This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/makesrna/intern/rna_scene_api.c

468 lines
17 KiB
C
Raw Normal View History

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2009 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup RNA
2011-02-27 20:20:01 +00:00
*/
#include <stdio.h>
#include <stdlib.h>
#include "BLI_kdopbvh.h"
#include "BLI_path_util.h"
#include "BLI_utildefines.h"
#include "RNA_define.h"
#include "RNA_enum_types.h"
#include "DNA_anim_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "rna_internal.h" /* own include */
#ifdef WITH_ALEMBIC
# include "ABC_alembic.h"
#endif
#ifdef RNA_RUNTIME
# include "BKE_editmesh.h"
# include "BKE_global.h"
# include "BKE_image.h"
# include "BKE_scene.h"
# include "BKE_writeavi.h"
# include "DEG_depsgraph_query.h"
# include "ED_transform.h"
# include "ED_transform_snap_object_context.h"
# include "ED_uvedit.h"
# ifdef WITH_PYTHON
# include "BPY_extern.h"
# endif
Threaded object update and EvaluationContext Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
2013-12-26 17:24:42 +06:00
static void rna_Scene_frame_set(Scene *scene, Main *bmain, int frame, float subframe)
{
double cfra = (double)frame + (double)subframe;
CLAMP(cfra, MINAFRAME, MAXFRAME);
BKE_scene_frame_set(scene, cfra);
# ifdef WITH_PYTHON
BPy_BEGIN_ALLOW_THREADS;
# endif
Threaded object update and EvaluationContext Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
2013-12-26 17:24:42 +06:00
for (ViewLayer *view_layer = scene->view_layers.first; view_layer != NULL;
view_layer = view_layer->next) {
Depsgraph *depsgraph = BKE_scene_ensure_depsgraph(bmain, scene, view_layer);
BKE_scene_graph_update_for_newframe(depsgraph);
}
Threaded object update and EvaluationContext Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
2013-12-26 17:24:42 +06:00
# ifdef WITH_PYTHON
BPy_END_ALLOW_THREADS;
# endif
Threaded object update and EvaluationContext Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
2013-12-26 17:24:42 +06:00
if (BKE_scene_camera_switch_update(scene)) {
for (bScreen *screen = bmain->screens.first; screen; screen = screen->id.next) {
BKE_screen_view3d_scene_sync(screen, scene);
}
}
/* don't do notifier when we're rendering, avoid some viewport crashes
* redrawing while the data is being modified for render */
if (!G.is_rendering) {
/* cant use NC_SCENE|ND_FRAME because this causes wm_event_do_notifiers to call
* BKE_scene_graph_update_for_newframe which will lose any un-keyed changes T24690. */
/* WM_main_add_notifier(NC_SCENE|ND_FRAME, scene); */
2018-06-09 14:40:09 +02:00
/* instead just redraw the views */
WM_main_add_notifier(NC_WINDOW, NULL);
}
}
2020-07-07 16:03:26 +10:00
static void rna_Scene_uvedit_aspect(Scene *UNUSED(scene), Object *ob, float *aspect)
{
if ((ob->type == OB_MESH) && (ob->mode == OB_MODE_EDIT)) {
BMEditMesh *em;
em = BKE_editmesh_from_object(ob);
if (EDBM_uv_check(em)) {
2020-07-07 16:03:26 +10:00
ED_uvedit_get_aspect(ob, aspect, aspect + 1);
return;
}
}
aspect[0] = aspect[1] = 1.0f;
}
static void rna_SceneRender_get_frame_path(
RenderData *rd, Main *bmain, int frame, bool preview, const char *view, char *name)
{
const char *suffix = BKE_scene_multiview_view_suffix_get(rd, view);
/* avoid NULL pointer */
2019-06-04 00:21:57 +10:00
if (!suffix) {
suffix = "";
