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blender-archive/source/blender/blenkernel/intern/displist.c

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2011-10-10 09:38:02 +00:00
/*
* ***** 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.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/blenkernel/intern/displist.c
* \ingroup bke
*/
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#include <math.h>
#include <stdio.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_curve_types.h"
#include "DNA_meshdata_types.h"
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#include "DNA_scene_types.h"
#include "DNA_object_types.h"
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#include "DNA_material_types.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
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#include "BLI_editVert.h"
#include "BLI_scanfill.h"
#include "BLI_utildefines.h"
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#include "BKE_global.h"
#include "BKE_displist.h"
#include "BKE_cdderivedmesh.h"
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#include "BKE_object.h"
#include "BKE_mball.h"
#include "BKE_material.h"
#include "BKE_curve.h"
#include "BKE_key.h"
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#include "BKE_anim.h"
#include "BKE_font.h"
#include "BKE_lattice.h"
#include "BKE_modifier.h"
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#include "BLO_sys_types.h" // for intptr_t support
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extern Material defmaterial; /* material.c */
static void boundbox_displist(Object *ob);
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void free_disp_elem(DispList *dl)
{
if(dl) {
if(dl->verts) MEM_freeN(dl->verts);
if(dl->nors) MEM_freeN(dl->nors);
if(dl->index) MEM_freeN(dl->index);
if(dl->col1) MEM_freeN(dl->col1);
if(dl->col2) MEM_freeN(dl->col2);
if(dl->bevelSplitFlag) MEM_freeN(dl->bevelSplitFlag);
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MEM_freeN(dl);
}
}
void freedisplist(ListBase *lb)
{
DispList *dl;
dl= lb->first;
while(dl) {
BLI_remlink(lb, dl);
free_disp_elem(dl);
dl= lb->first;
}
}
DispList *find_displist_create(ListBase *lb, int type)
{
DispList *dl;
dl= lb->first;
while(dl) {
if(dl->type==type) return dl;
dl= dl->next;
}
dl= MEM_callocN(sizeof(DispList), "find_disp");
dl->type= type;
BLI_addtail(lb, dl);
return dl;
}
DispList *find_displist(ListBase *lb, int type)
{
DispList *dl;
dl= lb->first;
while(dl) {
if(dl->type==type) return dl;
dl= dl->next;
}
return NULL;
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}
int displist_has_faces(ListBase *lb)
{
DispList *dl;
for(dl= lb->first; dl; dl= dl->next) {
if ELEM3(dl->type, DL_INDEX3, DL_INDEX4, DL_SURF)
return 1;
}
return 0;
}
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void copy_displist(ListBase *lbn, ListBase *lb)
{
DispList *dln, *dl;
freedisplist(lbn);
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dl= lb->first;
while(dl) {
dln= MEM_dupallocN(dl);
BLI_addtail(lbn, dln);
dln->verts= MEM_dupallocN(dl->verts);
dln->nors= MEM_dupallocN(dl->nors);
dln->index= MEM_dupallocN(dl->index);
dln->col1= MEM_dupallocN(dl->col1);
dln->col2= MEM_dupallocN(dl->col2);
if(dl->bevelSplitFlag)
dln->bevelSplitFlag= MEM_dupallocN(dl->bevelSplitFlag);
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dl= dl->next;
}
}
void addnormalsDispList(ListBase *lb)
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{
DispList *dl = NULL;
float *vdata, *ndata, nor[3];
float *v1, *v2, *v3, *v4;
float *n1, *n2, *n3, *n4;
int a, b, p1, p2, p3, p4;
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dl= lb->first;
while(dl) {
if(dl->type==DL_INDEX3) {
if(dl->nors==NULL) {
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dl->nors= MEM_callocN(sizeof(float)*3, "dlnors");
if(dl->verts[2] < 0.0f) dl->nors[2]= -1.0f;
else dl->nors[2]= 1.0f;
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}
}
else if(dl->type==DL_SURF) {
if(dl->nors==NULL) {
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dl->nors= MEM_callocN(sizeof(float)*3*dl->nr*dl->parts, "dlnors");
vdata= dl->verts;
ndata= dl->nors;
for(a=0; a<dl->parts; a++) {
if (surfindex_displist(dl, a, &b, &p1, &p2, &p3, &p4)==0)
break;
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v1= vdata+ 3*p1;
n1= ndata+ 3*p1;
v2= vdata+ 3*p2;
n2= ndata+ 3*p2;
v3= vdata+ 3*p3;
n3= ndata+ 3*p3;
v4= vdata+ 3*p4;
n4= ndata+ 3*p4;
for(; b<dl->nr; b++) {
normal_quad_v3( nor,v1, v3, v4, v2);
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add_v3_v3(n1, nor);
add_v3_v3(n2, nor);
add_v3_v3(n3, nor);
add_v3_v3(n4, nor);
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v2= v1; v1+= 3;
v4= v3; v3+= 3;
n2= n1; n1+= 3;
n4= n3; n3+= 3;
}
}
a= dl->parts*dl->nr;
v1= ndata;
while(a--) {
normalize_v3(v1);
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v1+= 3;
}
}
}
dl= dl->next;
}
}
void count_displist(ListBase *lb, int *totvert, int *totface)
{
DispList *dl;
dl= lb->first;
while(dl) {
switch(dl->type) {
case DL_SURF:
*totvert+= dl->nr*dl->parts;
*totface+= (dl->nr-1)*(dl->parts-1);
break;
case DL_INDEX3:
case DL_INDEX4:
*totvert+= dl->nr;
*totface+= dl->parts;
