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

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/*
* ***** 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/anim.c
* \ingroup bke
*/
#include <stdio.h>
#include <math.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_rand.h"
#include "BLI_utildefines.h"
#include "BLF_translation.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_group_types.h"
#include "DNA_key_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_scene_types.h"
#include "DNA_vfont_types.h"
#include "BKE_animsys.h"
#include "BKE_curve.h"
#include "BKE_DerivedMesh.h"
#include "BKE_depsgraph.h"
#include "BKE_font.h"
#include "BKE_group.h"
#include "BKE_global.h"
#include "BKE_key.h"
#include "BKE_lattice.h"
#include "BKE_main.h"
#include "BKE_mesh.h"
#include "BKE_object.h"
#include "BKE_particle.h"
#include "BKE_scene.h"
#include "BKE_tessmesh.h"
#include "BKE_depsgraph.h"
#include "BKE_anim.h"
#include "BKE_report.h"
// XXX bad level call...
/* --------------------- */
/* forward declarations */
static void object_duplilist_recursive(ID *id, Scene *scene, Object *ob, ListBase *duplilist, float par_space_mat[4][4],
int persistent_id[MAX_DUPLI_RECUR], int level, int index, short flag);
/* ******************************************************************** */
/* Animation Visualization */
/* Initialize the default settings for animation visualization */
void animviz_settings_init(bAnimVizSettings *avs)
{
/* sanity check */
if (avs == NULL)
return;
/* ghosting settings */
avs->ghost_bc = avs->ghost_ac = 10;
avs->ghost_sf = 1; /* xxx - take from scene instead? */
avs->ghost_ef = 250; /* xxx - take from scene instead? */
avs->ghost_step = 1;
/* path settings */
avs->path_bc = avs->path_ac = 10;
avs->path_sf = 1; /* xxx - take from scene instead? */
avs->path_ef = 250; /* xxx - take from scene instead? */
avs->path_viewflag = (MOTIONPATH_VIEW_KFRAS | MOTIONPATH_VIEW_KFNOS);
avs->path_step = 1;
}
/* ------------------- */
/* Free the given motion path's cache */
void animviz_free_motionpath_cache(bMotionPath *mpath)
{
/* sanity check */
if (mpath == NULL)
return;
/* free the path if necessary */
if (mpath->points)
MEM_freeN(mpath->points);
/* reset the relevant parameters */
mpath->points = NULL;
mpath->length = 0;
}
/* Free the given motion path instance and its data
* NOTE: this frees the motion path given!
*/
void animviz_free_motionpath(bMotionPath *mpath)
{
/* sanity check */
if (mpath == NULL)
return;
/* free the cache first */
animviz_free_motionpath_cache(mpath);
/* now the instance itself */
MEM_freeN(mpath);
}
/* ------------------- */
/* Setup motion paths for the given data
* - Only used when explicitly calculating paths on bones which may/may not be consider already
*
* < scene: current scene (for frame ranges, etc.)