2019-06-04 00:21:57 +10:00
}
if (BKE_imtype_is_movie(rd->im_format.imtype)) {
BKE_movie_filepath_get(name, rd, preview != 0, suffix);
}
else {
BKE_image_path_from_imformat(name,
rd->pic,
BKE_main_blendfile_path(bmain),
(frame == INT_MIN) ? rd->cfra : frame,
&rd->im_format,
(rd->scemode & R_EXTENSION) != 0,
true,
suffix);
}
}
static void rna_Scene_ray_cast(Scene *scene,
Depsgraph *depsgraph,
float origin[3],
float direction[3],
float ray_dist,
bool *r_success,
float r_location[3],
float r_normal[3],
int *r_index,
Object **r_ob,
float r_obmat[16])
{
normalize_v3(direction);
SnapObjectContext *sctx = ED_transform_snap_object_context_create(scene, 0);
bool ret = ED_transform_snap_object_project_ray_ex(sctx,
depsgraph,
&(const struct SnapObjectParams){
.snap_select = SNAP_ALL,
},
origin,
direction,
&ray_dist,
r_location,
r_normal,
r_index,
r_ob,
(float(*)[4])r_obmat);
ED_transform_snap_object_context_destroy(sctx);
if (r_ob != NULL && *r_ob != NULL) {
*r_ob = DEG_get_original_object(*r_ob);
}
if (ret) {
*r_success = true;
}
else {
*r_success = false;
unit_m4((float(*)[4])r_obmat);
zero_v3(r_location);
zero_v3(r_normal);
}
}
static void rna_Scene_sequencer_editing_free(Scene *scene)
{
SEQ_editing_free(scene, true);
}
# ifdef WITH_ALEMBIC
static void rna_Scene_alembic_export(Scene *scene,
bContext *C,
const char *filepath,
int frame_start,
int frame_end,
int xform_samples,
int geom_samples,
float shutter_open,
float shutter_close,
bool selected_only,
bool uvs,
bool normals,
bool vcolors,
bool apply_subdiv,
bool flatten_hierarchy,
bool visible_objects_only,
bool renderable_only,
bool face_sets,
bool use_subdiv_schema,
bool export_hair,
bool export_particles,
bool packuv,
float scale,
bool triangulate,
int quad_method,
int ngon_method)
{
/* We have to enable allow_threads, because we may change scene frame number
* during export. */
# ifdef WITH_PYTHON
BPy_BEGIN_ALLOW_THREADS;
# endif
const struct AlembicExportParams params = {
.frame_start = frame_start,
.frame_end = frame_end,
.frame_samples_xform = xform_samples,
.frame_samples_shape = geom_samples,
.shutter_open = shutter_open,
.shutter_close = shutter_close,
.selected_only = selected_only,
.uvs = uvs,
.normals = normals,
.vcolors = vcolors,
.apply_subdiv = apply_subdiv,
.flatten_hierarchy = flatten_hierarchy,
.visible_objects_only = visible_objects_only,
.renderable_only = renderable_only,
.face_sets = face_sets,
.use_subdiv_schema = use_subdiv_schema,
.export_hair = export_hair,
.export_particles = export_particles,
.packuv = packuv,
.triangulate = triangulate,
.quad_method = quad_method,
.ngon_method = ngon_method,
.global_scale = scale,
};
ABC_export(scene, C, filepath, &params, true);
# ifdef WITH_PYTHON
BPy_END_ALLOW_THREADS;
# endif
}
# endif
#else
void RNA_api_scene(StructRNA *srna)
{
FunctionRNA *func;
PropertyRNA *parm;
func = RNA_def_function(srna, "frame_set", "rna_Scene_frame_set");
RNA_def_function_ui_description(func, "Set scene frame updating all objects immediately");
parm = RNA_def_int(
func, "frame", 0, MINAFRAME, MAXFRAME, "", "Frame number to set", MINAFRAME, MAXFRAME);
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
RNA_def_float(
func, "subframe", 0.0, 0.0, 1.0, "", "Subframe time, between 0.0 and 1.0", 0.0, 1.0);
RNA_def_function_flag(func, FUNC_USE_MAIN);