break;
case DL_POLY:
case DL_SEGM:
*totvert+= dl->nr*dl->parts;
}
dl= dl->next;
}
}
int surfindex_displist(DispList *dl, int a, int *b, int *p1, int *p2, int *p3, int *p4)
{
if((dl->flag & DL_CYCL_V)==0 && a==(dl->parts)-1) {
return 0;
}
if(dl->flag & DL_CYCL_U) {
(*p1)= dl->nr*a;
(*p2)= (*p1)+ dl->nr-1;
(*p3)= (*p1)+ dl->nr;
(*p4)= (*p2)+ dl->nr;
(*b)= 0;
} else {
(*p2)= dl->nr*a;
(*p1)= (*p2)+1;
(*p4)= (*p2)+ dl->nr;
(*p3)= (*p1)+ dl->nr;
(*b)= 1;
}
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if( (dl->flag & DL_CYCL_V) && a==dl->parts-1) {
(*p3)-= dl->nr*dl->parts;
(*p4)-= dl->nr*dl->parts;
}
return 1;
}
/* ****************** make displists ********************* */
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static void curve_to_displist(Curve *cu, ListBase *nubase, ListBase *dispbase, int forRender)
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{
Nurb *nu;
DispList *dl;
BezTriple *bezt, *prevbezt;
BPoint *bp;
float *data;
int a, len, resolu;
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nu= nubase->first;
while(nu) {
if(nu->hide==0) {
if(forRender && cu->resolu_ren!=0)
resolu= cu->resolu_ren;
else
resolu= nu->resolu;
if(!check_valid_nurb_u(nu));
else if(nu->type == CU_BEZIER) {
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/* count */
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len= 0;
a= nu->pntsu-1;
if(nu->flagu & CU_NURB_CYCLIC) a++;
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prevbezt= nu->bezt;
bezt= prevbezt+1;
while(a--) {
if(a==0 && (nu->flagu & CU_NURB_CYCLIC)) bezt= nu->bezt;
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if(prevbezt->h2==HD_VECT && bezt->h1==HD_VECT) len++;
else len+= resolu;
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if(a==0 && (nu->flagu & CU_NURB_CYCLIC)==0) len++;
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prevbezt= bezt;
bezt++;
}
dl= MEM_callocN(sizeof(DispList), "makeDispListbez");
/* len+1 because of 'forward_diff_bezier' function */
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dl->verts= MEM_callocN( (len+1)*3*sizeof(float), "dlverts");
BLI_addtail(dispbase, dl);
dl->parts= 1;
dl->nr= len;
dl->col= nu->mat_nr;
dl->charidx= nu->charidx;
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data= dl->verts;
if(nu->flagu & CU_NURB_CYCLIC) {
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dl->type= DL_POLY;
a= nu->pntsu;
}
else {
dl->type= DL_SEGM;
a= nu->pntsu-1;
}
prevbezt= nu->bezt;
bezt= prevbezt+1;
while(a--) {
if(a==0 && dl->type== DL_POLY) bezt= nu->bezt;
if(prevbezt->h2==HD_VECT && bezt->h1==HD_VECT) {
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copy_v3_v3(data, prevbezt->vec[1]);
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data+= 3;
}
else {
int j;
for(j=0; j<3; j++) {
forward_diff_bezier( prevbezt->vec[1][j],
prevbezt->vec[2][j],
bezt->vec[0][j],
bezt->vec[1][j],
data+j, resolu, 3*sizeof(float));
}
data+= 3*resolu;
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}
if(a==0 && dl->type==DL_SEGM) {
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copy_v3_v3(data, bezt->vec[1]);
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}
prevbezt= bezt;
bezt++;
}
}
else if(nu->type == CU_NURBS) {
len= (resolu*SEGMENTSU(nu));
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dl= MEM_callocN(sizeof(DispList), "makeDispListsurf");
dl->verts= MEM_callocN(len*3*sizeof(float), "dlverts");
BLI_addtail(dispbase, dl);
dl->parts= 1;
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dl->nr= len;
dl->col= nu->mat_nr;
dl->charidx = nu->charidx;
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data= dl->verts;
if(nu->flagu & CU_NURB_CYCLIC) dl->type= DL_POLY;
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else dl->type= DL_SEGM;
makeNurbcurve(nu, data, NULL, NULL, NULL, resolu, 3*sizeof(float));
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}
else if(nu->type == CU_POLY) {
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len= nu->pntsu;
dl= MEM_callocN(sizeof(DispList), "makeDispListpoly");
dl->verts= MEM_callocN(len*3*sizeof(float), "dlverts");
BLI_addtail(dispbase, dl);
dl->parts= 1;
dl->nr= len;
dl->col= nu->mat_nr;
More text object fancyness, and fixes: - "Flush" is now split into two seperate Alignment modes "Flush" and "Justify": - Justify does exactly the same as a normal word processor's justify function does, and in addition, it uses *whitespace* instead of *character spacing* (kerning) to fill lines. Much more readable. - Flush is pretty much the old Blender "Flush" mode - and as such it uses character spacing to fill lines. Just as Justify, this only works with at least one textframe. - Underlining for text objects. Not a lot to explain. New button "U" in the editbuttons, and CTRL-U as hotkey toggle underlining for newly entered characters or for the selection, just like CTRL-B/CTRL-I do for bold/italic. Underline height (thickness) and Underline position (vertical) can be set in the editbuttons. Implemented as CU_POLY polygon curves. - The B, U and i buttons (and the corresponding CTRL-B/U/I keystrokes) have been fixed to only affect *one* attribute at a time. Formerly, hitting CTRL-B when no other style was active, on