* < ob: object to add paths for (must be provided)
* < pchan: posechannel to add paths for (optional; if not provided, object-paths are assumed)
*/
bMotionPath *animviz_verify_motionpaths(ReportList *reports, Scene *scene, Object *ob, bPoseChannel *pchan)
{
bAnimVizSettings *avs;
bMotionPath *mpath, **dst;
/* sanity checks */
if (ELEM(NULL, scene, ob))
return NULL;
/* get destination data */
if (pchan) {
/* paths for posechannel - assume that posechannel belongs to the object */
avs = &ob->pose->avs;
dst = &pchan->mpath;
}
else {
/* paths for object */
avs = &ob->avs;
dst = &ob->mpath;
}
/* avoid 0 size allocs */
if (avs->path_sf >= avs->path_ef) {
BKE_reportf(reports, RPT_ERROR,
"Motion path frame extents invalid for %s (%d to %d)%s",
(pchan) ? pchan->name : ob->id.name,
avs->path_sf, avs->path_ef,
(avs->path_sf == avs->path_ef) ? TIP_(", cannot have single-frame paths") : "");
return NULL;
}
/* if there is already a motionpath, just return that,
* provided it's settings are ok (saves extra free+alloc)
*/
if (*dst != NULL) {
int expected_length = avs->path_ef - avs->path_sf;
mpath = *dst;
/* path is "valid" if length is valid, but must also be of the same length as is being requested */
if ((mpath->start_frame != mpath->end_frame) && (mpath->length > 0)) {
/* outer check ensures that we have some curve data for this path */
if (mpath->length == expected_length) {
/* return/use this as it is already valid length */
return mpath;
}
else {
/* clear the existing path (as the range has changed), and reallocate below */
animviz_free_motionpath_cache(mpath);
}
}
}
else {
/* create a new motionpath, and assign it */
mpath = MEM_callocN(sizeof(bMotionPath), "bMotionPath");
*dst = mpath;
}
/* set settings from the viz settings */
mpath->start_frame = avs->path_sf;
mpath->end_frame = avs->path_ef;
mpath->length = mpath->end_frame - mpath->start_frame;
if (avs->path_bakeflag & MOTIONPATH_BAKE_HEADS)
mpath->flag |= MOTIONPATH_FLAG_BHEAD;
else
mpath->flag &= ~MOTIONPATH_FLAG_BHEAD;
/* allocate a cache */
mpath->points = MEM_callocN(sizeof(bMotionPathVert) * mpath->length, "bMotionPathVerts");
/* tag viz settings as currently having some path(s) which use it */
avs->path_bakeflag |= MOTIONPATH_BAKE_HAS_PATHS;
/* return it */
return mpath;
}
/* ------------------- */
/* Motion path needing to be baked (mpt) */
typedef struct MPathTarget {
struct MPathTarget *next, *prev;
bMotionPath *mpath; /* motion path in question */
Object *ob; /* source object */
bPoseChannel *pchan; /* source posechannel (if applicable) */
} MPathTarget;
/* ........ */
/* get list of motion paths to be baked for the given object
* - assumes the given list is ready to be used
*/
/* TODO: it would be nice in future to be able to update objects dependent on these bones too? */
void animviz_get_object_motionpaths(Object *ob, ListBase *targets)
{
MPathTarget *mpt;
/* object itself first */
if ((ob->avs.recalc & ANIMVIZ_RECALC_PATHS) && (ob->mpath)) {
/* new target for object */
mpt = MEM_callocN(sizeof(MPathTarget), "MPathTarget Ob");
BLI_addtail(targets, mpt);
mpt->mpath = ob->mpath;
mpt->ob = ob;
}
/* bones */
if ((ob->pose) && (ob->pose->avs.recalc & ANIMVIZ_RECALC_PATHS)) {
bArmature *arm = ob->data;
bPoseChannel *pchan;
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
if ((pchan->bone) && (arm->layer & pchan->bone->layer) && (pchan->mpath)) {
/* new target for bone */
mpt = MEM_callocN(sizeof(MPathTarget), "MPathTarget PoseBone");
BLI_addtail(targets, mpt);
mpt->mpath = pchan->mpath;
mpt->ob = ob;
mpt->pchan = pchan;
}
}
}
}
/* ........ */
/* Note on evaluation optimizations:
* Optimisations currently used here play tricks with the depsgraph in order to try and
* evaluate as few objects as strictly necessary to get nicer performance under standard
* production conditions. For those people who really need the accurate version,
* disable the ifdef (i.e. 1 -> 0) and comment out the call to motionpaths_calc_optimise_depsgraph()
*/
/* tweak the object ordering to trick depsgraph into making MotionPath calculations run faster */
