
2009-09-29 22:01:32 +00:00
Tex *tex;
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
ParticleSettings *part;
int do_gravity = 0;
for(sce = main->scene.first; sce; sce = sce->id.next)
if(sce->unit.scale_length == 0.0f)
sce->unit.scale_length= 1.0f;
for(ob = main->object.first; ob; ob = ob->id.next) {
/* fluid-sim stuff */
FluidsimModifierData *fluidmd = (FluidsimModifierData *)modifiers_findByType(ob, eModifierType_Fluidsim);
if (fluidmd) fluidmd->fss->fmd = fluidmd;
/* rotation modes were added, but old objects would now default to being 'quaternion based' */
ob->rotmode= ROT_MODE_EUL;
}
Rework of volume shading After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later...
2009-09-29 22:01:32 +00:00
for(ma = main->mat.first; ma; ma=ma->id.next) {
if(ma->vol.reflection == 0.f) {
Rework of volume shading After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later...
2009-09-29 22:01:32 +00:00
ma->vol.reflection = 1.f;
ma->vol.transmission_col[0] = ma->vol.transmission_col[1] = ma->vol.transmission_col[2] = 1.0f;
ma->vol.reflection_col[0] = ma->vol.reflection_col[1] = ma->vol.reflection_col[2] = 1.0f;
}
do_version_mtex_factor_2_50(ma->mtex, ID_MA);
Rework of volume shading After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later...
2009-09-29 22:01:32 +00:00
}
for(la = main->lamp.first; la; la=la->id.next)
do_version_mtex_factor_2_50(la->mtex, ID_LA);
for(wo = main->world.first; wo; wo=wo->id.next)
do_version_mtex_factor_2_50(wo->mtex, ID_WO);
for(tex = main->tex.first; tex; tex=tex->id.next)
if(tex->vd)
if(tex->vd->extend == 0)
tex->vd->extend = TEX_CLIP;
Rework of volume shading After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later...
2009-09-29 22:01:32 +00:00
for(sce= main->scene.first; sce; sce= sce->id.next)
{
if(sce->audio.main == 0.0f)
sce->audio.main = 1.0f;
sce->r.ffcodecdata.audio_mixrate = sce->audio.mixrate;
sce->r.ffcodecdata.audio_volume = sce->audio.main;
sce->audio.distance_model = 2;
sce->audio.doppler_factor = 1.0f;
sce->audio.speed_of_sound = 343.3f;
}
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
/* Add default gravity to scenes */
for(sce= main->scene.first; sce; sce= sce->id.next) {
if((sce->physics_settings.flag & PHYS_GLOBAL_GRAVITY) == 0
&& len_v3(sce->physics_settings.gravity) == 0.0f) {
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
sce->physics_settings.gravity[0] = sce->physics_settings.gravity[1] = 0.0f;
sce->physics_settings.gravity[2] = -9.81f;
sce->physics_settings.flag = PHYS_GLOBAL_GRAVITY;
do_gravity = 1;
}
}
/* Assign proper global gravity weights for dynamics (only z-coordinate is taken into account) */
if(do_gravity) for(part= main->particle.first; part; part= part->id.next)
part->effector_weights->global_gravity = part->acc[2]/-9.81f;
for(ob = main->object.first; ob; ob = ob->id.next) {
ModifierData *md;
if(do_gravity) {
for(md= ob->modifiers.first; md; md= md->next) {
ClothModifierData *clmd = (ClothModifierData *)modifiers_findByType(ob, eModifierType_Cloth);
if(clmd)
clmd->sim_parms->effector_weights->global_gravity = clmd->sim_parms->gravity[2]/-9.81f;
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
}
if(ob->soft)
ob->soft->effector_weights->global_gravity = ob->soft->grav/9.81f;
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
}
/* Normal wind shape is plane */
if(ob->pd) {
if(ob->pd->forcefield == PFIELD_WIND)
ob->pd->shape = PFIELD_SHAPE_PLANE;
if(ob->pd->flag & PFIELD_PLANAR)
ob->pd->shape = PFIELD_SHAPE_PLANE;
else if(ob->pd->flag & PFIELD_SURFACE)
ob->pd->shape = PFIELD_SHAPE_SURFACE;
ob->pd->flag |= PFIELD_DO_LOCATION;
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
}
}
}
if (main->versionfile < 250 || (main->versionfile == 250 && main->subversionfile < 6)) {
Object *ob;
Lamp *la;
/* New variables for axis-angle rotations and/or quaternion rotations were added, and need proper initialisation */
for (ob= main->object.first; ob; ob= ob->id.next) {
/* new variables for all objects */
ob->quat[0]= 1.0f;
ob->rotAxis[1]= 1.0f;
/* bones */
if (ob->pose) {
bPoseChannel *pchan;
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
/* just need to initalise rotation axis properly... */
pchan->rotAxis[1]= 1.0f;
}
}
}
for(la = main->lamp.first; la; la=la->id.next)
la->compressthresh= 0.05f;
}
if (main->versionfile < 250 || (main->versionfile == 250 && main->subversionfile < 7)) {
Mesh *me;
Nurb *nu;
Lattice *lt;
Curve *cu;
Key *key;
float *data;
int a, tot;
/* shape keys are no longer applied to the mesh itself, but rather
to the derivedmesh/displist, so here we ensure that the basis
shape key is always set in the mesh coordinates. */
for(me= main->mesh.first; me; me= me->id.next) {
if((key = newlibadr(fd, lib, me->key)) && key->refkey) {
data= key->refkey->data;
tot= MIN2(me->totvert, key->refkey->totelem);
for(a=0; a<tot; a++, data+=3)
VECCOPY(me->mvert[a].co, data)
}
}
for(lt= main->latt.first; lt; lt= lt->id.next) {
if((key = newlibadr(fd, lib, lt->key)) && key->refkey) {
data= key->refkey->data;
tot= MIN2(lt->pntsu*lt->pntsv*lt->pntsw, key->refkey->totelem);
for(a=0; a<tot; a++, data+=3)
VECCOPY(lt->def[a].vec, data)
}
}
for(cu= main->curve.first; cu; cu= cu->id.next) {
if((key = newlibadr(fd, lib, cu->key)) && key->refkey) {
data= key->refkey->data;
for(nu=cu->nurb.first; nu; nu=nu->next) {
if(nu->bezt) {
BezTriple *bezt = nu->bezt;
for(a=0; a<nu->pntsu; a++, bezt++) {
VECCOPY(bezt->vec[0], data); data+=3;
VECCOPY(bezt->vec[1], data); data+=3;
VECCOPY(bezt->vec[2], data); data+=3;
bezt->alfa= *data; data++;
}
}
else if(nu->bp) {
BPoint *bp = nu->bp;
for(a=0; a<nu->pntsu*nu->pntsv; a++, bp++) {
VECCOPY(bp->vec, data); data+=3;
bp->alfa= *data; data++;
}
}
}
}
}
}
Changes to Color Management After testing and feedback, I've decided to slightly modify the way color management works internally. While the previous method worked well for rendering, was a smaller transition and had some advantages over this new method, it was a bit more ambiguous, and was making things difficult for other areas such as compositing. This implementation now considers all color data (with only a couple of exceptions such as brush colors) to be stored in linear RGB color space, rather than sRGB as previously. This brings it in line with Nuke, which also operates this way, quite successfully. Color swatches, pickers, color ramp display are now gamma corrected to display gamma so you can see what you're doing, but the numbers themselves are considered linear. This makes understanding blending modes more clear (a 0.5 value on overlay will not change the result now) as well as making color swatches act more predictably in the compositor, however bringing over color values from applications like photoshop or gimp, that operate in a gamma space, will give identical results. This commit will convert over existing files saved by earlier 2.5 versions to work generally the same, though there may be some slight differences with things like textures. Now that we're set on changing other areas of shading, this won't be too disruptive overall. I've made a diagram explaining the pipeline here: http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png and some docs here: http://www.blender.org/development/release-logs/blender-250/color-management/
2009-12-02 07:56:34 +00:00
if (main->versionfile < 250 || (main->versionfile == 250 && main->subversionfile < 8))
{
{
Scene *sce= main->scene.first;
while(sce) {
if(sce->r.frame_step==0)
sce->r.frame_step= 1;
if (sce->r.mblur_samples==0)
sce->r.mblur_samples = sce->r.osa;
if (sce->ed && sce->ed->seqbase.first) {
do_versions_seq_unique_name_all_strips(
sce, &sce->ed->seqbase);
}
sce= sce->id.next;
}
}
{
/* ensure all nodes have unique names */
bNodeTree *ntree= main->nodetree.first;
while(ntree) {
bNode *node=ntree->nodes.first;
while(node) {
nodeUniqueName(ntree, node);
node= node->next;
}
ntree= ntree->id.next;
}
}
{
Object *ob=main->object.first;
while (ob) {
/* shaded mode disabled for now */
if (ob->dt == OB_SHADED) ob->dt = OB_TEXTURE;
ob=ob->id.next;
}
}
Changes to Color Management After testing and feedback, I've decided to slightly modify the way color management works internally. While the previous method worked well for rendering, was a smaller transition and had some advantages over this new method, it was a bit more ambiguous, and was making things difficult for other areas such as compositing. This implementation now considers all color data (with only a couple of exceptions such as brush colors) to be stored in linear RGB color space, rather than sRGB as previously. This brings it in line with Nuke, which also operates this way, quite successfully. Color swatches, pickers, color ramp display are now gamma corrected to display gamma so you can see what you're doing, but the numbers themselves are considered linear. This makes understanding blending modes more clear (a 0.5 value on overlay will not change the result now) as well as making color swatches act more predictably in the compositor, however bringing over color values from applications like photoshop or gimp, that operate in a gamma space, will give identical results. This commit will convert over existing files saved by earlier 2.5 versions to work generally the same, though there may be some slight differences with things like textures. Now that we're set on changing other areas of shading, this won't be too disruptive overall. I've made a diagram explaining the pipeline here: http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png and some docs here: http://www.blender.org/development/release-logs/blender-250/color-management/
2009-12-02 07:56:34 +00:00
{
bScreen *screen;
ScrArea *sa;
SpaceLink *sl;
for(screen= main->screen.first; screen; screen= screen->id.next) {
for(sa= screen->areabase.first; sa; sa= sa->next) {
for(sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->spacetype==SPACE_VIEW3D) {
View3D *v3d = (View3D *)sl;
if (v3d->drawtype == OB_SHADED) v3d->drawtype = OB_SOLID;
}
}
}
}
}
Changes to Color Management After testing and feedback, I've decided to slightly modify the way color management works internally. While the previous method worked well for rendering, was a smaller transition and had some advantages over this new method, it was a bit more ambiguous, and was making things difficult for other areas such as compositing. This implementation now considers all color data (with only a couple of exceptions such as brush colors) to be stored in linear RGB color space, rather than sRGB as previously. This brings it in line with Nuke, which also operates this way, quite successfully. Color swatches, pickers, color ramp display are now gamma corrected to display gamma so you can see what you're doing, but the numbers themselves are considered linear. This makes understanding blending modes more clear (a 0.5 value on overlay will not change the result now) as well as making color swatches act more predictably in the compositor, however bringing over color values from applications like photoshop or gimp, that operate in a gamma space, will give identical results. This commit will convert over existing files saved by earlier 2.5 versions to work generally the same, though there may be some slight differences with things like textures. Now that we're set on changing other areas of shading, this won't be too disruptive overall. I've made a diagram explaining the pipeline here: http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png and some docs here: http://www.blender.org/development/release-logs/blender-250/color-management/
2009-12-02 07:56:34 +00:00
/* only convert old 2.50 files with color management */
if (main->versionfile == 250) {
Scene *sce=main->scene.first;
Material *ma=main->mat.first;
World *wo=main->world.first;
Tex *tex=main->tex.first;
int i, convert=0;
Changes to Color Management After testing and feedback, I've decided to slightly modify the way color management works internally. While the previous method worked well for rendering, was a smaller transition and had some advantages over this new method, it was a bit more ambiguous, and was making things difficult for other areas such as compositing. This implementation now considers all color data (with only a couple of exceptions such as brush colors) to be stored in linear RGB color space, rather than sRGB as previously. This brings it in line with Nuke, which also operates this way, quite successfully. Color swatches, pickers, color ramp display are now gamma corrected to display gamma so you can see what you're doing, but the numbers themselves are considered linear. This makes understanding blending modes more clear (a 0.5 value on overlay will not change the result now) as well as making color swatches act more predictably in the compositor, however bringing over color values from applications like photoshop or gimp, that operate in a gamma space, will give identical results. This commit will convert over existing files saved by earlier 2.5 versions to work generally the same, though there may be some slight differences with things like textures. Now that we're set on changing other areas of shading, this won't be too disruptive overall. I've made a diagram explaining the pipeline here: http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png and some docs here: http://www.blender.org/development/release-logs/blender-250/color-management/
2009-12-02 07:56:34 +00:00
/* convert to new color management system:
while previously colors were stored as srgb,
now they are stored as linear internally,
with screen gamma correction in certain places in the UI. */
/* don't know what scene is active, so we'll convert if any scene has it enabled... */
while (sce) {
if(sce->r.color_mgt_flag & R_COLOR_MANAGEMENT)
convert=1;
sce=sce->id.next;
}
if (convert) {
while(ma) {
if (ma->ramp_col) {
ColorBand *band = (ColorBand *)ma->ramp_col;
for (i=0; i<band->tot; i++) {
CBData *data = band->data + i;
srgb_to_linearrgb_v3_v3(&data->r, &data->r);
}
}
if (ma->ramp_spec) {
ColorBand *band = (ColorBand *)ma->ramp_spec;
for (i=0; i<band->tot; i++) {
CBData *data = band->data + i;
srgb_to_linearrgb_v3_v3(&data->r, &data->r);
}
}