a text portion with italics text, for example, would kill the italics and just apply bold. Now, these attributes always add or substract only, but do not replace the style. - In the past, there were bugs with material indices uninitialized, and thus crashes in the renderer with illegal material indices. Even though I assume they have been fixed, I've put in a check that checks (hah) if the material index of a character is illegal (bigger than ob->totcol), and then sets it to zero, and spits out a warning on stderr. If you see such warnings, please report and link to the .blend. - Bugfix: All alignment modes only worked if there were at least *two* lines of text in the text object. Fixed There's now a regression test file for text objects, please add to the corresponding repository: http://blender.instinctive.de/downloads/release/demo/text-regression.blend.gz
2005-08-29 12:46:07 +00:00
dl->charidx = nu->charidx;
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data= dl->verts;
if(nu->flagu & CU_NURB_CYCLIC) dl->type= DL_POLY;
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else dl->type= DL_SEGM;
a= len;
bp= nu->bp;
while(a--) {
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copy_v3_v3(data, bp->vec);
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bp++;
data+= 3;
}
}
}
nu= nu->next;
}
}
void filldisplist(ListBase *dispbase, ListBase *to, int flipnormal)
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{
EditVert *eve, *v1, *vlast;
EditFace *efa;
DispList *dlnew=NULL, *dl;
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float *f1;
int colnr=0, charidx=0, cont=1, tot, a, *index, nextcol= 0;
intptr_t totvert;
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if(dispbase==NULL) return;
if(dispbase->first==NULL) return;
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while(cont) {
cont= 0;
totvert= 0;
nextcol= 0;
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BLI_begin_edgefill();
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dl= dispbase->first;
while(dl) {
if(dl->type==DL_POLY) {
if(charidx<dl->charidx) cont= 1;
else if(charidx==dl->charidx) { /* character with needed index */
if(colnr==dl->col) {
/* make editverts and edges */
f1= dl->verts;
a= dl->nr;
eve= v1= NULL;
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while(a--) {
vlast= eve;
eve= BLI_addfillvert(f1);
totvert++;
if(vlast==NULL) v1= eve;
else {
BLI_addfilledge(vlast, eve);
}
f1+=3;
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}
if(eve!=NULL && v1!=NULL) {
BLI_addfilledge(eve, v1);
}
} else if (colnr<dl->col) {
/* got poly with next material at current char */
cont= 1;
nextcol= 1;
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}
}
}
dl= dl->next;
}
if(totvert && (tot= BLI_edgefill(0))) { // XXX (obedit && obedit->actcol)?(obedit->actcol-1):0)) {
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if(tot) {
dlnew= MEM_callocN(sizeof(DispList), "filldisplist");
dlnew->type= DL_INDEX3;
dlnew->col= colnr;
dlnew->nr= totvert;
dlnew->parts= tot;
dlnew->index= MEM_mallocN(tot*3*sizeof(int), "dlindex");
dlnew->verts= MEM_mallocN(totvert*3*sizeof(float), "dlverts");
/* vert data */
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f1= dlnew->verts;
totvert= 0;
eve= fillvertbase.first;
while(eve) {
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copy_v3_v3(f1, eve->co);
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f1+= 3;
/* index number */
eve->tmp.l = totvert;
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totvert++;
eve= eve->next;
}
/* index data */
efa= fillfacebase.first;
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index= dlnew->index;
while(efa) {
index[0]= (intptr_t)efa->v1->tmp.l;
index[1]= (intptr_t)efa->v2->tmp.l;
index[2]= (intptr_t)efa->v3->tmp.l;
if(flipnormal)
SWAP(int, index[0], index[2]);
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index+= 3;
efa= efa->next;
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}
}
BLI_addhead(to, dlnew);
}
BLI_end_edgefill();
if(nextcol) {
/* stay at current char but fill polys with next material */
colnr++;
} else {
/* switch to next char and start filling from first material */
charidx++;
colnr= 0;
}
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}
/* do not free polys, needed for wireframe display */
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}
static void bevels_to_filledpoly(Curve *cu, ListBase *dispbase)
{
ListBase front, back;
DispList *dl, *dlnew;
float *fp, *fp1;
int a, dpoly;
front.first= front.last= back.first= back.last= NULL;
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dl= dispbase->first;
while(dl) {
if(dl->type==DL_SURF) {
if( (dl->flag & DL_CYCL_V) && (dl->flag & DL_CYCL_U)==0 ) {
if( (cu->flag & CU_BACK) && (dl->flag & DL_BACK_CURVE) ) {
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dlnew= MEM_callocN(sizeof(DispList), "filldisp");
BLI_addtail(&front, dlnew);
dlnew->verts= fp1= MEM_mallocN(sizeof(float)*3*dl->parts, "filldisp1");
dlnew->nr= dl->parts;
dlnew->parts= 1;
dlnew->type= DL_POLY;
dlnew->col= dl->col;
dlnew->charidx = dl->charidx;
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fp= dl->verts;
dpoly= 3*dl->nr;
a= dl->parts;