static void motionpaths_calc_optimise_depsgraph(Scene *scene, ListBase *targets)
{
Base *base, *baseNext;
MPathTarget *mpt;
/* make sure our temp-tag isn't already in use */
for (base = scene->base.first; base; base = base->next)
base->object->flag &= ~BA_TEMP_TAG;
/* for each target, dump its object to the start of the list if it wasn't moved already */
for (mpt = targets->first; mpt; mpt = mpt->next) {
for (base = scene->base.first; base; base = baseNext) {
baseNext = base->next;
if ((base->object == mpt->ob) && !(mpt->ob->flag & BA_TEMP_TAG)) {
BLI_remlink(&scene->base, base);
BLI_addhead(&scene->base, base);
mpt->ob->flag |= BA_TEMP_TAG;
/* we really don't need to continue anymore once this happens, but this line might really 'break' */
break;
}
}
}
/* "brew me a list that's sorted a bit faster now depsy" */
DAG_scene_relations_rebuild(G.main, scene);
}
/* update scene for current frame */
static void motionpaths_calc_update_scene(Scene *scene)
{
#if 1 // 'production' optimizations always on
/* rigid body simulation needs complete update to work correctly for now */
/* RB_TODO investigate if we could avoid updating everything */
if (BKE_scene_check_rigidbody_active(scene)) {
BKE_scene_update_for_newframe(G.main, scene, scene->lay);
}
else { /* otherwise we can optimize by restricting updates */
Base *base, *last = NULL;
/* only stuff that moves or needs display still */
DAG_scene_update_flags(G.main, scene, scene->lay, TRUE);
/* find the last object with the tag
* - all those afterwards are assumed to not be relevant for our calculations
*/
/* optimize further by moving out... */
for (base = scene->base.first; base; base = base->next) {
if (base->object->flag & BA_TEMP_TAG)
last = base;
}
/* perform updates for tagged objects */
/* XXX: this will break if rigs depend on scene or other data that
* is animated but not attached to/updatable from objects */
for (base = scene->base.first; base; base = base->next) {
/* update this object */
BKE_object_handle_update(scene, base->object);
/* if this is the last one we need to update, let's stop to save some time */
if (base == last)
break;
}
}
#else // original, 'always correct' version
/* do all updates
* - if this is too slow, resort to using a more efficient way
* that doesn't force complete update, but for now, this is the
* most accurate way!
*/
BKE_scene_update_for_newframe(G.main, scene, scene->lay); /* XXX this is the best way we can get anything moving */
#endif
}
/* ........ */
/* perform baking for the targets on the current frame */
static void motionpaths_calc_bake_targets(Scene *scene, ListBase *targets)
{
MPathTarget *mpt;
/* for each target, check if it can be baked on the current frame */
for (mpt = targets->first; mpt; mpt = mpt->next) {
bMotionPath *mpath = mpt->mpath;
bMotionPathVert *mpv;
/* current frame must be within the range the cache works for
* - is inclusive of the first frame, but not the last otherwise we get buffer overruns
*/
if ((CFRA < mpath->start_frame) || (CFRA >= mpath->end_frame))
continue;
/* get the relevant cache vert to write to */
mpv = mpath->points + (CFRA - mpath->start_frame);
/* pose-channel or object path baking? */
if (mpt->pchan) {
/* heads or tails */
if (mpath->flag & MOTIONPATH_FLAG_BHEAD) {
copy_v3_v3(mpv->co, mpt->pchan->pose_head);
}
else {
copy_v3_v3(mpv->co, mpt->pchan->pose_tail);
}
/* result must be in worldspace */
mul_m4_v3(mpt->ob->obmat, mpv->co);
}
else {
/* worldspace object location */
copy_v3_v3(mpv->co, mpt->ob->obmat[3]);
}
}
}
/* Perform baking of the given object's and/or its bones' transforms to motion paths
* - scene: current scene
* - ob: object whose flagged motionpaths should get calculated
* - recalc: whether we need to
*/
/* TODO: include reports pointer? */
void animviz_calc_motionpaths(Scene *scene, ListBase *targets)
{
MPathTarget *mpt;
int sfra, efra;
int cfra;
/* sanity check */
if (ELEM(NULL, targets, targets->first))
return;
/* set frame values */
cfra = CFRA;
sfra = efra = cfra;
/* TODO: this method could be improved...