Changes to Color Management After testing and feedback, I've decided to slightly modify the way color management works internally. While the previous method worked well for rendering, was a smaller transition and had some advantages over this new method, it was a bit more ambiguous, and was making things difficult for other areas such as compositing. This implementation now considers all color data (with only a couple of exceptions such as brush colors) to be stored in linear RGB color space, rather than sRGB as previously. This brings it in line with Nuke, which also operates this way, quite successfully. Color swatches, pickers, color ramp display are now gamma corrected to display gamma so you can see what you're doing, but the numbers themselves are considered linear. This makes understanding blending modes more clear (a 0.5 value on overlay will not change the result now) as well as making color swatches act more predictably in the compositor, however bringing over color values from applications like photoshop or gimp, that operate in a gamma space, will give identical results. This commit will convert over existing files saved by earlier 2.5 versions to work generally the same, though there may be some slight differences with things like textures. Now that we're set on changing other areas of shading, this won't be too disruptive overall. I've made a diagram explaining the pipeline here: http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png and some docs here: http://www.blender.org/development/release-logs/blender-250/color-management/
2009-12-02 07:56:34 +00:00
srgb_to_linearrgb_v3_v3(&ma->r, &ma->r);
srgb_to_linearrgb_v3_v3(&ma->specr, &ma->specr);
srgb_to_linearrgb_v3_v3(&ma->mirr, &ma->mirr);
srgb_to_linearrgb_v3_v3(ma->sss_col, ma->sss_col);
ma=ma->id.next;
}
while(tex) {
if (tex->coba) {
ColorBand *band = (ColorBand *)tex->coba;
for (i=0; i<band->tot; i++) {
CBData *data = band->data + i;
srgb_to_linearrgb_v3_v3(&data->r, &data->r);
}
}
tex=tex->id.next;
}
Changes to Color Management After testing and feedback, I've decided to slightly modify the way color management works internally. While the previous method worked well for rendering, was a smaller transition and had some advantages over this new method, it was a bit more ambiguous, and was making things difficult for other areas such as compositing. This implementation now considers all color data (with only a couple of exceptions such as brush colors) to be stored in linear RGB color space, rather than sRGB as previously. This brings it in line with Nuke, which also operates this way, quite successfully. Color swatches, pickers, color ramp display are now gamma corrected to display gamma so you can see what you're doing, but the numbers themselves are considered linear. This makes understanding blending modes more clear (a 0.5 value on overlay will not change the result now) as well as making color swatches act more predictably in the compositor, however bringing over color values from applications like photoshop or gimp, that operate in a gamma space, will give identical results. This commit will convert over existing files saved by earlier 2.5 versions to work generally the same, though there may be some slight differences with things like textures. Now that we're set on changing other areas of shading, this won't be too disruptive overall. I've made a diagram explaining the pipeline here: http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png and some docs here: http://www.blender.org/development/release-logs/blender-250/color-management/
2009-12-02 07:56:34 +00:00
while(wo) {
srgb_to_linearrgb_v3_v3(&wo->ambr, &wo->ambr);
srgb_to_linearrgb_v3_v3(&wo->horr, &wo->horr);
srgb_to_linearrgb_v3_v3(&wo->zenr, &wo->zenr);
wo=wo->id.next;
}
}
}
}
Changes to Color Management After testing and feedback, I've decided to slightly modify the way color management works internally. While the previous method worked well for rendering, was a smaller transition and had some advantages over this new method, it was a bit more ambiguous, and was making things difficult for other areas such as compositing. This implementation now considers all color data (with only a couple of exceptions such as brush colors) to be stored in linear RGB color space, rather than sRGB as previously. This brings it in line with Nuke, which also operates this way, quite successfully. Color swatches, pickers, color ramp display are now gamma corrected to display gamma so you can see what you're doing, but the numbers themselves are considered linear. This makes understanding blending modes more clear (a 0.5 value on overlay will not change the result now) as well as making color swatches act more predictably in the compositor, however bringing over color values from applications like photoshop or gimp, that operate in a gamma space, will give identical results. This commit will convert over existing files saved by earlier 2.5 versions to work generally the same, though there may be some slight differences with things like textures. Now that we're set on changing other areas of shading, this won't be too disruptive overall. I've made a diagram explaining the pipeline here: http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png and some docs here: http://www.blender.org/development/release-logs/blender-250/color-management/
2009-12-02 07:56:34 +00:00
if (main->versionfile < 250 || (main->versionfile == 250 && main->subversionfile < 9))
{
Scene *sce;
Mesh *me;
Object *ob;
for(sce=main->scene.first; sce; sce=sce->id.next)
if(!sce->toolsettings->particle.selectmode)
sce->toolsettings->particle.selectmode= SCE_SELECT_PATH;
if (main->versionfile == 250 && main->subversionfile > 1) {
for(me=main->mesh.first; me; me=me->id.next)
multires_load_old_250(me);
for(ob=main->object.first; ob; ob=ob->id.next) {
MultiresModifierData *mmd = (MultiresModifierData *)modifiers_findByType(ob, eModifierType_Multires);
if(mmd) {
mmd->totlvl--;
mmd->lvl--;
mmd->sculptlvl= mmd->lvl;
mmd->renderlvl= mmd->lvl;
}
}
}
}
if (main->versionfile < 250 || (main->versionfile == 250 && main->subversionfile < 10))
{
Object *ob;
/* properly initialise hair clothsim data on old files */
for(ob = main->object.first; ob; ob = ob->id.next) {
ModifierData *md;
for(md= ob->modifiers.first; md; md= md->next) {
if (md->type == eModifierType_Cloth) {
ClothModifierData *clmd = (ClothModifierData *)md;
if (clmd->sim_parms->velocity_smooth < 0.01f)
clmd->sim_parms->velocity_smooth = 0.f;
}
}
}
}
/* fix bad area setup in subversion 10 */
if (main->versionfile == 250 && main->subversionfile == 10)
{
/* fix for new view type in sequencer */
bScreen *screen;
ScrArea *sa;
SpaceLink *sl;
/* remove all preview window in wrong spaces */
for(screen= main->screen.first; screen; screen= screen->id.next) {
for(sa= screen->areabase.first; sa; sa= sa->next) {
for(sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->spacetype!=SPACE_SEQ) {
ARegion *ar;
ListBase *regionbase;
if (sl == sa->spacedata.first) {
regionbase = &sa->regionbase;
} else {
regionbase = &sl->regionbase;
}
for( ar = regionbase->first; ar; ar = ar->next) {
if (ar->regiontype == RGN_TYPE_PREVIEW)
break;
}
if (ar && (ar->regiontype == RGN_TYPE_PREVIEW)) {
SpaceType *st= BKE_spacetype_from_id(SPACE_SEQ);
BKE_area_region_free(st, ar);
BLI_freelinkN(regionbase, ar);
}
}
}
}
}
}
if (main->versionfile < 250 || (main->versionfile == 250 && main->subversionfile < 11))
{
{
/* fix for new view type in sequencer */
bScreen *screen;
ScrArea *sa;
SpaceLink *sl;
for(screen= main->screen.first; screen; screen= screen->id.next) {
for(sa= screen->areabase.first; sa; sa= sa->next) {
for(sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->spacetype==SPACE_SEQ) {
ARegion *ar;
ARegion *ar_main;
ListBase *regionbase;
SpaceSeq *sseq = (SpaceSeq *)sl;
if (sl == sa->spacedata.first) {
regionbase = &sa->regionbase;
} else {
regionbase = &sl->regionbase;
}
if (sseq->view == 0) sseq->view = SEQ_VIEW_SEQUENCE;
if (sseq->mainb == 0) sseq->mainb = SEQ_DRAW_IMG_IMBUF;
ar_main = (ARegion*)regionbase->first;
for (; ar_main; ar_main = ar_main->next) {
if (ar_main->regiontype == RGN_TYPE_WINDOW)
break;
}
ar= MEM_callocN(sizeof(ARegion), "preview area for sequencer");
BLI_insertlinkbefore(regionbase, ar_main, ar);
sequencer_init_preview_region(ar);
}
}
}
}
}
}
if (main->versionfile < 250 || (main->versionfile == 250 && main->subversionfile < 12))
{
Scene *sce;
Object *ob;
Brush *brush;
Material *ma;
/* game engine changes */
for(sce = main->scene.first; sce; sce = sce->id.next) {
sce->gm.eyeseparation = 0.10f;
}
/* anim viz changes */
for (ob= main->object.first; ob; ob= ob->id.next) {
/* initialise object defaults */
animviz_settings_init(&ob->avs);
/* if armature, copy settings for pose from armature data
* performing initialisation where appropriate
*/
if (ob->pose && ob->data) {
bArmature *arm= newlibadr(fd, lib, ob->data);
if(arm) { /* XXX - why does this fail in some cases? */
bAnimVizSettings *avs= &ob->pose->avs;
/* ghosting settings ---------------- */
/* ranges */
avs->ghost_bc= avs->ghost_ac= arm->ghostep;
avs->ghost_sf= arm->ghostsf;
avs->ghost_ef= arm->ghostef;
if ((avs->ghost_sf == avs->ghost_ef) && (avs->ghost_sf == 0)) {
avs->ghost_sf= 1;
avs->ghost_ef= 100;
}
/* type */
if (arm->ghostep == 0)
avs->ghost_type= GHOST_TYPE_NONE;
else
avs->ghost_type= arm->ghosttype + 1;
/* stepsize */
avs->ghost_step= arm->ghostsize;
if (avs->ghost_step == 0)
avs->ghost_step= 1;
/* path settings --------------------- */
/* ranges */
avs->path_bc= arm->pathbc;
avs->path_ac= arm->pathac;
if ((avs->path_bc == avs->path_ac) && (avs->path_bc == 0))
avs->path_bc= avs->path_ac= 10;
avs->path_sf= arm->pathsf;
avs->path_ef= arm->pathef;
if ((avs->path_sf == avs->path_ef) && (avs->path_sf == 0)) {
avs->path_sf= 1;
avs->path_ef= 250;
}
/* flags */
if (arm->pathflag & ARM_PATH_FNUMS)
avs->path_viewflag |= MOTIONPATH_VIEW_FNUMS;
if (arm->pathflag & ARM_PATH_KFRAS)
avs->path_viewflag |= MOTIONPATH_VIEW_KFRAS;
if (arm->pathflag & ARM_PATH_KFNOS)
avs->path_viewflag |= MOTIONPATH_VIEW_KFNOS;
/* bake flags */
if (arm->pathflag & ARM_PATH_HEADS)
avs->path_bakeflag |= MOTIONPATH_BAKE_HEADS;
/* type */
if (arm->pathflag & ARM_PATH_ACFRA)
avs->path_type = MOTIONPATH_TYPE_ACFRA;
/* stepsize */
avs->path_step= arm->pathsize;
if (avs->path_step == 0)
avs->path_step= 1;
}
else
animviz_settings_init(&ob->pose->avs);
}
}
/* brush texture changes */
for (brush= main->brush.first; brush; brush= brush->id.next) {
default_mtex(&brush->mtex);
}
for (ma= main->mat.first; ma; ma= ma->id.next) {
if (ma->vol.ms_spread < 0.0001f) {
ma->vol.ms_spread = 0.2f;
ma->vol.ms_diff = 1.f;
ma->vol.ms_intensity = 1.f;
}
}
}
if (main->versionfile < 250 || (main->versionfile == 250 && main->subversionfile < 13)) {
/* NOTE: if you do more conversion, be sure to do it outside of this and
increase subversion again, otherwise it will not be correct */
Object *ob;
/* convert degrees to radians for internal use */
for (ob=main->object.first; ob; ob=ob->id.next) {
bPoseChannel *pchan;
do_version_constraints_radians_degrees_250(&ob->constraints);
if (ob->pose) {
for (pchan=ob->pose->chanbase.first; pchan; pchan=pchan->next) {
pchan->limitmin[0] *= (float)(M_PI/180.0);
pchan->limitmin[1] *= (float)(M_PI/180.0);
pchan->limitmin[2] *= (float)(M_PI/180.0);
pchan->limitmax[0] *= (float)(M_PI/180.0);
pchan->limitmax[1] *= (float)(M_PI/180.0);
pchan->limitmax[2] *= (float)(M_PI/180.0);
do_version_constraints_radians_degrees_250(&pchan->constraints);
}
}
}
}
if (main->versionfile < 250 || (main->versionfile == 250 && main->subversionfile < 14)) {
/* fix for bad View2D extents for Animation Editors */
bScreen *screen;
ScrArea *sa;
SpaceLink *sl;
for (screen= main->screen.first; screen; screen= screen->id.next) {
for (sa= screen->areabase.first; sa; sa= sa->next) {
for (sl= sa->spacedata.first; sl; sl= sl->next) {
ListBase *regionbase;
ARegion *ar;
if (sl == sa->spacedata.first)
regionbase = &sa->regionbase;
else
regionbase = &sl->regionbase;
if (ELEM(sl->spacetype, SPACE_ACTION, SPACE_NLA)) {
for (ar = (ARegion*)regionbase->first; ar; ar = ar->next) {
if (ar->regiontype == RGN_TYPE_WINDOW) {
ar->v2d.cur.ymax= ar->v2d.tot.ymax= 0.0f;
ar->v2d.cur.ymin= ar->v2d.tot.ymin= (float)(-sa->winy) / 3.0f;
}
}
}
}
}
}
}
if (main->versionfile < 250 || (main->versionfile == 250 && main->subversionfile < 15)) {
World *wo;
Material *ma;
/* ambient default from 0.5f to 1.0f */
for(ma= main->mat.first; ma; ma=ma->id.next)
ma->amb *= 2.0f;
for(wo= main->world.first; wo; wo=wo->id.next) {
/* ao splitting into ao/env/indirect */
wo->ao_env_energy= wo->aoenergy;
wo->aoenergy= 1.0f;
if(wo->ao_indirect_bounces == 0)
wo->ao_indirect_bounces= 1;
else
wo->mode |= WO_INDIRECT_LIGHT;
if(wo->aomix == WO_AOSUB)
wo->ao_env_energy= -wo->ao_env_energy;
else if(wo->aomix == WO_AOADDSUB)
wo->mode |= WO_AMB_OCC;
wo->aomix= WO_AOMUL;
/* ambient default from 0.5f to 1.0f */
mul_v3_fl(&wo->ambr, 0.5f);
wo->ao_env_energy *= 0.5f;
}
}
if (main->versionfile < 250 || (main->versionfile == 250 && main->subversionfile < 17)) {
Scene *sce;
Sequence *seq;
Material *ma;
/* initialize to sane default so toggling on border shows something */
for(sce = main->scene.first; sce; sce = sce->id.next) {
if(sce->r.border.xmin == 0.0f && sce->r.border.ymin == 0.0f &&
sce->r.border.xmax == 0.0f && sce->r.border.ymax == 0.0f) {
sce->r.border.xmin= 0.0f;
sce->r.border.ymin= 0.0f;
sce->r.border.xmax= 1.0f;
sce->r.border.ymax= 1.0f;
}
if((sce->r.ffcodecdata.flags & FFMPEG_MULTIPLEX_AUDIO) == 0)
sce->r.ffcodecdata.audio_codec = 0x0; // CODEC_ID_NONE
SEQ_BEGIN(sce->ed, seq) {
seq->volume = 1.0f;
}
SEQ_END
}
/* particle brush strength factor was changed from int to float */
for(sce= main->scene.first; sce; sce=sce->id.next) {
ParticleEditSettings *pset= &sce->toolsettings->particle;
int a;
for(a=0; a<PE_TOT_BRUSH; a++)
pset->brush[a].strength /= 100.0f;
}
for(ma = main->mat.first; ma; ma=ma->id.next)
if(ma->mode & MA_TRACEBLE)
ma->shade_flag |= MA_APPROX_OCCLUSION;
/* sequencer changes */
{
bScreen *screen;
ScrArea *sa;
SpaceLink *sl;
for(screen= main->screen.first; screen; screen= screen->id.next) {
for(sa= screen->areabase.first; sa; sa= sa->next) {
for(sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->spacetype==SPACE_SEQ) {
ARegion *ar_preview;
ListBase *regionbase;
if (sl == sa->spacedata.first) {
regionbase = &sa->regionbase;
} else {
regionbase = &sl->regionbase;
}
ar_preview = (ARegion*)regionbase->first;
for (; ar_preview; ar_preview = ar_preview->next) {
if (ar_preview->regiontype == RGN_TYPE_PREVIEW)
break;
}
if (ar_preview && (ar_preview->regiontype == RGN_TYPE_PREVIEW)) {
sequencer_init_preview_region(ar_preview);
}
}
}
}
}
} /* sequencer changes */
}
if (main->versionfile <= 251) { /* 2.5.1 had no subversions */
bScreen *sc;
/* Blender 2.5.2 - subversion 0 introduced a new setting: V3D_RENDER_OVERRIDE.