while(a--) {
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copy_v3_v3(fp1, fp);
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fp1+= 3;
fp+= dpoly;
}
}
if( (cu->flag & CU_FRONT) && (dl->flag & DL_FRONT_CURVE) ) {
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dlnew= MEM_callocN(sizeof(DispList), "filldisp");
BLI_addtail(&back, dlnew);
dlnew->verts= fp1= MEM_mallocN(sizeof(float)*3*dl->parts, "filldisp1");
dlnew->nr= dl->parts;
dlnew->parts= 1;
dlnew->type= DL_POLY;
dlnew->col= dl->col;
dlnew->charidx= dl->charidx;
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fp= dl->verts+3*(dl->nr-1);
dpoly= 3*dl->nr;
a= dl->parts;
while(a--) {
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copy_v3_v3(fp1, fp);
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fp1+= 3;
fp+= dpoly;
}
}
}
}
dl= dl->next;
}
filldisplist(&front, dispbase, 1);
filldisplist(&back, dispbase, 0);
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freedisplist(&front);
freedisplist(&back);
filldisplist(dispbase, dispbase, 0);
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}
static void curve_to_filledpoly(Curve *cu, ListBase *UNUSED(nurb), ListBase *dispbase)
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{
if(cu->flag & CU_3D) return;
if(dispbase->first && ((DispList*) dispbase->first)->type==DL_SURF) {
bevels_to_filledpoly(cu, dispbase);
}
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else {
filldisplist(dispbase, dispbase, 0);
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}
}
/* taper rules:
- only 1 curve
- first point left, last point right
- based on subdivided points in original curve, not on points in taper curve (still)
*/
float calc_taper(Scene *scene, Object *taperobj, int cur, int tot)
{
DispList *dl;
if(taperobj==NULL || taperobj->type!=OB_CURVE) return 1.0;
dl= taperobj->disp.first;
if(dl==NULL) {
makeDispListCurveTypes(scene, taperobj, 0);
dl= taperobj->disp.first;
}
if(dl) {
float fac= ((float)cur)/(float)(tot-1);
float minx, dx, *fp;
int a;
/* horizontal size */
minx= dl->verts[0];
dx= dl->verts[3*(dl->nr-1)] - minx;
if(dx > 0.0f) {
fp= dl->verts;
for(a=0; a<dl->nr; a++, fp+=3) {
if( (fp[0]-minx)/dx >= fac) {
/* interpolate with prev */
if(a>0) {
float fac1= (fp[-3]-minx)/dx;
float fac2= (fp[0]-minx)/dx;
if(fac1!=fac2)
return fp[1]*(fac1-fac)/(fac1-fac2) + fp[-2]*(fac-fac2)/(fac1-fac2);
}
return fp[1];
}
}
return fp[-2]; // last y coord
}
}
return 1.0;
}
void makeDispListMBall(Scene *scene, Object *ob)
{
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(!ob || ob->type!=OB_MBALL) return;
// XXX: mball stuff uses plenty of global variables
// while this is unchanged updating during render is unsafe
if(G.rendering) return;
freedisplist(&(ob->disp));
if(ob->type==OB_MBALL) {
if(ob==find_basis_mball(scene, ob)) {
metaball_polygonize(scene, ob, &ob->disp);
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
tex_space_mball(ob);
object_deform_mball(ob, &ob->disp);
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
}
2002-10-12 11:37:38 +00:00
}
boundbox_displist(ob);
}
void makeDispListMBall_forRender(Scene *scene, Object *ob, ListBase *dispbase)
{
metaball_polygonize(scene, ob, dispbase);
tex_space_mball(ob);
object_deform_mball(ob, dispbase);
}
static ModifierData *curve_get_tesselate_point(Scene *scene, Object *ob, int forRender, int editmode)
{
ModifierData *md = modifiers_getVirtualModifierList(ob);
ModifierData *preTesselatePoint;
int required_mode;
if(forRender) required_mode = eModifierMode_Render;
else required_mode = eModifierMode_Realtime;
if(editmode) required_mode |= eModifierMode_Editmode;
preTesselatePoint = NULL;
for (; md; md=md->next) {
ModifierTypeInfo *mti = modifierType_getInfo(md->type);
if (!modifier_isEnabled(scene, md, required_mode)) continue;
if (mti->type == eModifierTypeType_Constructive) return preTesselatePoint;
if (ELEM3(md->type, eModifierType_Hook, eModifierType_Softbody, eModifierType_MeshDeform)) {
preTesselatePoint = md;
/* this modifiers are moving point of tesselation automatically
(some of them even can't be applied on tesselated curve), set flag
for incformation button in modifier's header */
md->mode |= eModifierMode_ApplyOnSpline;
} else if(md->mode&eModifierMode_ApplyOnSpline) {
preTesselatePoint = md;
}
}
return preTesselatePoint;
}
static void curve_calc_modifiers_pre(Scene *scene, Object *ob, int forRender, float (**originalVerts_r)[3], float (**deformedVerts_r)[3], int *numVerts_r)
{
ModifierData *md = modifiers_getVirtualModifierList(ob);
ModifierData *preTesselatePoint;
Curve *cu= ob->data;
ListBase *nurb= BKE_curve_nurbs(cu);
int numVerts = 0;
int editmode = (!forRender && cu->editnurb);
float (*originalVerts)[3] = NULL;
float (*deformedVerts)[3] = NULL;
float *keyVerts= NULL;
int required_mode;
if(forRender) required_mode = eModifierMode_Render;
else required_mode = eModifierMode_Realtime;
preTesselatePoint = curve_get_tesselate_point(scene, ob, forRender, editmode);
if(editmode) required_mode |= eModifierMode_Editmode;
if(cu->editnurb==NULL) {
keyVerts= do_ob_key(scene, ob);
if(keyVerts) {
/* split coords from key data, the latter also includes
tilts, which is passed through in the modifier stack.