* 1) max range for standard baking
* 2) minimum range for recalc baking (i.e. between keyframes, but how?) */
for (mpt = targets->first; mpt; mpt = mpt->next) {
/* try to increase area to do (only as much as needed) */
sfra = MIN2(sfra, mpt->mpath->start_frame);
efra = MAX2(efra, mpt->mpath->end_frame);
}
if (efra <= sfra) return;
/* optimize the depsgraph for faster updates */
/* TODO: whether this is used should depend on some setting for the level of optimizations used */
motionpaths_calc_optimise_depsgraph(scene, targets);
/* calculate path over requested range */
for (CFRA = sfra; CFRA <= efra; CFRA++) {
/* update relevant data for new frame */
motionpaths_calc_update_scene(scene);
/* perform baking for targets */
motionpaths_calc_bake_targets(scene, targets);
}
/* reset original environment */
CFRA = cfra;
motionpaths_calc_update_scene(scene);
/* clear recalc flags from targets */
for (mpt = targets->first; mpt; mpt = mpt->next) {
bAnimVizSettings *avs;
/* get pointer to animviz settings for each target */
if (mpt->pchan)
avs = &mpt->ob->pose->avs;
else
avs = &mpt->ob->avs;
/* clear the flag requesting recalculation of targets */
avs->recalc &= ~ANIMVIZ_RECALC_PATHS;
}
}
/* ******************************************************************** */
/* Curve Paths - for curve deforms and/or curve following */
/* free curve path data
* NOTE: frees the path itself!
* NOTE: this is increasingly inaccurate with non-uniform BevPoint subdivisions [#24633]
*/
void free_path(Path *path)
{
if (path->data) MEM_freeN(path->data);
MEM_freeN(path);
}
/* calculate a curve-deform path for a curve
* - only called from displist.c -> do_makeDispListCurveTypes
*/
void calc_curvepath(Object *ob)
{
BevList *bl;
BevPoint *bevp, *bevpn, *bevpfirst, *bevplast;
PathPoint *pp;
Curve *cu;
Nurb *nu;
Path *path;
float *fp, *dist, *maxdist, xyz[3];
float fac, d = 0, fac1, fac2;
int a, tot, cycl = 0;
ListBase *nurbs;
/* in a path vertices are with equal differences: path->len = number of verts */
/* NOW WITH BEVELCURVE!!! */
if (ob == NULL || ob->type != OB_CURVE) {
return;
}
cu = ob->data;
if (cu->path) free_path(cu->path);
cu->path = NULL;
/* weak! can only use first curve */
bl = cu->bev.first;
if (bl == NULL || !bl->nr) {
return;
}
nurbs = BKE_curve_nurbs_get(cu);
nu = nurbs->first;
cu->path = path = MEM_callocN(sizeof(Path), "calc_curvepath");
/* if POLY: last vertice != first vertice */
cycl = (bl->poly != -1);
tot = cycl ? bl->nr : bl->nr - 1;
path->len = tot + 1;
/* exception: vector handle paths and polygon paths should be subdivided at least a factor resolu */
if (path->len < nu->resolu * SEGMENTSU(nu)) {
path->len = nu->resolu * SEGMENTSU(nu);
}
dist = (float *)MEM_mallocN((tot + 1) * 4, "calcpathdist");
/* all lengths in *dist */
bevp = bevpfirst = (BevPoint *)(bl + 1);
fp = dist;
*fp = 0.0f;
for (a = 0; a < tot; a++) {
fp++;
if (cycl && a == tot - 1)
sub_v3_v3v3(xyz, bevpfirst->vec, bevp->vec);
else
sub_v3_v3v3(xyz, (bevp + 1)->vec, bevp->vec);
*fp = *(fp - 1) + len_v3(xyz);
bevp++;
}
path->totdist = *fp;
/* the path verts in path->data */
/* now also with TILT value */
pp = path->data = (PathPoint *)MEM_callocN(sizeof(PathPoint) * path->len, "pathdata");
bevp = bevpfirst;
bevpn = bevp + 1;
bevplast = bevpfirst + (bl->nr - 1);
fp = dist + 1;
maxdist = dist + tot;
fac = 1.0f / ((float)path->len - 1.0f);
fac = fac * path->totdist;
for (a = 0; a < path->len; a++) {
d = ((float)a) * fac;
/* we're looking for location (distance) 'd' in the array */
while ((d >= *fp) && fp < maxdist) {
fp++;
if (bevp < bevplast) bevp++;
bevpn = bevp + 1;
if (UNLIKELY(bevpn > bevplast)) {
bevpn = cycl ? bevpfirst : bevplast;
}
}
fac1 = (*(fp) - d) / (*(fp) - *(fp - 1));
fac2 = 1.0f - fac1;
interp_v3_v3v3(pp->vec, bevp->vec, bevpn->vec, fac2);
pp->vec[3] = fac1 * bevp->alfa + fac2 * bevpn->alfa;
pp->radius = fac1 * bevp->radius + fac2 * bevpn->radius;
pp->weight = fac1 * bevp->weight + fac2 * bevpn->weight;
interp_qt_qtqt(pp->quat, bevp->quat, bevpn->quat, fac2);
normalize_qt(pp->quat);
pp++;
}
MEM_freeN(dist);
}
static int interval_test(const int min, const int max, int p1, const int cycl)
{
if (cycl) {
if (p1 < min) p1 = ((p1 - min) % (max - min + 1)) + max + 1;
else if (p1 > max) p1 = ((p1 - min) % (max - min + 1)) + min;
}
else {
if (p1 < min) p1 = min;
else if (p1 > max) p1 = max;
}
return p1;
}
/* calculate the deformation implied by the curve path at a given parametric position,
* and returns whether this operation succeeded.