* This bit was used in the past for V3D_TRANSFORM_SNAP, which is now deprecated.
* Here we clear it for old files so they don't come in with V3D_RENDER_OVERRIDE set,
* which would cause cameras, lamps, etc to become invisible */
for(sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa;
for(sa= sc->areabase.first; sa; sa= sa->next) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->spacetype==SPACE_VIEW3D) {
View3D* v3d = (View3D *)sl;
v3d->flag2 &= ~V3D_RENDER_OVERRIDE;
}
}
}
}
}
if (main->versionfile < 252 || (main->versionfile == 252 && main->subversionfile < 1)) {
Brush *brush;
Object *ob;
Scene *scene;
bNodeTree *ntree;
for (brush= main->brush.first; brush; brush= brush->id.next) {
if (brush->curve) brush->curve->preset = CURVE_PRESET_SMOOTH;
}
/* properly initialise active flag for fluidsim modifiers */
for(ob = main->object.first; ob; ob = ob->id.next) {
ModifierData *md;
for(md= ob->modifiers.first; md; md= md->next) {
if (md->type == eModifierType_Fluidsim) {
FluidsimModifierData *fmd = (FluidsimModifierData *)md;
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
fmd->fss->flag |= OB_FLUIDSIM_ACTIVE;
fmd->fss->flag |= OB_FLUIDSIM_OVERRIDE_TIME;
}
}
}
/* adjustment to color balance node values */
for(scene= main->scene.first; scene; scene= scene->id.next) {
if(scene->nodetree) {
bNode *node=scene->nodetree->nodes.first;
while(node) {
if (node->type == CMP_NODE_COLORBALANCE) {
NodeColorBalance *n= (NodeColorBalance *)node->storage;
n->lift[0] += 1.f;
n->lift[1] += 1.f;
n->lift[2] += 1.f;
}
node= node->next;
}
}
}
/* check inside node groups too */
for (ntree= main->nodetree.first; ntree; ntree=ntree->id.next) {
bNode *node=ntree->nodes.first;
while(node) {
if (node->type == CMP_NODE_COLORBALANCE) {
NodeColorBalance *n= (NodeColorBalance *)node->storage;
n->lift[0] += 1.f;
n->lift[1] += 1.f;
n->lift[2] += 1.f;
}
node= node->next;
}
}
}
/* old-track -> constraints (this time we're really doing it!) */
if (main->versionfile < 252 || (main->versionfile == 252 && main->subversionfile < 2)) {
Object *ob;
for (ob = main->object.first; ob; ob = ob->id.next)
do_version_old_trackto_to_constraints(ob);
}
if (main->versionfile < 252 || (main->versionfile == 252 && main->subversionfile < 5)) {
bScreen *sc;
/* Image editor scopes */
for(sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa;
for(sa= sc->areabase.first; sa; sa= sa->next) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->spacetype==SPACE_IMAGE) {
SpaceImage *sima = (SpaceImage *)sl;
scopes_new(&sima->scopes);
}
}
}
}
}
if (main->versionfile < 253)
{
Object *ob;
Scene *scene;
bScreen *sc;
Tex *tex;
Brush *brush;
for (sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa;
for (sa= sc->areabase.first; sa; sa= sa->next) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if (sl->spacetype == SPACE_NODE) {
SpaceNode *snode= (SpaceNode *)sl;
ListBase *regionbase;
ARegion *ar;
if (sl == sa->spacedata.first)
regionbase = &sa->regionbase;
else
regionbase = &sl->regionbase;
if (snode->v2d.minzoom > 0.09f)
snode->v2d.minzoom= 0.09f;
if (snode->v2d.maxzoom < 2.31f)
snode->v2d.maxzoom= 2.31f;
for (ar= regionbase->first; ar; ar= ar->next) {
if (ar->regiontype == RGN_TYPE_WINDOW) {
if (ar->v2d.minzoom > 0.09f)
ar->v2d.minzoom= 0.09f;
if (ar->v2d.maxzoom < 2.31f)
ar->v2d.maxzoom= 2.31f;
}
}
}
else if (sl->spacetype == SPACE_TIME) {
SpaceTime *stime= (SpaceTime *)sl;
/* enable all cache display */
stime->cache_display |= TIME_CACHE_DISPLAY;
stime->cache_display |= (TIME_CACHE_SOFTBODY|TIME_CACHE_PARTICLES);
stime->cache_display |= (TIME_CACHE_CLOTH|TIME_CACHE_SMOKE);
}
}
}
}
do_version_mdef_250(main);
/* parent type to modifier */
for(ob = main->object.first; ob; ob = ob->id.next) {
if(ob->parent) {
Object *parent= (Object *)newlibadr(fd, lib, ob->parent);
if(parent) { /* parent may not be in group */
if(parent->type==OB_ARMATURE && ob->partype==PARSKEL) {
ArmatureModifierData *amd;
bArmature *arm= (bArmature *)newlibadr(fd, lib, parent->data);
amd = (ArmatureModifierData*) modifier_new(eModifierType_Armature);
amd->object = ob->parent;
BLI_addtail((ListBase*)&ob->modifiers, amd);
amd->deformflag= arm->deformflag;
ob->partype = PAROBJECT;
}
else if(parent->type==OB_LATTICE && ob->partype==PARSKEL) {
LatticeModifierData *lmd;
lmd = (LatticeModifierData*) modifier_new(eModifierType_Lattice);
lmd->object = ob->parent;
BLI_addtail((ListBase*)&ob->modifiers, lmd);
ob->partype = PAROBJECT;
}
else if(parent->type==OB_CURVE && ob->partype==PARCURVE) {
CurveModifierData *cmd;
cmd = (CurveModifierData*) modifier_new(eModifierType_Curve);
cmd->object = ob->parent;
BLI_addtail((ListBase*)&ob->modifiers, cmd);
ob->partype = PAROBJECT;
}
}
}
}
/* initialise scene active layer */
for (scene= main->scene.first; scene; scene=scene->id.next) {
int i;
for(i=0; i<20; i++) {
if(scene->lay & (1<<i)) {
scene->layact= 1<<i;
break;
}
}
}
for(tex= main->tex.first; tex; tex= tex->id.next) {
/* if youre picky, this isn't correct until we do a version bump
* since you could set saturation to be 0.0*/
if(tex->saturation==0.0f)
tex->saturation= 1.0f;
}
{
Curve *cu;
for(cu= main->curve.first; cu; cu= cu->id.next) {
cu->smallcaps_scale= 0.75f;
}
}
for (scene= main->scene.first; scene; scene=scene->id.next) {
if(scene) {
Sequence *seq;
SEQ_BEGIN(scene->ed, seq) {
if(seq->sat==0.0f) {
seq->sat= 1.0f;
}
}
SEQ_END
}
}
/* GSOC 2010 Sculpt - New settings for Brush */
for (brush= main->brush.first; brush; brush= brush->id.next) {
/* Sanity Check */
// infinite number of dabs
if (brush->spacing == 0)
brush->spacing = 10;
// will have no effect
if (brush->alpha == 0)
brush->alpha = 0.5f;
// bad radius
if (brush->unprojected_radius == 0)
brush->unprojected_radius = 0.125f;
// unusable size
if (brush->size == 0)
brush->size = 35;
// can't see overlay
if (brush->texture_overlay_alpha == 0)
brush->texture_overlay_alpha = 33;
// same as draw brush
if (brush->crease_pinch_factor == 0)
brush->crease_pinch_factor = 0.5f;
// will sculpt no vertexes
if (brush->plane_trim == 0)
brush->plane_trim = 0.5f;
// same as smooth stroke off
if (brush->smooth_stroke_radius == 0)
brush->smooth_stroke_radius= 75;
// will keep cursor in one spot
if (brush->smooth_stroke_radius == 1)
brush->smooth_stroke_factor= 0.9f;
// same as dots
if (brush->rate == 0)
brush->rate = 0.1f;
/* New Settings */
if (main->versionfile < 252 || (main->versionfile == 252 && main->subversionfile < 5)) {
brush->flag |= BRUSH_SPACE_ATTEN; // explicitly enable adaptive space
// spacing was originally in pixels, convert it to percentage for new version
// size should not be zero due to sanity check above
brush->spacing = (int)(100*((float)brush->spacing) / ((float)brush->size));
if (brush->add_col[0] == 0 &&
brush->add_col[1] == 0 &&
brush->add_col[2] == 0)
{
brush->add_col[0] = 1.00f;
brush->add_col[1] = 0.39f;
brush->add_col[2] = 0.39f;
}
if (brush->sub_col[0] == 0 &&
brush->sub_col[1] == 0 &&
brush->sub_col[2] == 0)
{
brush->sub_col[0] = 0.39f;
brush->sub_col[1] = 0.39f;
brush->sub_col[2] = 1.00f;
}
}
}
}
== Sculpt/Paint Fixes == * Fix: unify strength and size did work consistently with other paint modes * Fix: If [ and ] keys were used to resize a brush it was not possible to increase the size of the brush if it went under 10 pixels * Fix: Made interpretation of brush size consistent across all modes, Texture/Image paint interpreted brush size as the diameter while all the other modes interpret it as radius * Fix: The default spacing for vertex paint brushes was 3%, should be 10% * Fix: due to fixes to unified strength, re-enabled 'Unify Size' by default * Fix: Unified size and strength were stored in UserPrefs, moved this to ToolSettings * Fix: The setting of pressure sensitivity was not unified when strength or size were unified. Now the appropriate pressure sensitivity setting is also unified across all brushes when corresponding unification option is selected * Fix: When using [ and ] to resize the brush it didn't immediately redraw * Fix: fkey resizing/"re-strength-ing" was not working consistently accross all paint modes due to only sculpt mode having full support for unified size and strength, now it works properly. * Fix: other paint modes did expose the ability to have a custom brush colors, so I added the small bit of code to allow it. Note: I made all of the other paint mode brushes white. Note2: Actually, probably want to make the paint modes use the selected color for painting instead of a constant brush color. * I had removed OPTYPE_REGISTER from some Sculpt/Paint operators but in this commit I add them back. I'm not completely sure what this option does so I don't want to disturb it for now.
2010-07-22 18:56:46 +00:00
/* GSOC Sculpt 2010 - Sanity check on Sculpt/Paint settings */
if (main->versionfile < 253) {
Scene *sce;
for (sce= main->scene.first; sce; sce= sce->id.next) {
== Sculpt/Paint Fixes == * Fix: unify strength and size did work consistently with other paint modes * Fix: If [ and ] keys were used to resize a brush it was not possible to increase the size of the brush if it went under 10 pixels * Fix: Made interpretation of brush size consistent across all modes, Texture/Image paint interpreted brush size as the diameter while all the other modes interpret it as radius * Fix: The default spacing for vertex paint brushes was 3%, should be 10% * Fix: due to fixes to unified strength, re-enabled 'Unify Size' by default * Fix: Unified size and strength were stored in UserPrefs, moved this to ToolSettings * Fix: The setting of pressure sensitivity was not unified when strength or size were unified. Now the appropriate pressure sensitivity setting is also unified across all brushes when corresponding unification option is selected * Fix: When using [ and ] to resize the brush it didn't immediately redraw * Fix: fkey resizing/"re-strength-ing" was not working consistently accross all paint modes due to only sculpt mode having full support for unified size and strength, now it works properly. * Fix: other paint modes did expose the ability to have a custom brush colors, so I added the small bit of code to allow it. Note: I made all of the other paint mode brushes white. Note2: Actually, probably want to make the paint modes use the selected color for painting instead of a constant brush color. * I had removed OPTYPE_REGISTER from some Sculpt/Paint operators but in this commit I add them back. I'm not completely sure what this option does so I don't want to disturb it for now.