this is also the reason curves do not use a virtual
shape key modifier yet. */
deformedVerts= curve_getKeyVertexCos(cu, nurb, keyVerts);
originalVerts= MEM_dupallocN(deformedVerts);
}
}
if (preTesselatePoint) {
for (; md; md=md->next) {
ModifierTypeInfo *mti = modifierType_getInfo(md->type);
md->scene= scene;
if ((md->mode & required_mode) != required_mode) continue;
if (mti->isDisabled && mti->isDisabled(md, forRender)) continue;
if (mti->type!=eModifierTypeType_OnlyDeform) continue;
if (!deformedVerts) {
deformedVerts = curve_getVertexCos(cu, nurb, &numVerts);
originalVerts = MEM_dupallocN(deformedVerts);
}
mti->deformVerts(md, ob, NULL, deformedVerts, numVerts, forRender, editmode);
if (md==preTesselatePoint)
break;
}
}
if (deformedVerts)
curve_applyVertexCos(cu, nurb, deformedVerts);
if (keyVerts) /* these are not passed through modifier stack */
curve_applyKeyVertexTilts(cu, nurb, keyVerts);
if(keyVerts)
MEM_freeN(keyVerts);
*originalVerts_r = originalVerts;
*deformedVerts_r = deformedVerts;
*numVerts_r = numVerts;
}
static float (*displist_get_allverts (ListBase *dispbase, int *totvert))[3]
{
DispList *dl;
float (*allverts)[3], *fp;
*totvert= 0;
for (dl=dispbase->first; dl; dl=dl->next)
*totvert+= (dl->type==DL_INDEX3)?dl->nr:dl->parts*dl->nr;
allverts= MEM_mallocN((*totvert)*sizeof(float)*3, "displist_get_allverts allverts");
fp= (float*)allverts;
for (dl=dispbase->first; dl; dl=dl->next) {
int offs= 3 * ((dl->type==DL_INDEX3)?dl->nr:dl->parts*dl->nr);
memcpy(fp, dl->verts, sizeof(float) * offs);
fp+= offs;
}
return allverts;
}
static void displist_apply_allverts(ListBase *dispbase, float (*allverts)[3])
{
DispList *dl;
float *fp;
fp= (float*)allverts;
for (dl=dispbase->first; dl; dl=dl->next) {
int offs= 3 * ((dl->type==DL_INDEX3)?dl->nr:dl->parts*dl->nr);
memcpy(dl->verts, fp, sizeof(float) * offs);
fp+= offs;
}
}
static void curve_calc_modifiers_post(Scene *scene, Object *ob, ListBase *dispbase,
DerivedMesh **derivedFinal, int forRender, float (*originalVerts)[3], float (*deformedVerts)[3])
{
ModifierData *md = modifiers_getVirtualModifierList(ob);
ModifierData *preTesselatePoint;
Curve *cu= ob->data;
ListBase *nurb= BKE_curve_nurbs(cu);
int required_mode = 0, totvert = 0;
int editmode = (!forRender && cu->editnurb);
DerivedMesh *dm= NULL, *ndm;
float (*vertCos)[3] = NULL;
int useCache = !forRender;
if(forRender) required_mode = eModifierMode_Render;
else required_mode = eModifierMode_Realtime;
preTesselatePoint = curve_get_tesselate_point(scene, ob, forRender, editmode);
if(editmode) required_mode |= eModifierMode_Editmode;
if (preTesselatePoint) {
md = preTesselatePoint->next;
}
if (derivedFinal && *derivedFinal) {
(*derivedFinal)->release (*derivedFinal);
}
for (; md; md=md->next) {
ModifierTypeInfo *mti = modifierType_getInfo(md->type);
md->scene= scene;
if ((md->mode & required_mode) != required_mode) continue;
if (mti->isDisabled && mti->isDisabled(md, forRender)) continue;
if (mti->type == eModifierTypeType_OnlyDeform ||
(mti->type == eModifierTypeType_DeformOrConstruct && !dm)) {
if (dm) {
if (!vertCos) {
totvert = dm->getNumVerts(dm);
vertCos = MEM_mallocN(sizeof(*vertCos) * totvert, "dfmv");
dm->getVertCos(dm, vertCos);
}
mti->deformVerts(md, ob, dm, vertCos, totvert, forRender, editmode);
} else {
if (!vertCos) {
vertCos= displist_get_allverts(dispbase, &totvert);
}
mti->deformVerts(md, ob, NULL, vertCos, totvert, forRender, editmode);
}
} else {
if (!derivedFinal) {
/* makeDisplistCurveTypes could be used for beveling, where derived mesh */
/* is totally unnecessary, so we could stop modifiers applying */
/* when we found constructive modifier but derived mesh is unwanted result */
break;
}
if (dm) {
if (vertCos) {
DerivedMesh *tdm = CDDM_copy(dm);
dm->release(dm);
dm = tdm;
CDDM_apply_vert_coords(dm, vertCos);
CDDM_calc_normals_mapping(dm);
}
} else {
if (vertCos) {
displist_apply_allverts(dispbase, vertCos);
}
if (ELEM(ob->type, OB_CURVE, OB_FONT) && (cu->flag & CU_DEFORM_FILL)) {
curve_to_filledpoly(cu, nurb, dispbase);
}
dm= CDDM_from_curve_customDB(ob, dispbase);
CDDM_calc_normals_mapping(dm);
}
if (vertCos) {
/* Vertex coordinates were applied to necessary data, could free it */
MEM_freeN(vertCos);
vertCos= NULL;
}
ndm = mti->applyModifier(md, ob, dm, forRender, useCache);
if (ndm) {
/* Modifier returned a new derived mesh */
if (dm && dm != ndm) /* Modifier */
dm->release (dm);
dm = ndm;
}
}
}
if (vertCos) {
if (dm) {
DerivedMesh *tdm = CDDM_copy(dm);
dm->release(dm);
dm = tdm;
CDDM_apply_vert_coords(dm, vertCos);
CDDM_calc_normals_mapping(dm);
MEM_freeN(vertCos);
} else {
displist_apply_allverts(dispbase, vertCos);
MEM_freeN(vertCos);
vertCos= NULL;
}
}
if (derivedFinal) {
if (dm) DM_ensure_tessface(dm); /* needed for drawing */
(*derivedFinal) = dm;
}
if (deformedVerts) {
curve_applyVertexCos(ob->data, nurb, originalVerts);