*
* note: ctime is normalized range <0-1>
*
* returns OK: 1/0
*/
int where_on_path(Object *ob, float ctime, float vec[4], float dir[3], float quat[4], float *radius, float *weight)
{
Curve *cu;
Nurb *nu;
BevList *bl;
Path *path;
PathPoint *pp, *p0, *p1, *p2, *p3;
float fac;
float data[4];
int cycl = 0, s0, s1, s2, s3;
if (ob == NULL || ob->type != OB_CURVE) return 0;
cu = ob->data;
if (cu->path == NULL || cu->path->data == NULL) {
printf("no path!\n");
return 0;
}
path = cu->path;
pp = path->data;
/* test for cyclic */
bl = cu->bev.first;
if (!bl) return 0;
if (!bl->nr) return 0;
if (bl->poly > -1) cycl = 1;
ctime *= (path->len - 1);
s1 = (int)floor(ctime);
fac = (float)(s1 + 1) - ctime;
/* path->len is corected for cyclic */
s0 = interval_test(0, path->len - 1 - cycl, s1 - 1, cycl);
s1 = interval_test(0, path->len - 1 - cycl, s1, cycl);
s2 = interval_test(0, path->len - 1 - cycl, s1 + 1, cycl);
s3 = interval_test(0, path->len - 1 - cycl, s1 + 2, cycl);
p0 = pp + s0;
p1 = pp + s1;
p2 = pp + s2;
p3 = pp + s3;
/* note, commented out for follow constraint */
//if (cu->flag & CU_FOLLOW) {
key_curve_tangent_weights(1.0f - fac, data, KEY_BSPLINE);
interp_v3_v3v3v3v3(dir, p0->vec, p1->vec, p2->vec, p3->vec, data);
/* make compatible with vectoquat */
negate_v3(dir);
//}
nu = cu->nurb.first;
/* make sure that first and last frame are included in the vectors here */
if (nu->type == CU_POLY) key_curve_position_weights(1.0f - fac, data, KEY_LINEAR);
else if (nu->type == CU_BEZIER) key_curve_position_weights(1.0f - fac, data, KEY_LINEAR);
else if (s0 == s1 || p2 == p3) key_curve_position_weights(1.0f - fac, data, KEY_CARDINAL);
else key_curve_position_weights(1.0f - fac, data, KEY_BSPLINE);
vec[0] = data[0] * p0->vec[0] + data[1] * p1->vec[0] + data[2] * p2->vec[0] + data[3] * p3->vec[0]; /* X */
vec[1] = data[0] * p0->vec[1] + data[1] * p1->vec[1] + data[2] * p2->vec[1] + data[3] * p3->vec[1]; /* Y */
vec[2] = data[0] * p0->vec[2] + data[1] * p1->vec[2] + data[2] * p2->vec[2] + data[3] * p3->vec[2]; /* Z */
vec[3] = data[0] * p0->vec[3] + data[1] * p1->vec[3] + data[2] * p2->vec[3] + data[3] * p3->vec[3]; /* Tilt, should not be needed since we have quat still used */
if (quat) {
float totfac, q1[4], q2[4];
totfac = data[0] + data[3];
if (totfac > FLT_EPSILON) interp_qt_qtqt(q1, p0->quat, p3->quat, data[3] / totfac);
else copy_qt_qt(q1, p1->quat);
totfac = data[1] + data[2];
if (totfac > FLT_EPSILON) interp_qt_qtqt(q2, p1->quat, p2->quat, data[2] / totfac);
else copy_qt_qt(q2, p3->quat);
totfac = data[0] + data[1] + data[2] + data[3];
if (totfac > FLT_EPSILON) interp_qt_qtqt(quat, q1, q2, (data[1] + data[2]) / totfac);
else copy_qt_qt(quat, q2);
}
if (radius)
*radius = data[0] * p0->radius + data[1] * p1->radius + data[2] * p2->radius + data[3] * p3->radius;
if (weight)
*weight = data[0] * p0->weight + data[1] * p1->weight + data[2] * p2->weight + data[3] * p3->weight;
return 1;
}
/* ******************************************************************** */
/* Dupli-Geometry */
#define DUPLILIST_DO_UPDATE 1
#define DUPLILIST_FOR_RENDER 2
#define DUPLILIST_ANIMATED 4
static DupliObject *new_dupli_object(ListBase *lb, Object *ob, float mat[4][4], int lay,
int persistent_id[MAX_DUPLI_RECUR], int level, int index, int type, short flag)
{
