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blender-archive/source/blender/blenkernel/intern/group.c
Bastien Montagne 18ecc8a78f Fix broken groupobject usercount handling.
As we can see in (original) read code, ob pointer in groupobject is actually a 'USER_ONE' case.
This was not done in 'add object to group' code, probably because we can assume objects always
have at least one user in that case? Made it explicit now. Also fixed foreach_ID_link looper.

In general we have waaayyyyyy too much 'own handling' of ID->us count in code currently,
will clean up that...
2015-11-09 14:53:03 +01:00

433 lines
10 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* 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 *****
*/
/** \file blender/blenkernel/intern/group.c
* \ingroup bke
*/
#include <stdio.h>
#include <string.h>
#include <math.h>
#include "MEM_guardedalloc.h"
#include "DNA_group_types.h"
#include "DNA_material_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_particle_types.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_group.h"
#include "BKE_icons.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_object.h"
#include "BKE_scene.h" /* BKE_scene_base_find */
static void free_group_object(GroupObject *go)
{
MEM_freeN(go);
}
void BKE_group_free(Group *group)
{
/* don't free group itself */
GroupObject *go;
BKE_previewimg_free(&group->preview);
while ((go = BLI_pophead(&group->gobject))) {
free_group_object(go);
}
}
void BKE_group_unlink(Main *bmain, Group *group)
{
Material *ma;
Object *ob;
Scene *sce;
SceneRenderLayer *srl;
ParticleSystem *psys;
for (ma = bmain->mat.first; ma; ma = ma->id.next) {
if (ma->group == group)
ma->group = NULL;
}
for (ma = bmain->mat.first; ma; ma = ma->id.next) {
if (ma->group == group)
ma->group = NULL;
}
for (sce = bmain->scene.first; sce; sce = sce->id.next) {
Base *base = sce->base.first;
/* ensure objects are not in this group */
for (; base; base = base->next) {
if (BKE_group_object_unlink(group, base->object, sce, base) &&
BKE_group_object_find(NULL, base->object) == NULL)
{
base->object->flag &= ~OB_FROMGROUP;
base->flag &= ~OB_FROMGROUP;
}
}
for (srl = sce->r.layers.first; srl; srl = srl->next) {
FreestyleLineSet *lineset;
if (srl->light_override == group)
srl->light_override = NULL;
for (lineset = srl->freestyleConfig.linesets.first; lineset; lineset = lineset->next) {
if (lineset->group == group)
lineset->group = NULL;
}
}
}
for (ob = bmain->object.first; ob; ob = ob->id.next) {
if (ob->dup_group == group) {
ob->dup_group = NULL;
}
for (psys = ob->particlesystem.first; psys; psys = psys->next) {
if (psys->part->dup_group == group)
psys->part->dup_group = NULL;
#if 0 /* not used anymore, only keps for readfile.c, no need to account for this */
if (psys->part->eff_group == group)
psys->part->eff_group = NULL;
#endif
}
}
/* group stays in library, but no members */
BKE_group_free(group);
group->id.us = 0;
}
Group *BKE_group_add(Main *bmain, const char *name)
{
Group *group;
group = BKE_libblock_alloc(bmain, ID_GR, name);
group->layer = (1 << 20) - 1;
group->preview = NULL;
return group;
}
Group *BKE_group_copy(Group *group)
{
Group *groupn;
groupn = BKE_libblock_copy(&group->id);
BLI_duplicatelist(&groupn->gobject, &group->gobject);
/* Do not copy group's preview (same behavior as for objects). */
groupn->preview = NULL;
if (group->id.lib) {
BKE_id_lib_local_paths(G.main, group->id.lib, &groupn->id);
}
return groupn;
}
/* external */
static bool group_object_add_internal(Group *group, Object *ob)
{
GroupObject *go;
if (group == NULL || ob == NULL) {
return false;
}
/* check if the object has been added already */
if (BLI_findptr(&group->gobject, ob, offsetof(GroupObject, ob))) {
return false;
}
go = MEM_callocN(sizeof(GroupObject), "groupobject");
BLI_addtail(&group->gobject, go);
go->ob = ob;
id_us_ensure_real(&go->ob->id);
return true;
}
bool BKE_group_object_add(Group *group, Object *object, Scene *scene, Base *base)
{
if (group_object_add_internal(group, object)) {
if ((object->flag & OB_FROMGROUP) == 0) {
if (scene && base == NULL)
base = BKE_scene_base_find(scene, object);
object->flag |= OB_FROMGROUP;
if (base)
base->flag |= OB_FROMGROUP;
}
return true;
}
else {
return false;
}
}
/* also used for (ob == NULL) */
static int group_object_unlink_internal(Group *group, Object *ob)
{
GroupObject *go, *gon;
int removed = 0;
if (group == NULL) return 0;
go = group->gobject.first;
while (go) {
gon = go->next;
if (go->ob == ob) {
BLI_remlink(&group->gobject, go);
free_group_object(go);
removed = 1;
/* should break here since an object being in a group twice cant happen? */
}
go = gon;
}
return removed;
}
static bool group_object_cyclic_check_internal(Object *object, Group *group)
{