MEM_freeN(originalVerts);
MEM_freeN(deformedVerts);
}
}
static void displist_surf_indices(DispList *dl)
{
int a, b, p1, p2, p3, p4;
int *index;
dl->totindex= 0;
index=dl->index= MEM_mallocN( 4*sizeof(int)*(dl->parts+1)*(dl->nr+1), "index array nurbs");
for(a=0; a<dl->parts; a++) {
if (surfindex_displist(dl, a, &b, &p1, &p2, &p3, &p4)==0)
break;
for(; b<dl->nr; b++, index+=4) {
index[0]= p1;
index[1]= p2;
index[2]= p4;
index[3]= p3;
dl->totindex++;
p2= p1; p1++;
p4= p3; p3++;
}
}
}
static DerivedMesh *create_orco_dm(Scene *scene, Object *ob)
{
DerivedMesh *dm;
ListBase disp= {NULL, NULL};
/* OrcoDM should be created from underformed disp lists */
makeDispListCurveTypes_forOrco(scene, ob, &disp);
dm= CDDM_from_curve_customDB(ob, &disp);
freedisplist(&disp);
return dm;
}
static void add_orco_dm(Scene *scene, Object *ob, DerivedMesh *dm, DerivedMesh *orcodm)
{
float (*orco)[3], (*layerorco)[3];
int totvert, a;
Curve *cu= ob->data;
totvert= dm->getNumVerts(dm);
if(orcodm) {
orco= MEM_callocN(sizeof(float)*3*totvert, "dm orco");
if(orcodm->getNumVerts(orcodm) == totvert)
orcodm->getVertCos(orcodm, orco);
else
dm->getVertCos(dm, orco);
}
else {
orco= (float(*)[3])make_orco_curve(scene, ob);
}
for(a=0; a<totvert; a++) {
float *co = orco[a];
co[0] = (co[0]-cu->loc[0])/cu->size[0];
co[1] = (co[1]-cu->loc[1])/cu->size[1];
co[2] = (co[2]-cu->loc[2])/cu->size[2];
}
if((layerorco = DM_get_vert_data_layer(dm, CD_ORCO))) {
memcpy(layerorco, orco, sizeof(float)*totvert);
MEM_freeN(orco);
}
else
DM_add_vert_layer(dm, CD_ORCO, CD_ASSIGN, orco);
}
static void curve_calc_orcodm(Scene *scene, Object *ob, DerivedMesh *derivedFinal, int forRender)
{
/* this function represents logic of mesh's orcodm calculation */
/* for displist-based objects */
ModifierData *md = modifiers_getVirtualModifierList(ob);
ModifierData *preTesselatePoint;
Curve *cu= ob->data;
int required_mode;
int editmode = (!forRender && cu->editnurb);
DerivedMesh *ndm, *orcodm= NULL;
if(forRender) required_mode = eModifierMode_Render;
else required_mode = eModifierMode_Realtime;
preTesselatePoint = curve_get_tesselate_point(scene, ob, forRender, editmode);
if(editmode) required_mode |= eModifierMode_Editmode;
if (preTesselatePoint) {
md = preTesselatePoint->next;
}
for (; md; md=md->next) {
ModifierTypeInfo *mti = modifierType_getInfo(md->type);
md->scene= scene;
if ((md->mode & required_mode) != required_mode) continue;
if (mti->isDisabled && mti->isDisabled(md, forRender)) continue;
if (mti->type!=eModifierTypeType_Constructive) continue;
if(!orcodm)
orcodm= create_orco_dm(scene, ob);
ndm = mti->applyModifier(md, ob, orcodm, forRender, 0);
if(ndm) {
/* if the modifier returned a new dm, release the old one */
if(orcodm && orcodm != ndm) {
orcodm->release(orcodm);
}
orcodm = ndm;
}
}
/* add an orco layer if needed */
add_orco_dm(scene, ob, derivedFinal, orcodm);
if(orcodm)
orcodm->release(orcodm);
}
void makeDispListSurf(Scene *scene, Object *ob, ListBase *dispbase,
DerivedMesh **derivedFinal, int forRender, int forOrco)
{
ListBase *nubase;
Nurb *nu;
Curve *cu = ob->data;
DispList *dl;
float *data;
int len;
int numVerts;
float (*originalVerts)[3];
float (*deformedVerts)[3];
if(!forRender && cu->editnurb)
nubase= curve_editnurbs(cu);
else
nubase= &cu->nurb;
if(!forOrco)
curve_calc_modifiers_pre(scene, ob, forRender, &originalVerts, &deformedVerts, &numVerts);
for (nu=nubase->first; nu; nu=nu->next) {
if(forRender || nu->hide==0) {
int resolu= nu->resolu, resolv= nu->resolv;
if(forRender){
if(cu->resolu_ren) resolu= cu->resolu_ren;
if(cu->resolv_ren) resolv= cu->resolv_ren;
}
if(nu->pntsv==1) {
len= SEGMENTSU(nu)*resolu;
dl= MEM_callocN(sizeof(DispList), "makeDispListsurf");
dl->verts= MEM_callocN(len*3*sizeof(float), "dlverts");
BLI_addtail(dispbase, dl);
dl->parts= 1;
dl->nr= len;
dl->col= nu->mat_nr;
dl->charidx= nu->charidx;
/* dl->rt will be used as flag for render face and */
/* CU_2D conflicts with R_NOPUNOFLIP */
dl->rt= nu->flag & ~CU_2D;
data= dl->verts;
if(nu->flagu & CU_NURB_CYCLIC) dl->type= DL_POLY;
else dl->type= DL_SEGM;
makeNurbcurve(nu, data, NULL, NULL, NULL, resolu, 3*sizeof(float));
}
else {
len= (nu->pntsu*resolu) * (nu->pntsv*resolv);
dl= MEM_callocN(sizeof(DispList), "makeDispListsurf");
dl->verts= MEM_callocN(len*3*sizeof(float), "dlverts");
BLI_addtail(dispbase, dl);
dl->col= nu->mat_nr;
dl->charidx= nu->charidx;
/* dl->rt will be used as flag for render face and */
/* CU_2D conflicts with R_NOPUNOFLIP */
dl->rt= nu->flag & ~CU_2D;
data= dl->verts;
dl->type= DL_SURF;
dl->parts= (nu->pntsu*resolu); /* in reverse, because makeNurbfaces works that way */
dl->nr= (nu->pntsv*resolv);
if(nu->flagv & CU_NURB_CYCLIC) dl->flag|= DL_CYCL_U; /* reverse too! */
if(nu->flagu & CU_NURB_CYCLIC) dl->flag|= DL_CYCL_V;
makeNurbfaces(nu, data, 0, resolu, resolv);