2010-07-22 18:56:46 +00:00
if (sce->toolsettings->sculpt_paint_unified_alpha == 0)
sce->toolsettings->sculpt_paint_unified_alpha = 0.5f;
if (sce->toolsettings->sculpt_paint_unified_unprojected_radius == 0)
sce->toolsettings->sculpt_paint_unified_unprojected_radius = 0.125f;
if (sce->toolsettings->sculpt_paint_unified_size == 0)
sce->toolsettings->sculpt_paint_unified_size = 35;
}
}
if (main->versionfile < 253 || (main->versionfile == 253 && main->subversionfile < 1))
{
Object *ob;
for(ob = main->object.first; ob; ob = ob->id.next) {
ModifierData *md;
for(md= ob->modifiers.first; md; md= md->next) {
if (md->type == eModifierType_Smoke) {
SmokeModifierData *smd = (SmokeModifierData *)md;
if((smd->type & MOD_SMOKE_TYPE_DOMAIN) && smd->domain)
{
smd->domain->vorticity = 2.0f;
smd->domain->time_scale = 1.0f;
if(!(smd->domain->flags & (1<<4)))
continue;
/* delete old MOD_SMOKE_INITVELOCITY flag */
smd->domain->flags &= ~(1<<4);
/* for now just add it to all flow objects in the scene */
{
Object *ob2;
for(ob2 = main->object.first; ob2; ob2 = ob2->id.next) {
ModifierData *md2;
for(md2= ob2->modifiers.first; md2; md2= md2->next) {
if (md2->type == eModifierType_Smoke) {
SmokeModifierData *smd2 = (SmokeModifierData *)md2;
if((smd2->type & MOD_SMOKE_TYPE_FLOW) && smd2->flow)
{
smd2->flow->flags |= MOD_SMOKE_FLOW_INITVELOCITY;
}
}
}
}
}
}
else if((smd->type & MOD_SMOKE_TYPE_FLOW) && smd->flow)
{
smd->flow->vel_multi = 1.0f;
}
}
}
}
}
if (main->versionfile < 255 || (main->versionfile == 255 && main->subversionfile < 1)) {
Brush *br;
ParticleSettings *part;
bScreen *sc;
Object *ob;
for(br= main->brush.first; br; br= br->id.next) {
if(br->ob_mode==0)
br->ob_mode= OB_MODE_ALL_PAINT;
}
for(part = main->particle.first; part; part = part->id.next) {
if(part->boids)
part->boids->pitch = 1.0f;
part->flag &= ~PART_HAIR_REGROW; /* this was a deprecated flag before */
New hair child options: * Renamed children to "simple" and "interpolated" as this is easier to explain and more descriptive than "from particles" and "from faces". * Also shuffled the child ui around a bit to make it clearer. * Child seed parameter allows to change the seed for children independent of the main seed value. * Long hair mode for interpolated children: - Making even haircuts was impossible before as the child strand lengths were even, but their root coordinates were not similar in relation to the parent strands. - The "long hair" option uses the tips of the parent strands to calculate the child strand tips. * Hair parting options: - Hair parting can now be calculated dynamically on the fly when in 2.49 there was a cumbersome way of using emitter mesh seams to define parting lines. - For long hair parting can be created by a tip distance/root distance threshold. For example setting the minimum threshold to 2.0 creates partings between children belonging to parents with tip distance of three times the root distance ((1+2)*root distance). - For short hair the parting thresholds are used as angles between the root directions. * New kink parameters: - Kink flatness calculates kink into a shape that would have been achieved with an actual curling iron. - Kink amplitude clump determines how much the main clump value effects the kink amplitude. - The beginning of kink is now smoothed to make the hair look more natural close to the roots. * Some bugs fixed along the way too: - Child parent's were not determined correctly in some cases. - Children didn't always look correct in particle mode. - Changing child parameters caused actual particles to be recalculated. * Also cleaned up some deprecated code. All in all there should be no real changes to how old files look (except perhaps a bit better!), but the new options should make hair/fur creation a bit more enjoyable. I'll try to make a video demonstrating the new stuff shortly.
2011-01-07 11:24:34 +00:00
part->kink_amp_clump = 1.f; /* keep old files looking similar */
}
for (sc= main->screen.first; sc; sc= sc->id.next) {
ScrArea *sa;
for (sa= sc->areabase.first; sa; sa= sa->next) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if (sl->spacetype == SPACE_INFO) {
SpaceInfo *sinfo= (SpaceInfo *)sl;
ARegion *ar;
sinfo->rpt_mask= INFO_RPT_OP;
for (ar= sa->regionbase.first; ar; ar= ar->next) {
if (ar->regiontype == RGN_TYPE_WINDOW) {
ar->v2d.scroll = (V2D_SCROLL_RIGHT);
ar->v2d.align = V2D_ALIGN_NO_NEG_X|V2D_ALIGN_NO_NEG_Y; /* align bottom left */
ar->v2d.keepofs = V2D_LOCKOFS_X;
ar->v2d.keepzoom = (V2D_LOCKZOOM_X|V2D_LOCKZOOM_Y|V2D_LIMITZOOM|V2D_KEEPASPECT);
ar->v2d.keeptot= V2D_KEEPTOT_BOUNDS;
ar->v2d.minzoom= ar->v2d.maxzoom= 1.0f;
}
}
}
}
}
}
/* fix rotation actuators for objects so they use real angles (radians)
* since before blender went opensource this strange scalar was used: (1 / 0.02) * 2 * math.pi/360 */
for(ob= main->object.first; ob; ob= ob->id.next) {
bActuator *act= ob->actuators.first;
while(act) {
if (act->type==ACT_OBJECT) {
/* multiply velocity with 50 in old files */
bObjectActuator *oa= act->data;
mul_v3_fl(oa->drot, 0.8726646259971648f);
}
act= act->next;
}
}
}
2011-01-04 04:56:27 +00:00
if (main->versionfile < 256) {
2011-01-04 04:56:27 +00:00
bScreen *sc;
ScrArea *sa;
Key *key;
/* Fix for sample line scope initializing with no height */
2011-01-04 04:56:27 +00:00
for(sc= main->screen.first; sc; sc= sc->id.next) {
sa= sc->areabase.first;
while(sa) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->spacetype==SPACE_IMAGE) {
SpaceImage *sima= (SpaceImage *)sl;
if (sima->sample_line_hist.height == 0 )
sima->sample_line_hist.height = 100;
}
}
sa= sa->next;
}
}
/* old files could have been saved with slidermin = slidermax = 0.0, but the UI in
* 2.4x would never reveal this to users as a dummy value always ended up getting used
* instead
*/
for (key = main->key.first; key; key = key->id.next) {
KeyBlock *kb;
for (kb = key->block.first; kb; kb = kb->next) {
if (IS_EQF(kb->slidermin, kb->slidermax) && IS_EQ(kb->slidermax, 0))
kb->slidermax = kb->slidermin + 1.0f;
}
}
}
if (main->versionfile < 256 || (main->versionfile == 256 && main->subversionfile < 1)) {
/* fix for bones that didn't have arm_roll before */
bArmature* arm;
Bone* bone;
Object *ob;
for (arm = main->armature.first; arm; arm = arm->id.next)
for (bone = arm->bonebase.first; bone; bone = bone->next)
do_version_bone_roll_256(bone);
/* fix for objects which have zero dquat's
* since this is multiplied with the quat rather then added */
for(ob= main->object.first; ob; ob= ob->id.next) {
if(is_zero_v4(ob->dquat)) {
unit_qt(ob->dquat);
}
if(is_zero_v3(ob->drotAxis) && ob->drotAngle == 0.0f) {
unit_axis_angle(ob->drotAxis, &ob->drotAngle);
}
}
}
if (main->versionfile < 256 || (main->versionfile == 256 && main->subversionfile < 2)) {
bNodeTree *ntree;
/* node sockets are not exposed automatically any more,
* this mimics the old behaviour by adding all unlinked sockets to groups.
*/
for (ntree=main->nodetree.first; ntree; ntree=ntree->id.next) {
/* XXX Only setting a flag here. Actual adding of group sockets
* is done in lib_verify_nodetree, because at this point the internal
* nodes may not be up-to-date! (missing lib-link)
*/
ntree->flag |= NTREE_DO_VERSIONS;
}
}
2011-03-11 07:59:43 +00:00
if (main->versionfile < 256 || (main->versionfile == 256 && main->subversionfile <3)){
bScreen *sc;
Brush *brush;
Object *ob;
Completely refactored sph fluid particles. Only the very core of the algorithm remains the same, but big changes have happened both on the outside and on the inside. New UI: * The old parameters were quite true to the underlying algorithm, but were quite obscure from a users point of view. Now there are only a few intuitive basic parameters that define the basic fluid behavior. ** By default particle size is now used to determine the interaction radius, rest density and spring rest lengths so that it's easy to get stable simulations by simply emitting particles for a few frames and adjusting the particle size (easy when the particle size is drawn) so that the fluid appears continuous (particles are touching eachother). ** Stiffness - in reality most fluids are very incompressible, but this is a very hard problem to solve with particle based fluid simulation so some compromises have to be made. So the bigger the stiffness parameter is the less the fluid will compress under stress, but the more substeps are needed for stable simulation. ** Viscosity - how much internal friction there is in the fluid. Large viscosities also smooth out instabilities, so less viscous fluids again need more substeps to remain stable. ** Buoancy - with high buoancy low pressure areas inside the fluid start to rise against gravity, and high pressure areas start to come down. * In addition to these basic parameters there are separate advanced parameters that can either be tweaked relative to the basic parameters (or particle size) or defined independently. ** Repulsion - the stiffness parameter tries to keep the fluid density constant, but this can lead to small clumps of particles, so the repulsion keeps the particles better separated. ** Stiff viscosity - the normal viscosity only applies when particles are moving closer to eachother to allow free flowing fluids. Stiff viscosity also applies smoothing to particles that are moving away from eachother. ** Interaction radius - by default this is 4 * particle size. ** Rest density - by default this is a density that the particles have when they're packed densely next to eachother. ** Spring rest length - by default this is 2 * particle size. * There are also new options for 3d view particle coloring in the display panel to show particle velocity and acceleration. These make it easier to see what's happening in the fluid simulations, but can of course be used with other particles as well. * Viscoelastic springs have some new options too. The plasticity can now be set to much higher values for instant deletion of springs as the elastic limit is exeeded. In addition to that there is an option to only create springs for a certain number of frames when a particle is born. These options give new possibilities for breaking viscoelastic fluids. New in the code: * Most of the fluids code is now thread safe, so when particle dynamics go threaded there will be a nice speed boost to fluids as well. * Fluids now use a bvh-tree instead of a kd-tree for the neighbor lookups. The bvh-tree implementation makes the code quite a bit cleaner and should also give a slight speed boost to the simulation too. * Previously only force fields were calculated with the different integration methods, but now the fluid calculations are also done using the selected integration method, so there are again more choices in effecting simulation accuracy and stability. This change also included a nice cleanup of the whole particle integration code. As the internals are pretty stirred up old particle fluid simulations will probably not work correctly straight away, but with some tweaking the same level of control is still available by not using the "relative versions" of the advanced parameters (by default these are not used when loading old files).
2011-03-12 12:38:11 +00:00
ParticleSettings *part;
2011-03-11 07:59:43 +00:00
Material *mat;
int tex_nr, transp_tex;
for(mat = main->mat.first; mat; mat = mat->id.next){
if(!(mat->mode & MA_TRANSP) && !(mat->material_type & MA_TYPE_VOLUME)){
transp_tex= 0;
for(tex_nr=0; tex_nr<MAX_MTEX; tex_nr++){
if(!mat->mtex[tex_nr]) continue;
if(mat->mtex[tex_nr]->mapto & MAP_ALPHA) transp_tex= 1;
}
if(mat->alpha < 1.0f || mat->fresnel_tra > 0.0f || transp_tex){
mat->mode |= MA_TRANSP;
mat->mode &= ~(MA_ZTRANSP|MA_RAYTRANSP);
}
}
}
/* redraws flag in SpaceTime has been moved to Screen level */
for (sc = main->screen.first; sc; sc= sc->id.next) {
if (sc->redraws_flag == 0) {
/* just initialise to default? */
// XXX: we could also have iterated through areas, and taken them from the first timeline available...
sc->redraws_flag = TIME_ALL_3D_WIN|TIME_ALL_ANIM_WIN;
}
}
for (brush= main->brush.first; brush; brush= brush->id.next) {
if(brush->height == 0)
2011-04-03 13:17:07 +00:00
brush->height= 0.4f;
}
/* replace 'rim material' option for in offset*/
for(ob = main->object.first; ob; ob = ob->id.next) {
ModifierData *md;
for(md= ob->modifiers.first; md; md= md->next) {
if (md->type == eModifierType_Solidify) {
SolidifyModifierData *smd = (SolidifyModifierData *)md;
if(smd->flag & MOD_SOLIDIFY_RIM_MATERIAL) {
smd->mat_ofs_rim= 1;
smd->flag &= ~MOD_SOLIDIFY_RIM_MATERIAL;
}
}
}
}
Completely refactored sph fluid particles. Only the very core of the algorithm remains the same, but big changes have happened both on the outside and on the inside. New UI: * The old parameters were quite true to the underlying algorithm, but were quite obscure from a users point of view. Now there are only a few intuitive basic parameters that define the basic fluid behavior. ** By default particle size is now used to determine the interaction radius, rest density and spring rest lengths so that it's easy to get stable simulations by simply emitting particles for a few frames and adjusting the particle size (easy when the particle size is drawn) so that the fluid appears continuous (particles are touching eachother). ** Stiffness - in reality most fluids are very incompressible, but this is a very hard problem to solve with particle based fluid simulation so some compromises have to be made. So the bigger the stiffness parameter is the less the fluid will compress under stress, but the more substeps are needed for stable simulation. ** Viscosity - how much internal friction there is in the fluid. Large viscosities also smooth out instabilities, so less viscous fluids again need more substeps to remain stable. ** Buoancy - with high buoancy low pressure areas inside the fluid start to rise against gravity, and high pressure areas start to come down. * In addition to these basic parameters there are separate advanced parameters that can either be tweaked relative to the basic parameters (or particle size) or defined independently. ** Repulsion - the stiffness parameter tries to keep the fluid density constant, but this can lead to small clumps of particles, so the repulsion keeps the particles better separated. ** Stiff viscosity - the normal viscosity only applies when particles are moving closer to eachother to allow free flowing fluids. Stiff viscosity also applies smoothing to particles that are moving away from eachother. ** Interaction radius - by default this is 4 * particle size. ** Rest density - by default this is a density that the particles have when they're packed densely next to eachother. ** Spring rest length - by default this is 2 * particle size. * There are also new options for 3d view particle coloring in the display panel to show particle velocity and acceleration. These make it easier to see what's happening in the fluid simulations, but can of course be used with other particles as well. * Viscoelastic springs have some new options too. The plasticity can now be set to much higher values for instant deletion of springs as the elastic limit is exeeded. In addition to that there is an option to only create springs for a certain number of frames when a particle is born. These options give new possibilities for breaking viscoelastic fluids. New in the code: * Most of the fluids code is now thread safe, so when particle dynamics go threaded there will be a nice speed boost to fluids as well. * Fluids now use a bvh-tree instead of a kd-tree for the neighbor lookups. The bvh-tree implementation makes the code quite a bit cleaner and should also give a slight speed boost to the simulation too. * Previously only force fields were calculated with the different integration methods, but now the fluid calculations are also done using the selected integration method, so there are again more choices in effecting simulation accuracy and stability. This change also included a nice cleanup of the whole particle integration code. As the internals are pretty stirred up old particle fluid simulations will probably not work correctly straight away, but with some tweaking the same level of control is still available by not using the "relative versions" of the advanced parameters (by default these are not used when loading old files).