if (object->dup_group) {
Group *dup_group = object->dup_group;
if ((dup_group->id.flag & LIB_DOIT) == 0) {
/* Cycle already exists in groups, let's prevent further crappyness */
return true;
}
/* flag the object to identify cyclic dependencies in further dupli groups */
dup_group->id.flag &= ~LIB_DOIT;
if (dup_group == group)
return true;
else {
GroupObject *gob;
for (gob = dup_group->gobject.first; gob; gob = gob->next) {
if (group_object_cyclic_check_internal(gob->ob, group)) {
return true;
}
}
}
/* un-flag the object, it's allowed to have the same group multiple times in parallel */
dup_group->id.flag |= LIB_DOIT;
}
return false;
}
bool BKE_group_object_cyclic_check(Main *bmain, Object *object, Group *group)
{
/* first flag all groups */
BKE_main_id_tag_listbase(&bmain->group, true);
return group_object_cyclic_check_internal(object, group);
}
bool BKE_group_object_unlink(Group *group, Object *object, Scene *scene, Base *base)
{
if (group_object_unlink_internal(group, object)) {
/* object can be NULL */
if (object && BKE_group_object_find(NULL, object) == NULL) {
if (scene && base == NULL)
base = BKE_scene_base_find(scene, object);
object->flag &= ~OB_FROMGROUP;
if (base)
base->flag &= ~OB_FROMGROUP;
}
return true;
}
else {
return false;
}
}
bool BKE_group_object_exists(Group *group, Object *ob)
{
if (group == NULL || ob == NULL) {
return false;
}
else {
return (BLI_findptr(&group->gobject, ob, offsetof(GroupObject, ob)) != NULL);
}
}
Group *BKE_group_object_find(Group *group, Object *ob)
{
if (group)
group = group->id.next;
else
group = G.main->group.first;
while (group) {
if (BKE_group_object_exists(group, ob))
return group;
group = group->id.next;
}
return NULL;
}
void BKE_group_tag_recalc(Group *group)
{
GroupObject *go;
if (group == NULL) return;
for (go = group->gobject.first; go; go = go->next) {
if (go->ob)
go->ob->recalc = go->recalc;
}
}
bool BKE_group_is_animated(Group *group, Object *UNUSED(parent))
{
GroupObject *go;
#if 0 /* XXX OLD ANIMSYS, NLASTRIPS ARE NO LONGER USED */
if (parent->nlastrips.first)
return 1;
#endif
for (go = group->gobject.first; go; go = go->next)
if (go->ob && go->ob->proxy)
return true;
return false;
}
#if 0 // add back when timeoffset & animsys work again
/* only replaces object strips or action when parent nla instructs it */
/* keep checking nla.c though, in case internal structure of strip changes */
static void group_replaces_nla(Object *parent, Object *target, char mode)
{
static ListBase nlastrips = {NULL, NULL};
static bAction *action = NULL;
static bool done = false;
bActionStrip *strip, *nstrip;
if (mode == 's') {
for (strip = parent->nlastrips.first; strip; strip = strip->next) {
if (strip->object == target) {
if (done == 0) {
/* clear nla & action from object */
nlastrips = target->nlastrips;
BLI_listbase_clear(&target->nlastrips);
action = target->action;
target->action = NULL;
target->nlaflag |= OB_NLA_OVERRIDE;
done = true;
}
nstrip = MEM_dupallocN(strip);
BLI_addtail(&target->nlastrips, nstrip);
}
}
}
else if (mode == 'e') {
if (done) {
BLI_freelistN(&target->nlastrips);
target->nlastrips = nlastrips;
target->action = action;
BLI_listbase_clear(&nlastrips); /* not needed, but yah... :) */
action = NULL;
done = false;
}
}
}
#endif
/* puts all group members in local timing system, after this call
* you can draw everything, leaves tags in objects to signal it needs further updating */
/* note: does not work for derivedmesh and render... it recreates all again in convertblender.c */
void BKE_group_handle_recalc_and_update(EvaluationContext *eval_ctx, Scene *scene, Object *UNUSED(parent), Group *group)
{
GroupObject *go;
#if 0 /* warning, isn't clearing the recalc flag on the object which causes it to run all the time,
* not just on frame change.
* This isn't working because the animation data is only re-evaluated on frame change so commenting for now
* but when its enabled at some point it will need to be changed so as not to update so much - campbell */
/* if animated group... */
if (parent->nlastrips.first) {
int cfrao;
/* switch to local time */
cfrao = scene->r.cfra;
/* we need a DAG per group... */
for (go = group->gobject.first; go; go = go->next) {
if (go->ob && go->recalc) {
go->ob->recalc = go->recalc;
group_replaces_nla(parent, go->ob, 's');
BKE_object_handle_update(eval_ctx, scene, go->ob);
group_replaces_nla(parent, go->ob, 'e');
/* leave recalc tags in case group members are in normal scene */
go->ob->recalc = go->recalc;
}
}
/* restore */
scene->r.cfra = cfrao;
}
else
#endif
{
/* only do existing tags, as set by regular depsgraph */
for (go = group->gobject.first; go; go = go->next) {
if (go->ob) {
if (go->ob->recalc) {
BKE_object_handle_update(eval_ctx, scene, go->ob);
}
}
}
}
}