/* gl array drawing: using indices */
displist_surf_indices(dl);
2002-10-12 11:37:38 +00:00
}
}
}
/* make copy of 'undeformed" displist for texture space calculation
actually, it's not totally undeformed -- pre-tesselation modifiers are
already applied, thats how it worked for years, so keep for compatibility (sergey) */
copy_displist(&cu->disp, dispbase);
if (!forRender) {
2002-10-12 11:37:38 +00:00
tex_space_curve(cu);
}
if(!forOrco)
curve_calc_modifiers_post(scene, ob, dispbase, derivedFinal,
forRender, originalVerts, deformedVerts);
}
static void rotateBevelPiece(Curve *cu, BevPoint *bevp, DispList *dlb, float widfac, float fac, float **data_r)
{
float *fp, *data = *data_r;
int b;
fp = dlb->verts;
for (b = 0; b<dlb->nr; b++,fp += 3,data += 3) {
if(cu->flag & CU_3D) {
float vec[3];
vec[0] = fp[1]+widfac;
vec[1] = fp[2];
vec[2 ]= 0.0;
mul_qt_v3(bevp->quat, vec);
data[0] = bevp->vec[0] + fac*vec[0];
data[1] = bevp->vec[1] + fac*vec[1];
data[2] = bevp->vec[2] + fac*vec[2];
}
else {
data[0] = bevp->vec[0] + fac*(widfac+fp[1])*bevp->sina;
data[1] = bevp->vec[1] + fac*(widfac+fp[1])*bevp->cosa;
data[2] = bevp->vec[2] + fac*fp[2];
}
}
*data_r = data;
}
static void fillBevelCap(Curve *cu, Nurb *nu, BevPoint *bevp, DispList *dlb, float fac, float widfac, ListBase *dispbase)
{
DispList *dl;
float *data;
dl= MEM_callocN(sizeof(DispList), "makeDispListbev2");
dl->verts= data= MEM_callocN(3*sizeof(float)*dlb->nr, "dlverts");
dl->type= DL_POLY;
dl->parts= 1;
dl->nr= dlb->nr;
dl->col= nu->mat_nr;
dl->charidx= nu->charidx;
/* dl->rt will be used as flag for render face and */
/* CU_2D conflicts with R_NOPUNOFLIP */
dl->rt= nu->flag & ~CU_2D;
rotateBevelPiece(cu, bevp, dlb, widfac, fac, &data);
BLI_addtail(dispbase, dl);
}
static void do_makeDispListCurveTypes(Scene *scene, Object *ob, ListBase *dispbase,
DerivedMesh **derivedFinal, int forRender, int forOrco)
{
Curve *cu = ob->data;
/* we do allow duplis... this is only displist on curve level */
if(!ELEM3(ob->type, OB_SURF, OB_CURVE, OB_FONT)) return;
if(ob->type==OB_SURF) {
makeDispListSurf(scene, ob, dispbase, derivedFinal, forRender, forOrco);
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}
else if (ELEM(ob->type, OB_CURVE, OB_FONT)) {
ListBase dlbev;
ListBase *nubase;
float (*originalVerts)[3];
float (*deformedVerts)[3];
int numVerts;
nubase= BKE_curve_nurbs(cu);
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
BLI_freelistN(&(cu->bev));
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if(cu->path) free_path(cu->path);
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
cu->path= NULL;
if(ob->type==OB_FONT) BKE_text_to_curve(G.main, scene, ob, 0);
if(!forOrco) curve_calc_modifiers_pre(scene, ob, forRender, &originalVerts, &deformedVerts, &numVerts);
makeBevelList(ob);
/* If curve has no bevel will return nothing */
makebevelcurve(scene, ob, &dlbev, forRender);
2002-10-12 11:37:38 +00:00
/* no bevel or extrude, and no width correction? */
if (!dlbev.first && cu->width==1.0f) {
curve_to_displist(cu, nubase, dispbase, forRender);
} else {
float widfac= cu->width - 1.0f;
BevList *bl= cu->bev.first;
Nurb *nu= nubase->first;
for (; bl && nu; bl=bl->next,nu=nu->next) {
DispList *dl;
float *data;
BevPoint *bevp;
int a;
if (bl->nr) { /* blank bevel lists can happen */
/* exception handling; curve without bevel or extrude, with width correction */
if(dlbev.first==NULL) {
dl= MEM_callocN(sizeof(DispList), "makeDispListbev");
dl->verts= MEM_callocN(3*sizeof(float)*bl->nr, "dlverts");
BLI_addtail(dispbase, dl);
if(bl->poly!= -1) dl->type= DL_POLY;
else dl->type= DL_SEGM;
if(dl->type==DL_SEGM) dl->flag = (DL_FRONT_CURVE|DL_BACK_CURVE);
dl->parts= 1;
dl->nr= bl->nr;
dl->col= nu->mat_nr;
dl->charidx= nu->charidx;
/* dl->rt will be used as flag for render face and */
/* CU_2D conflicts with R_NOPUNOFLIP */
dl->rt= nu->flag & ~CU_2D;
a= dl->nr;
bevp= (BevPoint *)(bl+1);
data= dl->verts;
while(a--) {
data[0]= bevp->vec[0]+widfac*bevp->sina;
data[1]= bevp->vec[1]+widfac*bevp->cosa;
data[2]= bevp->vec[2];
bevp++;
data+=3;
}
}
else {
DispList *dlb;
ListBase bottom_capbase = {NULL, NULL};
ListBase top_capbase = {NULL, NULL};
for (dlb=dlbev.first; dlb; dlb=dlb->next) {
/* for each part of the bevel use a separate displblock */
dl= MEM_callocN(sizeof(DispList), "makeDispListbev1");
dl->verts= data= MEM_callocN(3*sizeof(float)*dlb->nr*bl->nr, "dlverts");
BLI_addtail(dispbase, dl);
dl->type= DL_SURF;
dl->flag= dlb->flag & (DL_FRONT_CURVE|DL_BACK_CURVE);
if(dlb->type==DL_POLY) dl->flag |= DL_CYCL_U;
if(bl->poly>=0) dl->flag |= DL_CYCL_V;
dl->parts= bl->nr;
dl->nr= dlb->nr;
dl->col= nu->mat_nr;
dl->charidx= nu->charidx;
/* dl->rt will be used as flag for render face and */
/* CU_2D conflicts with R_NOPUNOFLIP */
dl->rt= nu->flag & ~CU_2D;
dl->bevelSplitFlag= MEM_callocN(sizeof(*dl->col2)*((bl->nr+0x1F)>>5), "bevelSplitFlag");