2011-03-12 12:38:11 +00:00
/* particle draw color from material */
for(part = main->particle.first; part; part = part->id.next) {
if(part->draw & PART_DRAW_MAT_COL)
part->draw_col = PART_DRAW_COL_MAT;
}
}
if (main->versionfile < 256 || (main->versionfile == 256 && main->subversionfile < 6)){
Mesh *me;
for(me= main->mesh.first; me; me= me->id.next)
mesh_calc_normals(me->mvert, me->totvert, me->mface, me->totface, NULL);
}
if (main->versionfile < 256 || (main->versionfile == 256 && main->subversionfile < 2)){
/* update blur area sizes from 0..1 range to 0..100 percentage */
Scene *scene;
bNode *node;
for (scene=main->scene.first; scene; scene=scene->id.next)
if (scene->nodetree)
for (node=scene->nodetree->nodes.first; node; node=node->next)
if (node->type==CMP_NODE_BLUR) {
NodeBlurData *nbd= node->storage;
nbd->percentx *= 100.0f;
nbd->percenty *= 100.0f;
}
}
/* put compatibility code here until next subversion bump */
{
/* screen view2d settings were not properly initialized [#27164]
* v2d->scroll caused the bug but best reset other values too which are in old blend files only.
* need to make less ugly - possibly an iterator? */
2011-04-27 07:36:34 +00:00
bScreen *screen;
for(screen= main->screen.first; screen; screen= screen->id.next) {
ScrArea *sa;
/* add regions */
for(sa= screen->areabase.first; sa; sa= sa->next) {
SpaceLink *sl= sa->spacedata.first;
if(sl->spacetype==SPACE_IMAGE) {
ARegion *ar;
for (ar=sa->regionbase.first; ar; ar= ar->next) {
if(ar->regiontype == RGN_TYPE_WINDOW) {
View2D *v2d= &ar->v2d;
v2d->minzoom= v2d->maxzoom= v2d->scroll= v2d->keeptot= v2d->keepzoom= v2d->keepofs= v2d->align= 0;
}
}
}
2011-04-27 07:36:34 +00:00
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->spacetype==SPACE_IMAGE) {
ARegion *ar;
for (ar=sl->regionbase.first; ar; ar= ar->next) {
2011-04-27 07:36:34 +00:00
if(ar->regiontype == RGN_TYPE_WINDOW) {
View2D *v2d= &ar->v2d;
v2d->minzoom= v2d->maxzoom= v2d->scroll= v2d->keeptot= v2d->keepzoom= v2d->keepofs= v2d->align= 0;
2011-04-27 07:36:34 +00:00
}
}
}
}
}
}
{
/* Initialize texture point density curve falloff */
Tex *tex;
for(tex= main->tex.first; tex; tex= tex->id.next) {
if(tex->pd) {
if (tex->pd->falloff_speed_scale == 0.0)
tex->pd->falloff_speed_scale = 100.0;
if (!tex->pd->falloff_curve) {
tex->pd->falloff_curve = curvemapping_add(1, 0, 0, 1, 1);
tex->pd->falloff_curve->preset = CURVE_PRESET_LINE;
tex->pd->falloff_curve->cm->flag &= ~CUMA_EXTEND_EXTRAPOLATE;
curvemap_reset(tex->pd->falloff_curve->cm, &tex->pd->falloff_curve->clipr, tex->pd->falloff_curve->preset, CURVEMAP_SLOPE_POSITIVE);
curvemapping_changed(tex->pd->falloff_curve, 0);
}
}
}
}
}
/* WATCH IT!!!: pointers from libdata have not been converted yet here! */
/* WATCH IT 2!: Userdef struct init has to be in editors/interface/resources.c! */
/* don't forget to set version number in blender.c! */
2002-10-12 11:37:38 +00:00
}
#if 0 // XXX: disabled for now... we still don't have this in the right place in the loading code for it to work
static void do_versions_after_linking(FileData *fd, Library *lib, Main *main)
{
/* old Animation System (using IPO's) needs to be converted to the new Animato system */
if(main->versionfile < 250)
do_versions_ipos_to_animato(main);
}
#endif
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static void lib_link_all(FileData *fd, Main *main)
{
oldnewmap_sort(fd);
lib_link_windowmanager(fd, main);
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lib_link_screen(fd, main);
lib_link_scene(fd, main);
lib_link_object(fd, main);
lib_link_curve(fd, main);
lib_link_mball(fd, main);
lib_link_material(fd, main);
lib_link_texture(fd, main);
lib_link_image(fd, main);
lib_link_ipo(fd, main); // XXX depreceated... still needs to be maintained for version patches still
2002-10-12 11:37:38 +00:00
lib_link_key(fd, main);
lib_link_world(fd, main);
lib_link_lamp(fd, main);
lib_link_latt(fd, main);
lib_link_text(fd, main);
lib_link_camera(fd, main);
lib_link_sound(fd, main);
lib_link_group(fd, main);
lib_link_armature(fd, main);
lib_link_action(fd, main);
lib_link_vfont(fd, main);
lib_link_nodetree(fd, main); /* has to be done after scene/materials, this will verify group nodes */
lib_link_brush(fd, main);
lib_link_particlesettings(fd, main);
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
lib_link_mesh(fd, main); /* as last: tpage images with users at zero */
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
lib_link_library(fd, main); /* only init users */
2002-10-12 11:37:38 +00:00
}
static BHead *read_userdef(BlendFileData *bfd, FileData *fd, BHead *bhead)
{
UserDef *user;
wmKeyMap *keymap;
wmKeyMapItem *kmi;
bfd->user= user= read_struct(fd, bhead, "user def");
/* read all data into fd->datamap */
bhead= read_data_into_oldnewmap(fd, bhead, "user def");
link_list(fd, &user->themes);
link_list(fd, &user->keymaps);
link_list(fd, &user->addons);
for(keymap=user->keymaps.first; keymap; keymap=keymap->next) {
keymap->modal_items= NULL;
keymap->poll= NULL;
link_list(fd, &keymap->items);
for(kmi=keymap->items.first; kmi; kmi=kmi->next) {
kmi->properties= newdataadr(fd, kmi->properties);
if(kmi->properties)
IDP_DirectLinkProperty(kmi->properties, (fd->flags & FD_FLAGS_SWITCH_ENDIAN), fd);
kmi->ptr= NULL;
}
}
// XXX
user->uifonts.first= user->uifonts.last= NULL;
user->uistyles.first= user->uistyles.last= NULL;
/* free fd->datamap again */
oldnewmap_free_unused(fd->datamap);
oldnewmap_clear(fd->datamap);
return bhead;
}
BlendFileData *blo_read_file_internal(FileData *fd, const char *filepath)
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{
BHead *bhead= blo_firstbhead(fd);
BlendFileData *bfd;
bfd= MEM_callocN(sizeof(BlendFileData), "blendfiledata");
bfd->main= MEM_callocN(sizeof(Main), "main");
2002-10-12 11:37:38 +00:00
BLI_addtail(&fd->mainlist, bfd->main);
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bfd->main->versionfile= fd->fileversion;
bfd->type= BLENFILETYPE_BLEND;
strncpy(bfd->main->name, filepath, sizeof(bfd->main->name)-1);
2002-10-12 11:37:38 +00:00
while(bhead) {
switch(bhead->code) {
case DATA:
case DNA1:
case TEST: /* used as preview since 2.5x */
2002-10-12 11:37:38 +00:00
case REND:
bhead = blo_nextbhead(fd, bhead);
break;
case GLOB:
bhead= read_global(bfd, fd, bhead);
break;
case USER:
bhead= read_userdef(bfd, fd, bhead);
break;
2002-10-12 11:37:38 +00:00
case ENDB:
bhead = NULL;
break;
2002-10-12 11:37:38 +00:00
case ID_LI:
/* skip library datablocks in undo, this works together with
BLO_read_from_memfile, where the old main->library is restored
overwriting the libraries from the memory file. previously
it did not save ID_LI/ID_ID blocks in this case, but they are
needed to make quit.blend recover them correctly. */
if(fd->memfile)
bhead= blo_nextbhead(fd, bhead);
else
bhead= read_libblock(fd, bfd->main, bhead, LIB_LOCAL, NULL);
2002-10-12 11:37:38 +00:00
break;
case ID_ID:
/* same as above */
if(fd->memfile)
bhead= blo_nextbhead(fd, bhead);
else
2002-10-12 11:37:38 +00:00
/* always adds to the most recently loaded
* ID_LI block, see direct_link_library.
* this is part of the file format definition. */
bhead = read_libblock(fd, fd->mainlist.last, bhead, LIB_READ+LIB_EXTERN, NULL);
2002-10-12 11:37:38 +00:00
break;
/* in 2.50+ files, the file identifier for screens is patched, forward compatibility */
case ID_SCRN:
bhead->code= ID_SCR;
/* deliberate pass on to default */
2002-10-12 11:37:38 +00:00
default:
bhead = read_libblock(fd, bfd->main, bhead, LIB_LOCAL, NULL);
}
}
/* do before read_libraries, but skip undo case */
// if(fd->memfile==NULL) (the mesh shuffle hacks don't work yet? ton)
do_versions(fd, NULL, bfd->main);
2002-10-12 11:37:38 +00:00
read_libraries(fd, &fd->mainlist);
2002-10-12 11:37:38 +00:00
blo_join_main(&fd->mainlist);
2002-10-12 11:37:38 +00:00
lib_link_all(fd, bfd->main);
//do_versions_after_linking(fd, NULL, bfd->main); // XXX: not here (or even in this function at all)! this causes crashes on many files - Aligorith (July 04, 2010)
lib_verify_nodetree(bfd->main, TRUE);
fix_relpaths_library(fd->relabase, bfd->main); /* make all relative paths, relative to the open blend file */
link_global(fd, bfd); /* as last */
2002-10-12 11:37:38 +00:00
return bfd;
}
/* ************* APPEND LIBRARY ************** */
struct bheadsort {
BHead *bhead;
void *old;
};
static int verg_bheadsort(const void *v1, const void *v2)
{
const struct bheadsort *x1=v1, *x2=v2;
if( x1->old > x2->old) return 1;
else if( x1->old < x2->old) return -1;
return 0;
}
static void sort_bhead_old_map(FileData *fd)
{
BHead *bhead;
struct bheadsort *bhs;
int tot= 0;
for (bhead= blo_firstbhead(fd); bhead; bhead= blo_nextbhead(fd, bhead))
tot++;
fd->tot_bheadmap= tot;
if(tot==0) return;
bhs= fd->bheadmap= MEM_mallocN(tot*sizeof(struct bheadsort), "bheadsort");
for (bhead= blo_firstbhead(fd); bhead; bhead= blo_nextbhead(fd, bhead), bhs++) {
bhs->bhead= bhead;
bhs->old= bhead->old;
}
qsort(fd->bheadmap, tot, sizeof(struct bheadsort), verg_bheadsort);
}
2002-10-12 11:37:38 +00:00
static BHead *find_previous_lib(FileData *fd, BHead *bhead)
{
/* skip library datablocks in undo, see comment in read_libblock */
if(fd->memfile)
return NULL;
2002-10-12 11:37:38 +00:00
for (; bhead; bhead= blo_prevbhead(fd, bhead))
if (bhead->code==ID_LI)
break;
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return bhead;
}
static BHead *find_bhead(FileData *fd, void *old)
{
2008-02-03 18:50:03 +00:00
#if 0
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BHead *bhead;
2008-02-03 18:50:03 +00:00
#endif
struct bheadsort *bhs, bhs_s;
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if (!old)
return NULL;
if (fd->bheadmap==NULL)
sort_bhead_old_map(fd);
bhs_s.old= old;
bhs= bsearch(&bhs_s, fd->bheadmap, fd->tot_bheadmap, sizeof(struct bheadsort), verg_bheadsort);
if(bhs)
return bhs->bhead;
2008-02-03 18:50:03 +00:00
#if 0
2002-10-12 11:37:38 +00:00
for (bhead= blo_firstbhead(fd); bhead; bhead= blo_nextbhead(fd, bhead))
if (bhead->old==old)
return bhead;
2008-02-03 18:50:03 +00:00
#endif
2002-10-12 11:37:38 +00:00
return NULL;
}
char *bhead_id_name(FileData *fd, BHead *bhead)
{
return ((char *)(bhead+1)) + fd->id_name_offs;
}
static ID *is_yet_read(FileData *fd, Main *mainvar, BHead *bhead)
2002-10-12 11:37:38 +00:00
{
const char *idname= bhead_id_name(fd, bhead);
/* which_libbase can be NULL, intentionally not using idname+2 */
return BLI_findstring(which_libbase(mainvar, GS(idname)), idname, offsetof(ID, name));
2002-10-12 11:37:38 +00:00
}
static void expand_doit(FileData *fd, Main *mainvar, void *old)
{
BHead *bhead;
ID *id;
2002-10-12 11:37:38 +00:00
bhead= find_bhead(fd, old);
if(bhead) {
/* from another library? */
if(bhead->code==ID_ID) {
BHead *bheadlib= find_previous_lib(fd, bhead);
2002-10-12 11:37:38 +00:00
if(bheadlib) {
Library *lib= read_struct(fd, bheadlib, "Library");
Main *ptr= blo_find_main(fd, &fd->mainlist, lib->name, fd->relabase);
id= is_yet_read(fd, ptr, bhead);
if(id==NULL) {
read_libblock(fd, ptr, bhead, LIB_READ+LIB_INDIRECT, NULL);
// commented because this can print way too much
// if(G.f & G_DEBUG) printf("expand_doit: other lib %s\n", lib->name);
/* for outliner dependency only */
ptr->curlib->parent= mainvar->curlib;
2002-10-12 11:37:38 +00:00
}
else {
/* The line below was commented by Ton (I assume), when Hos did the merge from the orange branch. rev 6568
* This line is NEEDED, the case is that you have 3 blend files...