func = RNA_def_function(srna, "uvedit_aspect", "rna_Scene_uvedit_aspect");
RNA_def_function_ui_description(func, "Get uv aspect for current object");
parm = RNA_def_pointer(func, "object", "Object", "", "Object");
RNA_def_parameter_flags(parm, PROP_NEVER_NULL, PARM_REQUIRED);
parm = RNA_def_float_vector(func, "result", 2, NULL, 0.0f, FLT_MAX, "", "aspect", 0.0f, FLT_MAX);
RNA_def_parameter_flags(parm, PROP_THICK_WRAP, 0);
RNA_def_function_output(func, parm);
/* Ray Cast */
func = RNA_def_function(srna, "ray_cast", "rna_Scene_ray_cast");
RNA_def_function_ui_description(func, "Cast a ray onto in object space");
parm = RNA_def_pointer(func, "depsgraph", "Depsgraph", "", "The current dependency graph");
RNA_def_parameter_flags(parm, PROP_NEVER_NULL, PARM_REQUIRED);
/* ray start and end */
parm = RNA_def_float_vector(func, "origin", 3, NULL, -FLT_MAX, FLT_MAX, "", "", -1e4, 1e4);
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
parm = RNA_def_float_vector(func, "direction", 3, NULL, -FLT_MAX, FLT_MAX, "", "", -1e4, 1e4);
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
RNA_def_float(func,
"distance",
BVH_RAYCAST_DIST_MAX,
0.0,
BVH_RAYCAST_DIST_MAX,
"",
"Maximum distance",
0.0,
BVH_RAYCAST_DIST_MAX);
/* return location and normal */
parm = RNA_def_boolean(func, "result", 0, "", "");
RNA_def_function_output(func, parm);
parm = RNA_def_float_vector(func,
"location",
3,
NULL,
-FLT_MAX,
FLT_MAX,
"Location",
"The hit location of this ray cast",
-1e4,
1e4);
RNA_def_parameter_flags(parm, PROP_THICK_WRAP, 0);
RNA_def_function_output(func, parm);
parm = RNA_def_float_vector(func,
"normal",
3,
NULL,
-FLT_MAX,
FLT_MAX,
"Normal",
"The face normal at the ray cast hit location",
-1e4,
1e4);
RNA_def_parameter_flags(parm, PROP_THICK_WRAP, 0);
RNA_def_function_output(func, parm);
parm = RNA_def_int(
func, "index", 0, 0, 0, "", "The face index, -1 when original data isn't available", 0, 0);
RNA_def_function_output(func, parm);
parm = RNA_def_pointer(func, "object", "Object", "", "Ray cast object");
RNA_def_function_output(func, parm);
parm = RNA_def_float_matrix(func, "matrix", 4, 4, NULL, 0.0f, 0.0f, "", "Matrix", 0.0f, 0.0f);
RNA_def_function_output(func, parm);
/* Sequencer. */
func = RNA_def_function(srna, "sequence_editor_create", "SEQ_editing_ensure");
RNA_def_function_ui_description(func, "Ensure sequence editor is valid in this scene");
parm = RNA_def_pointer(
func, "sequence_editor", "SequenceEditor", "", "New sequence editor data or NULL");
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "sequence_editor_clear", "rna_Scene_sequencer_editing_free");
RNA_def_function_ui_description(func, "Clear sequence editor in this scene");
# ifdef WITH_ALEMBIC
2020-02-10 10:33:00 +11:00
/* XXX Deprecated, will be removed in 2.8 in favor of calling the export operator. */
func = RNA_def_function(srna, "alembic_export", "rna_Scene_alembic_export");
RNA_def_function_ui_description(
func, "Export to Alembic file (deprecated, use the Alembic export operator)");
parm = RNA_def_string(
func, "filepath", NULL, FILE_MAX, "File Path", "File path to write Alembic file");
RNA_def_parameter_flags(parm, 0, PARM_REQUIRED);
RNA_def_property_subtype(parm, PROP_FILEPATH); /* allow non utf8 */
RNA_def_int(func, "frame_start", 1, INT_MIN, INT_MAX, "Start", "Start Frame", INT_MIN, INT_MAX);