DupliObject *dob = MEM_callocN(sizeof(DupliObject), "dupliobject");
int i;
BLI_addtail(lb, dob);
dob->ob = ob;
copy_m4_m4(dob->mat, mat);
copy_m4_m4(dob->omat, ob->obmat);
dob->origlay = ob->lay;
dob->type = type;
dob->animated = (type == OB_DUPLIGROUP) && (flag & DUPLILIST_ANIMATED);
ob->lay = lay;
/* set persistent id, which is an array with a persistent index for each level
* (particle number, vertex number, ..). by comparing this we can find the same
* dupli object between frames, which is needed for motion blur. last level
* goes first in the array. */
dob->persistent_id[0] = index;
for (i = 1; i < level; i++)
dob->persistent_id[i] = persistent_id[level - 1 - i];
/* metaballs never draw in duplis, they are instead merged into one by the basis
* mball outside of the group. this does mean that if that mball is not in the
* scene, they will not show up at all, limitation that should be solved once. */
if (ob->type == OB_MBALL)
dob->no_draw = TRUE;
return dob;
}
static void group_duplilist(ListBase *lb, Scene *scene, Object *ob, int persistent_id[MAX_DUPLI_RECUR],
int level, short flag)
{
DupliObject *dob;
Group *group;
GroupObject *go;
float mat[4][4], tmat[4][4], id;
if (ob->dup_group == NULL) return;
group = ob->dup_group;
/* simple preventing of too deep nested groups */
if (level > MAX_DUPLI_RECUR) return;
/* handles animated groups, and */
/* we need to check update for objects that are not in scene... */
if (flag & DUPLILIST_DO_UPDATE) {
/* note: update is optional because we don't always need object
* transformations to be correct. Also fixes bug [#29616]. */
BKE_group_handle_recalc_and_update(scene, ob, group);
}
if (BKE_group_is_animated(group, ob))
flag |= DUPLILIST_ANIMATED;
for (go = group->gobject.first, id = 0; go; go = go->next, id++) {
/* note, if you check on layer here, render goes wrong... it still deforms verts and uses parent imat */
if (go->ob != ob) {
/* group dupli offset, should apply after everything else */
if (!is_zero_v3(group->dupli_ofs)) {
copy_m4_m4(tmat, go->ob->obmat);
sub_v3_v3v3(tmat[3], tmat[3], group->dupli_ofs);
mult_m4_m4m4(mat, ob->obmat, tmat);
}
else {
mult_m4_m4m4(mat, ob->obmat, go->ob->obmat);
}
dob = new_dupli_object(lb, go->ob, mat, ob->lay, persistent_id, level, id, OB_DUPLIGROUP, flag);
/* check the group instance and object layers match, also that the object visible flags are ok. */
if ((dob->origlay & group->layer) == 0 ||
((G.is_rendering == FALSE) && dob->ob->restrictflag & OB_RESTRICT_VIEW) ||
((G.is_rendering == TRUE) && dob->ob->restrictflag & OB_RESTRICT_RENDER))
{
dob->no_draw = TRUE;
}
if (go->ob->transflag & OB_DUPLI) {
copy_m4_m4(dob->ob->obmat, dob->mat);
object_duplilist_recursive(&group->id, scene, go->ob, lb, ob->obmat, persistent_id, level + 1, id, flag);
copy_m4_m4(dob->ob->obmat, dob->omat);
}
}
}
}
static void frames_duplilist(ListBase *lb, Scene *scene, Object *ob, int persistent_id[MAX_DUPLI_RECUR], int level, short flag)
{
extern int enable_cu_speed; /* object.c */
Object copyob;
int cfrao = scene->r.cfra;
int dupend = ob->dupend;
/* simple prevention of too deep nested groups */
if (level > MAX_DUPLI_RECUR) return;
/* if we don't have any data/settings which will lead to object movement,
* don't waste time trying, as it will all look the same...