* user.blend, lib.blend and lib_indirect.blend - if user.blend already references a "tree" from
* lib_indirect.blend but lib.blend does too, linking in a Scene or Group from lib.blend can result in an
* empty without the dupli group referenced. Once you save and reload the group would appier. - Campbell */
/* This crashes files, must look further into it */
/* Update: the issue is that in file reading, the oldnewmap is OK, but for existing data, it has to be
inserted in the map to be found! */
if(id->flag & LIB_PRE_EXISTING)
oldnewmap_insert(fd->libmap, bhead->old, id, 1);
change_idid_adr_fd(fd, bhead->old, id);
// commented because this can print way too much
// if(G.f & G_DEBUG) printf("expand_doit: already linked: %s lib: %s\n", id->name, lib->name);
2002-10-12 11:37:38 +00:00
}
MEM_freeN(lib);
2002-10-12 11:37:38 +00:00
}
}
else {
id= is_yet_read(fd, mainvar, bhead);
if(id==NULL) {
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read_libblock(fd, mainvar, bhead, LIB_TESTIND, NULL);
}
else {
/* this is actually only needed on UI call? when ID was already read before, and another append
happens which invokes same ID... in that case the lookup table needs this entry */
oldnewmap_insert(fd->libmap, bhead->old, id, 1);
// commented because this can print way too much
// if(G.f & G_DEBUG) printf("expand: already read %s\n", id->name);
2002-10-12 11:37:38 +00:00
}
}
}
}
// XXX depreceated - old animation system
static void expand_ipo(FileData *fd, Main *mainvar, Ipo *ipo)
{
IpoCurve *icu;
for(icu= ipo->curve.first; icu; icu= icu->next) {
if(icu->driver)
expand_doit(fd, mainvar, icu->driver->ob);
}
}
// XXX depreceated - old animation system
static void expand_constraint_channels(FileData *fd, Main *mainvar, ListBase *chanbase)
{
bConstraintChannel *chan;
for (chan=chanbase->first; chan; chan=chan->next) {
expand_doit(fd, mainvar, chan->ipo);
}
}
static void expand_fmodifiers(FileData *fd, Main *mainvar, ListBase *list)
{
FModifier *fcm;
for (fcm= list->first; fcm; fcm= fcm->next) {
/* library data for specific F-Modifier types */
switch (fcm->type) {
case FMODIFIER_TYPE_PYTHON:
{
FMod_Python *data= (FMod_Python *)fcm->data;
expand_doit(fd, mainvar, data->script);
}
break;
}
}
}
static void expand_fcurves(FileData *fd, Main *mainvar, ListBase *list)
{
FCurve *fcu;
for (fcu= list->first; fcu; fcu= fcu->next) {
/* Driver targets if there is a driver */
if (fcu->driver) {
ChannelDriver *driver= fcu->driver;
Durian Request: Drivers Recode Highlights: * Support for Multi-Target Variables This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that. * New Variable Types With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones). * New Driver Types In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to. * Fix for Driver F-Curve colouring bug Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used. Notes: * This commit breaks existing 2.5 files with drivers (in other words, they are lost forever). * Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later. * Version patching for 2.49 files still needs to be put back in place.
2010-01-04 21:15:45 +00:00
DriverVar *dvar;
Durian Request: Drivers Recode Highlights: * Support for Multi-Target Variables This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that. * New Variable Types With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones). * New Driver Types In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to. * Fix for Driver F-Curve colouring bug Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used. Notes: * This commit breaks existing 2.5 files with drivers (in other words, they are lost forever). * Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later. * Version patching for 2.49 files still needs to be put back in place.
2010-01-04 21:15:45 +00:00
for (dvar= driver->variables.first; dvar; dvar= dvar->next) {
DRIVER_TARGETS_LOOPER(dvar)
{
// TODO: only expand those that are going to get used?
expand_doit(fd, mainvar, dtar->id);
}
DRIVER_TARGETS_LOOPER_END
}
}
/* F-Curve Modifiers */
expand_fmodifiers(fd, mainvar, &fcu->modifiers);
}
}
static void expand_action(FileData *fd, Main *mainvar, bAction *act)
{
bActionChannel *chan;
// XXX depreceated - old animation system --------------
for (chan=act->chanbase.first; chan; chan=chan->next) {
expand_doit(fd, mainvar, chan->ipo);
expand_constraint_channels(fd, mainvar, &chan->constraintChannels);
}
// ---------------------------------------------------
/* F-Curves in Action */
expand_fcurves(fd, mainvar, &act->curves);
}
static void expand_keyingsets(FileData *fd, Main *mainvar, ListBase *list)
{
KeyingSet *ks;
KS_Path *ksp;
/* expand the ID-pointers in KeyingSets's paths */
for (ks= list->first; ks; ks= ks->next) {
for (ksp= ks->paths.first; ksp; ksp= ksp->next) {
expand_doit(fd, mainvar, ksp->id);
}
}
}
static void expand_animdata_nlastrips(FileData *fd, Main *mainvar, ListBase *list)
{
NlaStrip *strip;
for (strip= list->first; strip; strip= strip->next) {
/* check child strips */
expand_animdata_nlastrips(fd, mainvar, &strip->strips);
/* check F-Curves */
expand_fcurves(fd, mainvar, &strip->fcurves);
/* check F-Modifiers */
expand_fmodifiers(fd, mainvar, &strip->modifiers);
/* relink referenced action */
expand_doit(fd, mainvar, strip->act);
}
}
static void expand_animdata(FileData *fd, Main *mainvar, AnimData *adt)
{
2009-05-22 11:19:35 +00:00
NlaTrack *nlt;
/* own action */
expand_doit(fd, mainvar, adt->action);
expand_doit(fd, mainvar, adt->tmpact);
/* drivers - assume that these F-Curves have driver data to be in this list... */
expand_fcurves(fd, mainvar, &adt->drivers);
2009-05-22 11:19:35 +00:00
/* nla-data - referenced actions */
for (nlt= adt->nla_tracks.first; nlt; nlt= nlt->next)
expand_animdata_nlastrips(fd, mainvar, &nlt->strips);
}
static void expand_particlesettings(FileData *fd, Main *mainvar, ParticleSettings *part)
{
int a;
expand_doit(fd, mainvar, part->dup_ob);
expand_doit(fd, mainvar, part->dup_group);
expand_doit(fd, mainvar, part->eff_group);
expand_doit(fd, mainvar, part->bb_ob);
if(part->adt)
expand_animdata(fd, mainvar, part->adt);
for(a=0; a<MAX_MTEX; a++) {
if(part->mtex[a]) {
expand_doit(fd, mainvar, part->mtex[a]->tex);
expand_doit(fd, mainvar, part->mtex[a]->object);
}
}
}
Orange branch: Revived hidden treasure, the Groups! Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess...
2005-12-06 10:55:30 +00:00
static void expand_group(FileData *fd, Main *mainvar, Group *group)
{
GroupObject *go;
for(go= group->gobject.first; go; go= go->next) {
expand_doit(fd, mainvar, go->ob);
}
}
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static void expand_key(FileData *fd, Main *mainvar, Key *key)
{
expand_doit(fd, mainvar, key->ipo); // XXX depreceated - old animation system
if(key->adt)
expand_animdata(fd, mainvar, key->adt);
2002-10-12 11:37:38 +00:00
}
static void expand_nodetree(FileData *fd, Main *mainvar, bNodeTree *ntree)
{
bNode *node;
if(ntree->adt)
expand_animdata(fd, mainvar, ntree->adt);
if(ntree->gpd)
expand_doit(fd, mainvar, ntree->gpd);
for(node= ntree->nodes.first; node; node= node->next)
if(node->id && node->type!=CMP_NODE_R_LAYERS)
expand_doit(fd, mainvar, node->id);
}
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static void expand_texture(FileData *fd, Main *mainvar, Tex *tex)
{
expand_doit(fd, mainvar, tex->ima);
expand_doit(fd, mainvar, tex->ipo); // XXX depreceated - old animation system
if(tex->adt)
expand_animdata(fd, mainvar, tex->adt);
if(tex->nodetree)
expand_nodetree(fd, mainvar, tex->nodetree);
2002-10-12 11:37:38 +00:00
}
static void expand_brush(FileData *fd, Main *mainvar, Brush *brush)
{
expand_doit(fd, mainvar, brush->mtex.tex);
expand_doit(fd, mainvar, brush->clone.image);
}
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static void expand_material(FileData *fd, Main *mainvar, Material *ma)
{
int a;
for(a=0; a<MAX_MTEX; a++) {
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if(ma->mtex[a]) {
expand_doit(fd, mainvar, ma->mtex[a]->tex);
expand_doit(fd, mainvar, ma->mtex[a]->object);
}
}
expand_doit(fd, mainvar, ma->ipo); // XXX depreceated - old animation system
if(ma->adt)
expand_animdata(fd, mainvar, ma->adt);
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
if(ma->nodetree)
expand_nodetree(fd, mainvar, ma->nodetree);
if(ma->group)
expand_doit(fd, mainvar, ma->group);
2002-10-12 11:37:38 +00:00
}
static void expand_lamp(FileData *fd, Main *mainvar, Lamp *la)
{
int a;
for(a=0; a<MAX_MTEX; a++) {
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if(la->mtex[a]) {
expand_doit(fd, mainvar, la->mtex[a]->tex);
expand_doit(fd, mainvar, la->mtex[a]->object);
}
}
expand_doit(fd, mainvar, la->ipo); // XXX depreceated - old animation system
if (la->adt)
expand_animdata(fd, mainvar, la->adt);
2002-10-12 11:37:38 +00:00
}
static void expand_lattice(FileData *fd, Main *mainvar, Lattice *lt)
{
expand_doit(fd, mainvar, lt->ipo); // XXX depreceated - old animation system
2002-10-12 11:37:38 +00:00
expand_doit(fd, mainvar, lt->key);
if (lt->adt)
expand_animdata(fd, mainvar, lt->adt);
2002-10-12 11:37:38 +00:00
}
static void expand_world(FileData *fd, Main *mainvar, World *wrld)
{
int a;
for(a=0; a<MAX_MTEX; a++) {
2002-10-12 11:37:38 +00:00
if(wrld->mtex[a]) {
expand_doit(fd, mainvar, wrld->mtex[a]->tex);
expand_doit(fd, mainvar, wrld->mtex[a]->object);
}
}
expand_doit(fd, mainvar, wrld->ipo); // XXX depreceated - old animation system
if (wrld->adt)
expand_animdata(fd, mainvar, wrld->adt);
2002-10-12 11:37:38 +00:00
}
static void expand_mball(FileData *fd, Main *mainvar, MetaBall *mb)
{
int a;
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for(a=0; a<mb->totcol; a++) {
expand_doit(fd, mainvar, mb->mat[a]);
}
2009-08-03 13:09:23 +00:00
if(mb->adt)
expand_animdata(fd, mainvar, mb->adt);
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}
static void expand_curve(FileData *fd, Main *mainvar, Curve *cu)
{
int a;
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for(a=0; a<cu->totcol; a++) {
expand_doit(fd, mainvar, cu->mat[a]);
}
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expand_doit(fd, mainvar, cu->vfont);
expand_doit(fd, mainvar, cu->vfontb);
expand_doit(fd, mainvar, cu->vfonti);
expand_doit(fd, mainvar, cu->vfontbi);
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expand_doit(fd, mainvar, cu->key);
expand_doit(fd, mainvar, cu->ipo); // XXX depreceated - old animation system
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expand_doit(fd, mainvar, cu->bevobj);
expand_doit(fd, mainvar, cu->taperobj);
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expand_doit(fd, mainvar, cu->textoncurve);
if(cu->adt)
expand_animdata(fd, mainvar, cu->adt);
2002-10-12 11:37:38 +00:00
}
static void expand_mesh(FileData *fd, Main *mainvar, Mesh *me)
{
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
CustomDataLayer *layer;
2006-11-21 16:54:00 +00:00
MTFace *mtf;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
TFace *tf;
int a, i;
if(me->adt)
expand_animdata(fd, mainvar, me->adt);
2002-10-12 11:37:38 +00:00
for(a=0; a<me->totcol; a++) {
expand_doit(fd, mainvar, me->mat[a]);
}
2002-10-12 11:37:38 +00:00
expand_doit(fd, mainvar, me->key);
expand_doit(fd, mainvar, me->texcomesh);
2006-11-21 16:54:00 +00:00
if(me->tface) {
tf= me->tface;
for(i=0; i<me->totface; i++, tf++)
if(tf->tpage)
expand_doit(fd, mainvar, tf->tpage);
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
for(a=0; a<me->fdata.totlayer; a++) {
layer= &me->fdata.layers[a];
2006-11-21 16:54:00 +00:00
if(layer->type == CD_MTFACE) {
mtf= (MTFace*)layer->data;
for(i=0; i<me->totface; i++, mtf++)
if(mtf->tpage)
expand_doit(fd, mainvar, mtf->tpage);
}
2002-10-12 11:37:38 +00:00
}
}