RNA_def_int(func, "frame_end", 1, INT_MIN, INT_MAX, "End", "End Frame", INT_MIN, INT_MAX);
RNA_def_int(
func, "xform_samples", 1, 1, 128, "Xform samples", "Transform samples per frame", 1, 128);
RNA_def_int(
func, "geom_samples", 1, 1, 128, "Geom samples", "Geometry samples per frame", 1, 128);
RNA_def_float(func, "shutter_open", 0.0f, -1.0f, 1.0f, "Shutter open", "", -1.0f, 1.0f);
RNA_def_float(func, "shutter_close", 1.0f, -1.0f, 1.0f, "Shutter close", "", -1.0f, 1.0f);
RNA_def_boolean(func, "selected_only", 0, "Selected only", "Export only selected objects");
RNA_def_boolean(func, "uvs", 1, "UVs", "Export UVs");
RNA_def_boolean(func, "normals", 1, "Normals", "Export normals");
RNA_def_boolean(func, "vcolors", 0, "Vertex colors", "Export vertex colors");
RNA_def_boolean(
func, "apply_subdiv", 1, "Subsurfs as meshes", "Export subdivision surfaces as meshes");
RNA_def_boolean(func, "flatten", 0, "Flatten hierarchy", "Flatten hierarchy");
RNA_def_boolean(func,
"visible_objects_only",
0,
"Visible layers only",
"Export only objects in visible layers");
RNA_def_boolean(func,
"renderable_only",
0,
"Renderable objects only",
"Export only objects marked renderable in the outliner");
RNA_def_boolean(func, "face_sets", 0, "Facesets", "Export face sets");
RNA_def_boolean(func,
"subdiv_schema",
0,
"Use Alembic subdivision Schema",
"Use Alembic subdivision Schema");
RNA_def_boolean(
func, "export_hair", 1, "Export Hair", "Exports hair particle systems as animated curves");
RNA_def_boolean(
func, "export_particles", 1, "Export Particles", "Exports non-hair particle systems");
RNA_def_boolean(
func, "packuv", 0, "Export with packed UV islands", "Export with packed UV islands");
RNA_def_float(
func,
"scale",
1.0f,
0.0001f,
1000.0f,
"Scale",
"Value by which to enlarge or shrink the objects with respect to the world's origin",
0.0001f,
1000.0f);
RNA_def_boolean(
func, "triangulate", 0, "Triangulate", "Export polygons (quads and n-gons) as triangles");
RNA_def_enum(func,
"quad_method",
rna_enum_modifier_triangulate_quad_method_items,
0,
"Quad Method",
"Method for splitting the quads into triangles");
RNA_def_enum(func,
"ngon_method",
rna_enum_modifier_triangulate_ngon_method_items,
0,
"N-gon Method",
"Method for splitting the n-gons into triangles");
RNA_def_function_flag(func, FUNC_USE_CONTEXT);
# endif
}
void RNA_api_scene_render(StructRNA *srna)
{
FunctionRNA *func;
PropertyRNA *parm;
func = RNA_def_function(srna, "frame_path", "rna_SceneRender_get_frame_path");
RNA_def_function_flag(func, FUNC_USE_MAIN);
RNA_def_function_ui_description(
func, "Return the absolute path to the filename to be written for a given frame");
RNA_def_int(func,
"frame",
INT_MIN,
INT_MIN,
INT_MAX,
"",
"Frame number to use, if unset the current frame will be used",
MINAFRAME,
MAXFRAME);
RNA_def_boolean(func, "preview", 0, "Preview", "Use preview range");
RNA_def_string_file_path(func,
"view",
NULL,
FILE_MAX,
"View",
"The name of the view to use to replace the \"%\" chars");
parm = RNA_def_string_file_path(func,
"filepath",
NULL,
FILE_MAX,
"File Path",
"The resulting filepath from the scenes render settings");
RNA_def_parameter_flags(parm, PROP_THICK_WRAP, 0); /* needed for string return value */
RNA_def_function_output(func, parm);
}
#endif