/* for each point of poly make a bevel piece */
bevp= (BevPoint *)(bl+1);
for(a=0; a<bl->nr; a++,bevp++) {
float fac=1.0;
if (cu->taperobj==NULL) {
if ( (cu->bevobj!=NULL) || !((cu->flag & CU_FRONT) || (cu->flag & CU_BACK)) )
fac = bevp->radius;
} else {
fac = calc_taper(scene, cu->taperobj, a, bl->nr);
}
if (bevp->split_tag) {
dl->bevelSplitFlag[a>>5] |= 1<<(a&0x1F);
}
/* rotate bevel piece and write in data */
rotateBevelPiece(cu, bevp, dlb, widfac, fac, &data);
if (cu->bevobj && (cu->flag & CU_FILL_CAPS)) {
if (a == 0)
fillBevelCap(cu, nu, bevp, dlb, fac, widfac, &bottom_capbase);
else if (a == bl->nr - 1)
fillBevelCap(cu, nu, bevp, dlb, fac, widfac, &top_capbase);
}
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}
/* gl array drawing: using indices */
displist_surf_indices(dl);
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}
if(bottom_capbase.first) {
filldisplist(&bottom_capbase, dispbase, 1);
filldisplist(&top_capbase, dispbase, 0);
freedisplist(&bottom_capbase);
freedisplist(&top_capbase);
2002-10-12 11:37:38 +00:00
}
}
}
}
freedisplist(&dlbev);
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}
if (!(cu->flag & CU_DEFORM_FILL)) {
curve_to_filledpoly(cu, nubase, dispbase);
}
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(cu->flag & CU_PATH) calc_curvepath(ob);
2002-10-12 11:37:38 +00:00
/* make copy of 'undeformed" displist for texture space calculation
actually, it's not totally undeformed -- pre-tesselation modifiers are
already applied, thats how it worked for years, so keep for compatibility (sergey) */
copy_displist(&cu->disp, dispbase);
if (!forRender) {
tex_space_curve(cu);
}
if(!forOrco) curve_calc_modifiers_post(scene, ob, dispbase, derivedFinal, forRender, originalVerts, deformedVerts);
if (cu->flag & CU_DEFORM_FILL && !ob->derivedFinal) {
curve_to_filledpoly(cu, nubase, dispbase);
}
2002-10-12 11:37:38 +00:00
}
}
void makeDispListCurveTypes(Scene *scene, Object *ob, int forOrco)
{
Curve *cu= ob->data;
ListBase *dispbase;
/* The same check for duplis as in do_makeDispListCurveTypes.
Happens when curve used for constraint/bevel was converted to mesh.
check there is still needed for render displist and orco displists. */
if(!ELEM3(ob->type, OB_SURF, OB_CURVE, OB_FONT)) return;
freedisplist(&(ob->disp));
dispbase= &(ob->disp);
freedisplist(dispbase);
/* free displist used for textspace */
freedisplist(&cu->disp);
do_makeDispListCurveTypes(scene, ob, dispbase, &ob->derivedFinal, 0, forOrco);
if (ob->derivedFinal) {
DM_set_object_boundbox (ob, ob->derivedFinal);
} else {
boundbox_displist (ob);
/* if there is no derivedMesh, object's boundbox is unneeded */
if (ob->bb) {
MEM_freeN(ob->bb);
ob->bb= NULL;
}
}
}
void makeDispListCurveTypes_forRender(Scene *scene, Object *ob, ListBase *dispbase,
DerivedMesh **derivedFinal, int forOrco)
{
do_makeDispListCurveTypes(scene, ob, dispbase, derivedFinal, 1, forOrco);
}
void makeDispListCurveTypes_forOrco(struct Scene *scene, struct Object *ob, struct ListBase *dispbase)
{
do_makeDispListCurveTypes(scene, ob, dispbase, NULL, 1, 1);
}
/* add Orco layer to the displist object which has got derived mesh and return orco */
float *makeOrcoDispList(Scene *scene, Object *ob, DerivedMesh *derivedFinal, int forRender)
{
float *orco;
if (derivedFinal == NULL)
derivedFinal= ob->derivedFinal;
if (!derivedFinal->getVertDataArray(derivedFinal, CD_ORCO)) {
curve_calc_orcodm(scene, ob, derivedFinal, forRender);
}
orco= derivedFinal->getVertDataArray(derivedFinal, CD_ORCO);
if(orco) {
orco= MEM_dupallocN(orco);
}
return orco;
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}
/* this is confusing, there's also min_max_object, appplying the obmat... */
static void boundbox_displist(Object *ob)
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{
BoundBox *bb=NULL;
2002-10-12 11:37:38 +00:00
float min[3], max[3];
DispList *dl;
float *vert;
int a, tot=0;
INIT_MINMAX(min, max);
if(ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT)) {
2002-10-12 11:37:38 +00:00
Curve *cu= ob->data;
int doit= 0;
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if(cu->bb==NULL) cu->bb= MEM_callocN(sizeof(BoundBox), "boundbox");
2002-10-12 11:37:38 +00:00
bb= cu->bb;
dl= ob->disp.first;
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while (dl) {
if(dl->type==DL_INDEX3) tot= dl->nr;
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else tot= dl->nr*dl->parts;
vert= dl->verts;
for(a=0; a<tot; a++, vert+=3) {
doit= 1;
2002-10-12 11:37:38 +00:00
DO_MINMAX(vert, min, max);
}
dl= dl->next;
}
if(!doit) {
/* there's no geometry in displist, use zero-sized boundbox */
zero_v3(min);
zero_v3(max);
}
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}
if(bb) {
boundbox_set_from_min_max(bb, min, max);
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}
}