/* temp struct used to transport needed info to expand_constraint_cb() */
typedef struct tConstraintExpandData {
FileData *fd;
Main *mainvar;
} tConstraintExpandData;
/* callback function used to expand constraint ID-links */
static void expand_constraint_cb(bConstraint *UNUSED(con), ID **idpoin, void *userdata)
{
tConstraintExpandData *ced= (tConstraintExpandData *)userdata;
expand_doit(ced->fd, ced->mainvar, *idpoin);
}
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static void expand_constraints(FileData *fd, Main *mainvar, ListBase *lb)
{
tConstraintExpandData ced;
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bConstraint *curcon;
/* relink all ID-blocks used by the constraints */
ced.fd= fd;
ced.mainvar= mainvar;
id_loop_constraints(lb, expand_constraint_cb, &ced);
/* depreceated manual expansion stuff */
2002-10-12 11:37:38 +00:00
for (curcon=lb->first; curcon; curcon=curcon->next) {
if (curcon->ipo)
expand_doit(fd, mainvar, curcon->ipo); // XXX depreceated - old animation system
2002-10-12 11:37:38 +00:00
}
}
static void expand_bones(FileData *fd, Main *mainvar, Bone *bone)
{
Bone *curBone;
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for (curBone = bone->childbase.first; curBone; curBone=curBone->next) {
expand_bones(fd, mainvar, curBone);
}
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}
static void expand_pose(FileData *fd, Main *mainvar, bPose *pose)
{
bPoseChannel *chan;
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if (!pose)
return;
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for (chan = pose->chanbase.first; chan; chan=chan->next) {
expand_constraints(fd, mainvar, &chan->constraints);
expand_doit(fd, mainvar, chan->custom);
2002-10-12 11:37:38 +00:00
}
}
static void expand_armature(FileData *fd, Main *mainvar, bArmature *arm)
{
Bone *curBone;
if(arm->adt)
expand_animdata(fd, mainvar, arm->adt);
2002-10-12 11:37:38 +00:00
for (curBone = arm->bonebase.first; curBone; curBone=curBone->next) {
expand_bones(fd, mainvar, curBone);
}
}
static void expand_object_expandModifiers(void *userData, Object *UNUSED(ob),
ID **idpoin)
{
struct { FileData *fd; Main *mainvar; } *data= userData;
FileData *fd= data->fd;
Main *mainvar= data->mainvar;
expand_doit(fd, mainvar, *idpoin);
}
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static void expand_object(FileData *fd, Main *mainvar, Object *ob)
{
ParticleSystem *psys;
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bSensor *sens;
bController *cont;
bActuator *act;
bActionStrip *strip;
PartEff *paf;
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int a;
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expand_doit(fd, mainvar, ob->data);
/* expand_object_expandModifier() */
if(ob->modifiers.first) {
struct { FileData *fd; Main *mainvar; } data;
data.fd= fd;
data.mainvar= mainvar;
modifiers_foreachIDLink(ob, expand_object_expandModifiers, (void *)&data);
}
expand_pose(fd, mainvar, ob->pose);
expand_doit(fd, mainvar, ob->poselib);
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expand_constraints(fd, mainvar, &ob->constraints);
expand_doit(fd, mainvar, ob->gpd);
// XXX depreceated - old animation system (for version patching only)
expand_doit(fd, mainvar, ob->ipo);
expand_doit(fd, mainvar, ob->action);
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expand_constraint_channels(fd, mainvar, &ob->constraintChannels);
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for (strip=ob->nlastrips.first; strip; strip=strip->next){
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
expand_doit(fd, mainvar, strip->object);
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expand_doit(fd, mainvar, strip->act);
expand_doit(fd, mainvar, strip->ipo);
}
// XXX depreceated - old animation system (for version patching only)
if(ob->adt)
expand_animdata(fd, mainvar, ob->adt);
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for(a=0; a<ob->totcol; a++) {
expand_doit(fd, mainvar, ob->mat[a]);
}
paf = give_parteff(ob);
if (paf && paf->group)
expand_doit(fd, mainvar, paf->group);
if(ob->dup_group)
expand_doit(fd, mainvar, ob->dup_group);
if(ob->proxy)
expand_doit(fd, mainvar, ob->proxy);
if(ob->proxy_group)
expand_doit(fd, mainvar, ob->proxy_group);
for(psys=ob->particlesystem.first; psys; psys=psys->next)
expand_doit(fd, mainvar, psys->part);
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sens= ob->sensors.first;
while(sens) {
if(sens->type==SENS_TOUCH) {
bTouchSensor *ts= sens->data;
expand_doit(fd, mainvar, ts->ma);
}
else if(sens->type==SENS_MESSAGE) {
bMessageSensor *ms= sens->data;
expand_doit(fd, mainvar, ms->fromObject);
}
sens= sens->next;
}
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cont= ob->controllers.first;
while(cont) {
if(cont->type==CONT_PYTHON) {
bPythonCont *pc= cont->data;
expand_doit(fd, mainvar, pc->text);
}
cont= cont->next;
}
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act= ob->actuators.first;
while(act) {
if(act->type==ACT_SOUND) {
bSoundActuator *sa= act->data;
expand_doit(fd, mainvar, sa->sound);
}
else if(act->type==ACT_CAMERA) {
bCameraActuator *ca= act->data;
expand_doit(fd, mainvar, ca->ob);
}
else if(act->type==ACT_EDIT_OBJECT) {
bEditObjectActuator *eoa= act->data;
if(eoa) {
expand_doit(fd, mainvar, eoa->ob);
expand_doit(fd, mainvar, eoa->me);
}
}
else if(act->type==ACT_OBJECT) {
bObjectActuator *oa= act->data;
expand_doit(fd, mainvar, oa->reference);
}
else if(act->type==ACT_ADD_OBJECT) {
bAddObjectActuator *aoa= act->data;
expand_doit(fd, mainvar, aoa->ob);
}
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else if(act->type==ACT_SCENE) {
bSceneActuator *sa= act->data;
expand_doit(fd, mainvar, sa->camera);
expand_doit(fd, mainvar, sa->scene);
}
else if(act->type==ACT_2DFILTER) {
bTwoDFilterActuator *tdfa= act->data;
expand_doit(fd, mainvar, tdfa->text);
}
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else if(act->type==ACT_ACTION) {
bActionActuator *aa= act->data;
expand_doit(fd, mainvar, aa->act);
}
else if(act->type==ACT_SHAPEACTION) {
bActionActuator *aa= act->data;
expand_doit(fd, mainvar, aa->act);
}
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else if(act->type==ACT_PROPERTY) {
bPropertyActuator *pa= act->data;
expand_doit(fd, mainvar, pa->ob);
}
else if(act->type==ACT_MESSAGE) {
bMessageActuator *ma= act->data;
expand_doit(fd, mainvar, ma->toObject);
}
else if(act->type==ACT_PARENT) {
bParentActuator *pa= act->data;
expand_doit(fd, mainvar, pa->ob);
}
else if(act->type==ACT_ARMATURE) {
bArmatureActuator *arma= act->data;
expand_doit(fd, mainvar, arma->target);
}
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act= act->next;
}
if(ob->pd && ob->pd->tex)
expand_doit(fd, mainvar, ob->pd->tex);
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}
static void expand_scene(FileData *fd, Main *mainvar, Scene *sce)
{
Base *base;
SceneRenderLayer *srl;
for(base= sce->base.first; base; base= base->next) {
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expand_doit(fd, mainvar, base->object);
}
expand_doit(fd, mainvar, sce->camera);
expand_doit(fd, mainvar, sce->world);
if(sce->adt)
expand_animdata(fd, mainvar, sce->adt);
expand_keyingsets(fd, mainvar, &sce->keyingsets);
if(sce->set)
expand_doit(fd, mainvar, sce->set);
if(sce->nodetree)
expand_nodetree(fd, mainvar, sce->nodetree);
for(srl= sce->r.layers.first; srl; srl= srl->next) {
expand_doit(fd, mainvar, srl->mat_override);
expand_doit(fd, mainvar, srl->light_override);
}
if(sce->r.dometext)
expand_doit(fd, mainvar, sce->gm.dome.warptext);
if(sce->gpd)
expand_doit(fd, mainvar, sce->gpd);
if(sce->ed) {
Sequence *seq;
SEQ_BEGIN(sce->ed, seq) {
if(seq->scene) expand_doit(fd, mainvar, seq->scene);
if(seq->scene_camera) expand_doit(fd, mainvar, seq->scene_camera);
if(seq->sound) expand_doit(fd, mainvar, seq->sound);
}
SEQ_END
}
#ifdef DURIAN_CAMERA_SWITCH
{
TimeMarker *marker;
for(marker= sce->markers.first; marker; marker= marker->next) {
if(marker->camera) {
expand_doit(fd, mainvar, marker->camera);
}
}
}
#endif
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}
static void expand_camera(FileData *fd, Main *mainvar, Camera *ca)
{
expand_doit(fd, mainvar, ca->ipo); // XXX depreceated - old animation system
if(ca->adt)
expand_animdata(fd, mainvar, ca->adt);
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}
static void expand_sound(FileData *fd, Main *mainvar, bSound *snd)
{
expand_doit(fd, mainvar, snd->ipo); // XXX depreceated - old animation system
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}
static void expand_main(FileData *fd, Main *mainvar)
{
ListBase *lbarray[MAX_LIBARRAY];
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ID *id;
int a, doit= 1;
if(fd==NULL) return;
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while(doit) {
doit= 0;
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a= set_listbasepointers(mainvar, lbarray);
while(a--) {
id= lbarray[a]->first;
while(id) {
if(id->flag & LIB_TEST) {
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switch(GS(id->name)) {
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case ID_OB:
expand_object(fd, mainvar, (Object *)id);
break;
case ID_ME:
expand_mesh(fd, mainvar, (Mesh *)id);
break;
case ID_CU:
expand_curve(fd, mainvar, (Curve *)id);
break;
case ID_MB:
expand_mball(fd, mainvar, (MetaBall *)id);
break;
case ID_SCE:
expand_scene(fd, mainvar, (Scene *)id);
break;
case ID_MA:
expand_material(fd, mainvar, (Material *)id);
break;
case ID_TE:
expand_texture(fd, mainvar, (Tex *)id);
break;
case ID_WO:
expand_world(fd, mainvar, (World *)id);
break;
case ID_LT:
expand_lattice(fd, mainvar, (Lattice *)id);
break;
case ID_LA:
expand_lamp(fd, mainvar,(Lamp *)id);
break;
case ID_KE:
expand_key(fd, mainvar, (Key *)id);
break;
case ID_CA:
expand_camera(fd, mainvar, (Camera *)id);
break;
case ID_SO:
expand_sound(fd, mainvar, (bSound *)id);
break;
case ID_AR:
expand_armature(fd, mainvar, (bArmature *)id);
break;
case ID_AC:
expand_action(fd, mainvar, (bAction *)id); // XXX depreceated - old animation system
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break;
Orange branch: Revived hidden treasure, the Groups! Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess...
2005-12-06 10:55:30 +00:00
case ID_GR:
expand_group(fd, mainvar, (Group *)id);
break;
Orange: more noodle updates! **** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2006-01-02 13:06:05 +00:00
case ID_NT:
expand_nodetree(fd, mainvar, (bNodeTree *)id);
break;
case ID_BR:
expand_brush(fd, mainvar, (Brush *)id);
break;
case ID_IP:
expand_ipo(fd, mainvar, (Ipo *)id); // XXX depreceated - old animation system
break;
case ID_PA:
expand_particlesettings(fd, mainvar, (ParticleSettings *)id);
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}
doit= 1;
id->flag -= LIB_TEST;
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}
id= id->next;
}
}
}
}
static int object_in_any_scene(Main *mainvar, Object *ob)
{
Scene *sce;
for(sce= mainvar->scene.first; sce; sce= sce->id.next)
if(object_in_scene(ob, sce))
return 1;
return 0;
}
/* when *lib set, it also does objects that were in the appended group */
static void give_base_to_objects(Main *mainvar, Scene *sce, Library *lib, const short idcode, const short is_link)
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{
Object *ob;
Base *base;
const short is_group_append= (is_link==FALSE && idcode==ID_GR);
/* give all objects which are LIB_INDIRECT a base, or for a group when *lib has been set */
for(ob= mainvar->object.first; ob; ob= ob->id.next) {
if( ob->id.flag & LIB_INDIRECT ) {
/* IF below is quite confusing!
if we are appending, but this object wasnt just added allong with a group,
then this is already used indirectly in the scene somewhere else and we didnt just append it.
(ob->id.flag & LIB_PRE_EXISTING)==0 means that this is a newly appended object - Campbell */
if (is_group_append==0 || (ob->id.flag & LIB_PRE_EXISTING)==0) {
int do_it= 0;
if(ob->id.us==0) {
do_it= 1;
}
else if(idcode==ID_GR) {
if(ob->id.us==1 && is_link==FALSE && ob->id.lib==lib) {
if((ob->flag & OB_FROMGROUP) && object_in_any_scene(mainvar, ob)==0) {
do_it= 1;
}
}
}
else {
/* when appending, make sure any indirectly loaded objects
* get a base else they cant be accessed at all [#27437] */
if(ob->id.us==1 && is_link==FALSE && ob->id.lib==lib) {
if(object_in_any_scene(mainvar, ob)==0) {
do_it= 1;
}
}
}
if(do_it) {
base= MEM_callocN( sizeof(Base), "add_ext_base");
BLI_addtail(&(sce->base), base);
base->lay= ob->lay;
base->object= ob;
base->flag= ob->flag;
ob->id.us= 1;
ob->id.flag -= LIB_INDIRECT;
ob->id.flag |= LIB_EXTERN;
}
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}
}
}
}
/* when *lib set, it also does objects that were in the appended group */
static void give_base_to_groups(Main *mainvar, Scene *scene)
{
Group *group;
/* give all objects which are LIB_INDIRECT a base, or for a group when *lib has been set */
for(group= mainvar->group.first; group; group= group->id.next) {
if(((group->id.flag & LIB_INDIRECT)==0 && (group->id.flag & LIB_PRE_EXISTING)==0)) {
Base *base;
/* add_object(...) messes with the selection */
Object *ob= add_only_object(OB_EMPTY, group->id.name+2);
ob->type= OB_EMPTY;
ob->lay= scene->lay;
/* assign the base */
base= scene_add_base(scene, ob);
base->flag |= SELECT;
base->object->flag= base->flag;
ob->recalc |= OB_RECALC_OB|OB_RECALC_DATA|OB_RECALC_TIME;
scene->basact= base;
/* assign the group */
ob->dup_group= group;
ob->transflag |= OB_DUPLIGROUP;
rename_id(&ob->id, group->id.name+2);
VECCOPY(ob->loc, scene->cursor);
}
}
}
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/* returns true if the item was found
* but it may already have already been appended/linked */
static ID *append_named_part(Main *mainl, FileData *fd, const char *idname, const short idcode)
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{
BHead *bhead;
ID *id= NULL;
int found=0;
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for(bhead= blo_firstbhead(fd); bhead; bhead= blo_nextbhead(fd, bhead)) {
if(bhead->code==idcode) {
const char *idname_test= bhead_id_name(fd, bhead);
if(strcmp(idname_test + 2, idname)==0) {
found= 1;
id= is_yet_read(fd, mainl, bhead);
if(id==NULL) {
read_libblock(fd, mainl, bhead, LIB_TESTEXT, &id);
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}
else {
printf("append: already linked\n");
oldnewmap_insert(fd->libmap, bhead->old, id, 1);
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if(id->flag & LIB_INDIRECT) {
id->flag -= LIB_INDIRECT;
id->flag |= LIB_EXTERN;
}
}
break;
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}
}
else if(bhead->code==ENDB) {
break;
}
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}
/* if we found the id but the id is NULL, this is really bad */
BLI_assert((found != 0) == (id != NULL));
return found ? id : NULL;
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}
static ID *append_named_part_ex(const bContext *C, Main *mainl, FileData *fd, const char *idname, const int idcode, const int flag)
{
ID *id= append_named_part(mainl, fd, idname, idcode);
if(id && (GS(id->name) == ID_OB)) { /* loose object: give a base */
Scene *scene= CTX_data_scene(C); /* can be NULL */
if(scene) {
Base *base;
Object *ob;
base= MEM_callocN( sizeof(Base), "app_nam_part");
BLI_addtail(&scene->base, base);
ob= (Object *)id;
/* link at active layer (view3d->lay if in context, else scene->lay */
if((flag & FILE_ACTIVELAY)) {
View3D *v3d = CTX_wm_view3d(C);
ob->lay = v3d ? v3d->layact : scene->lay;
}
ob->mode= 0;
base->lay= ob->lay;
base->object= ob;
ob->id.us++;
if(flag & FILE_AUTOSELECT) {
base->flag |= SELECT;
base->object->flag = base->flag;
/* do NOT make base active here! screws up GUI stuff, if you want it do it on src/ level */
}
}
}
return id;
}
ID *BLO_library_append_named_part(Main *mainl, BlendHandle** bh, const char *idname, const int idcode)
{
FileData *fd= (FileData*)(*bh);
return append_named_part(mainl, fd, idname, idcode);
}
ID *BLO_library_append_named_part_ex(const bContext *C, Main *mainl, BlendHandle** bh, const char *idname, const int idcode, const short flag)
{
FileData *fd= (FileData*)(*bh);
return append_named_part_ex(C, mainl, fd, idname, idcode, flag);
}
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static void append_id_part(FileData *fd, Main *mainvar, ID *id, ID **id_r)
{
BHead *bhead;
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for (bhead= blo_firstbhead(fd); bhead; bhead= blo_nextbhead(fd, bhead)) {
if (bhead->code == GS(id->name)) {
if (strcmp(id->name, bhead_id_name(fd, bhead))==0) {
id->flag &= ~LIB_READ;
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id->flag |= LIB_TEST;
// printf("read lib block %s\n", id->name);
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read_libblock(fd, mainvar, bhead, id->flag, id_r);
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break;
}
} else if (bhead->code==ENDB)
break;
}
}
/* common routine to append/link something from a library */
static Main* library_append_begin(const bContext *C, FileData **fd, const char *filepath)
2002-10-12 11:37:38 +00:00
{
Main *mainvar= CTX_data_main(C);
Main *mainl;
/* make mains */
blo_split_main(&(*fd)->mainlist, mainvar);
/* which one do we need? */
mainl = blo_find_main(*fd, &(*fd)->mainlist, filepath, G.main->name);
/* needed for do_version */
mainl->versionfile= (*fd)->fileversion;
read_file_version(*fd, mainl);
return mainl;
}
Main* BLO_library_append_begin(const bContext *C, BlendHandle** bh, const char *filepath)
{
FileData *fd= (FileData*)(*bh);
return library_append_begin(C, &fd, filepath);
}
static void append_do_cursor(Scene *scene, Library *curlib, short flag)
{
Base *centerbase;
Object *ob;
float *curs, centerloc[3], vec[3], min[3], max[3];
int count= 0;
/* when not linking (appending)... */
if(flag & FILE_LINK)
return;
/* we're not appending at cursor */
if((flag & FILE_ATCURSOR) == 0)
return;
/* find the center of everything appended */
INIT_MINMAX(min, max);
centerbase= (scene->base.first);
while(centerbase) {
if(centerbase->object->id.lib==curlib && centerbase->object->parent==NULL) {
VECCOPY(vec, centerbase->object->loc);
DO_MINMAX(vec, min, max);
count++;
}
centerbase= centerbase->next;
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}
/* we haven't found any objects to move to cursor */
if(!count)
return;
/* move from the center of the appended objects to cursor */
mid_v3_v3v3(centerloc, min, max);
curs = scene->cursor;
VECSUB(centerloc,curs,centerloc);
/* now translate the center of the objects */
centerbase= (scene->base.first);
while(centerbase) {
if(centerbase->object->id.lib==curlib && centerbase->object->parent==NULL) {
ob= centerbase->object;
ob->loc[0] += centerloc[0];
ob->loc[1] += centerloc[1];
ob->loc[2] += centerloc[2];
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}
centerbase= centerbase->next;
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}
}
static void library_append_end(const bContext *C, Main *mainl, FileData **fd, int idcode, short flag)
{
Main *mainvar;
Scene *scene= CTX_data_scene(C);
Library *curlib;
/* make main consistent */
expand_main(*fd, mainl);
/* do this when expand found other libs */
read_libraries(*fd, &(*fd)->mainlist);
curlib= mainl->curlib;
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/* make the lib path relative if required */
if(flag & FILE_RELPATH) {
/* use the full path, this could have been read by other library even */
BLI_strncpy(curlib->name, curlib->filepath, sizeof(curlib->name));
/* uses current .blend file as reference */
BLI_path_rel(curlib->name, G.main->name);
}
blo_join_main(&(*fd)->mainlist);
mainvar= (*fd)->mainlist.first;
mainl= NULL; /* blo_join_main free's mainl, cant use anymore */
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lib_link_all(*fd, mainvar);
lib_verify_nodetree(mainvar, FALSE);
fix_relpaths_library(G.main->name, mainvar); /* make all relative paths, relative to the open blend file */
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/* give a base to loose objects. If group append, do it for objects too */
if(scene) {
const short is_link= (flag & FILE_LINK) != 0;
if(idcode==ID_SCE) {
/* dont instance anything when linking in scenes, assume the scene its self instances the data */
}
else {
give_base_to_objects(mainvar, scene, curlib, idcode, is_link);
if (flag & FILE_GROUP_INSTANCE) {
give_base_to_groups(mainvar, scene);
}
}
}
else {
printf("library_append_end, scene is NULL (objects wont get bases)\n");
}
/* has been removed... erm, why? s..ton) */
/* 20040907: looks like they are give base already in append_named_part(); -Nathan L */
/* 20041208: put back. It only linked direct, not indirect objects (ton) */
/* patch to prevent switch_endian happens twice */
if((*fd)->flags & FD_FLAGS_SWITCH_ENDIAN) {
blo_freefiledata( *fd );
*fd = NULL;
}
append_do_cursor(scene, curlib, flag);
}
void BLO_library_append_end(const bContext *C, struct Main *mainl, BlendHandle** bh, int idcode, short flag)
{
FileData *fd= (FileData*)(*bh);
library_append_end(C, mainl, &fd, idcode, flag);
*bh= (BlendHandle*)fd;
}
void *BLO_library_read_struct(FileData *fd, BHead *bh, const char *blockname)
{
return read_struct(fd, bh, blockname);
}
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/* ************* READ LIBRARY ************** */
static int mainvar_count_libread_blocks(Main *mainvar)
{
ListBase *lbarray[MAX_LIBARRAY];
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int a, tot= 0;
a= set_listbasepointers(mainvar, lbarray);
while(a--) {
ID *id;
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for (id= lbarray[a]->first; id; id= id->next)
if (id->flag & LIB_READ)
tot++;
}
return tot;
}
static void read_libraries(FileData *basefd, ListBase *mainlist)
{
Main *mainl= mainlist->first;
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Main *mainptr;
ListBase *lbarray[MAX_LIBARRAY];
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int a, doit= 1;
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while(doit) {
doit= 0;
/* test 1: read libdata */
mainptr= mainl->next;
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while(mainptr) {
int tot= mainvar_count_libread_blocks(mainptr);
// printf("found LIB_READ %s\n", mainptr->curlib->name);
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if(tot) {
FileData *fd= mainptr->curlib->filedata;
if(fd==NULL) {
/* printf and reports for now... its important users know this */
BKE_reportf(basefd->reports, RPT_INFO, "read library: '%s', '%s'\n", mainptr->curlib->filepath, mainptr->curlib->name);
if(!G.background && basefd->reports) printf("read library: '%s', '%s'\n", mainptr->curlib->filepath, mainptr->curlib->name);
fd= blo_openblenderfile(mainptr->curlib->filepath, basefd->reports);
/* allow typing in a new lib path */
if(G.rt==-666) {
while(fd==NULL) {
char newlib_path[240] = { 0 };
printf("Missing library...'\n");
printf(" current file: %s\n", G.main->name);
printf(" absolute lib: %s\n", mainptr->curlib->filepath);
printf(" relative lib: %s\n", mainptr->curlib->name);
printf(" enter a new path:\n");
if(scanf("%s", newlib_path) > 0) {
strcpy(mainptr->curlib->name, newlib_path);
strcpy(mainptr->curlib->filepath, newlib_path);
cleanup_path(G.main->name, mainptr->curlib->filepath);
fd= blo_openblenderfile(mainptr->curlib->filepath, basefd->reports);
if(fd) {
printf("found: '%s', party on macuno!\n", mainptr->curlib->filepath);
}
}
}
}
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if (fd) {
fd->reports= basefd->reports;
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if (fd->libmap)
oldnewmap_free(fd->libmap);
fd->libmap = oldnewmap_new();
mainptr->curlib->filedata= fd;
mainptr->versionfile= fd->fileversion;
/* subversion */
read_file_version(fd, mainptr);
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}
else mainptr->curlib->filedata= NULL;
if (fd==NULL) {
BKE_reportf(basefd->reports, RPT_ERROR, "Can't find lib '%s'\n", mainptr->curlib->filepath);
if(!G.background && basefd->reports) printf("ERROR: can't find lib %s \n", mainptr->curlib->filepath);
}
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}
if(fd) {
doit= 1;
a= set_listbasepointers(mainptr, lbarray);
while(a--) {
ID *id= lbarray[a]->first;
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while(id) {
ID *idn= id->next;
if(id->flag & LIB_READ) {
ID *realid= NULL;
BLI_remlink(lbarray[a], id);
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append_id_part(fd, mainptr, id, &realid);
if (!realid) {
BKE_reportf(fd->reports, RPT_ERROR, "LIB ERROR: %s:'%s' missing from '%s'\n", BKE_idcode_to_name(GS(id->name)), id->name+2, mainptr->curlib->filepath);
if(!G.background && basefd->reports) printf("LIB ERROR: %s:'%s' missing from '%s'\n", BKE_idcode_to_name(GS(id->name)), id->name+2, mainptr->curlib->filepath);
}
change_idid_adr(mainlist, basefd, id, realid);
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MEM_freeN(id);
}
id= idn;
}
}
expand_main(fd, mainptr);
/* dang FileData... now new libraries need to be appended to original filedata, it is not a good replacement for the old global (ton) */
while( fd->mainlist.first ) {
Main *mp= fd->mainlist.first;
BLI_remlink(&fd->mainlist, mp);
BLI_addtail(&basefd->mainlist, mp);
}
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}
}
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mainptr= mainptr->next;
}
}
/* test if there are unread libblocks */
for(mainptr= mainl->next; mainptr; mainptr= mainptr->next) {
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a= set_listbasepointers(mainptr, lbarray);
while(a--) {
ID *id= lbarray[a]->first;
while(id) {
ID *idn= id->next;
if(id->flag & LIB_READ) {
BLI_remlink(lbarray[a], id);
BKE_reportf(basefd->reports, RPT_ERROR, "LIB ERROR: %s:'%s' unread libblock missing from '%s'\n", BKE_idcode_to_name(GS(id->name)), id->name+2, mainptr->curlib->filepath);
if(!G.background && basefd->reports)printf("LIB ERROR: %s:'%s' unread libblock missing from '%s'\n", BKE_idcode_to_name(GS(id->name)), id->name+2, mainptr->curlib->filepath);
change_idid_adr(mainlist, basefd, id, NULL);
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MEM_freeN(id);
}
id= idn;
}
}
}
/* do versions, link, and free */
for(mainptr= mainl->next; mainptr; mainptr= mainptr->next) {
/* some mains still have to be read, then
* versionfile is still zero! */
if(mainptr->versionfile) {
if(mainptr->curlib->filedata) // can be zero... with shift+f1 append
do_versions(mainptr->curlib->filedata, mainptr->curlib, mainptr);
else
do_versions(basefd, NULL, mainptr);
}
if(mainptr->curlib->filedata)
lib_link_all(mainptr->curlib->filedata, mainptr);
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if(mainptr->curlib->filedata) blo_freefiledata(mainptr->curlib->filedata);
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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mainptr->curlib->filedata= NULL;
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}
}
/* reading runtime */
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BlendFileData *blo_read_blendafterruntime(int file, char *name, int actualsize, ReportList *reports)
{
BlendFileData *bfd = NULL;
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FileData *fd = filedata_new();
fd->filedes = file;
fd->buffersize = actualsize;
fd->read = fd_read_from_file;
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/* needed for library_append and read_libraries */
BLI_strncpy(fd->relabase, name, sizeof(fd->relabase));
fd = blo_decode_and_check(fd, reports);
if (!fd)
return NULL;
fd->reports= reports;
bfd= blo_read_file_internal(fd, "");
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blo_freefiledata(fd);
return bfd;
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}