*/
if (ob->parent == NULL && ob->constraints.first == NULL && ob->adt == NULL)
return;
/* make a copy of the object's original data (before any dupli-data overwrites it)
* as we'll need this to keep track of unkeyed data
* - this doesn't take into account other data that can be reached from the object,
* for example it's shapekeys or bones, hence the need for an update flush at the end
*/
copyob = *ob;
/* duplicate over the required range */
if (ob->transflag & OB_DUPLINOSPEED) enable_cu_speed = 0;
for (scene->r.cfra = ob->dupsta; scene->r.cfra <= dupend; scene->r.cfra++) {
short ok = 1;
/* - dupoff = how often a frames within the range shouldn't be made into duplis
* - dupon = the length of each "skipping" block in frames
*/
if (ob->dupoff) {
ok = scene->r.cfra - ob->dupsta;
ok = ok % (ob->dupon + ob->dupoff);
ok = (ok < ob->dupon);
}
if (ok) {
DupliObject *dob;
/* WARNING: doing animation updates in this way is not terribly accurate, as the dependencies
* and/or other objects which may affect this object's transforms are not updated either.
* However, this has always been the way that this worked (i.e. pre 2.5), so I guess that it'll be fine!
*/
BKE_animsys_evaluate_animdata(scene, &ob->id, ob->adt, (float)scene->r.cfra, ADT_RECALC_ANIM); /* ob-eval will do drivers, so we don't need to do them */
BKE_object_where_is_calc_time(scene, ob, (float)scene->r.cfra);
dob = new_dupli_object(lb, ob, ob->obmat, ob->lay, persistent_id, level, scene->r.cfra, OB_DUPLIFRAMES, flag);
copy_m4_m4(dob->omat, copyob.obmat);
}
}
enable_cu_speed = 1;
/* reset frame to original frame, then re-evaluate animation as above
* as 2.5 animation data may have far-reaching consequences
*/
scene->r.cfra = cfrao;
BKE_animsys_evaluate_animdata(scene, &ob->id, ob->adt, (float)scene->r.cfra, ADT_RECALC_ANIM); /* ob-eval will do drivers, so we don't need to do them */
BKE_object_where_is_calc_time(scene, ob, (float)scene->r.cfra);
/* but, to make sure unkeyed object transforms are still sane,
* let's copy object's original data back over
*/
*ob = copyob;
}
typedef struct VertexDupliData {
ID *id; /* scene or group, for recursive loops */
int level;
short flag;
ListBase *lb;
float pmat[4][4];
float obmat[4][4]; /* Only used for dupliverts inside dupligroups, where the ob->obmat is modified */
Scene *scene;
Object *ob, *par;
float (*orco)[3];
int *persistent_id;
} VertexDupliData;
/* ------------- */
static void vertex_dupli__mapFunc(void *userData, int index, const float co[3],
const float no_f[3], const short no_s[3])
{
DupliObject *dob;
VertexDupliData *vdd = userData;
float vec[3], q2[4], mat[3][3], tmat[4][4], obmat[4][4];
int origlay;
mul_v3_m4v3(vec, vdd->pmat, co);
sub_v3_v3(vec, vdd->pmat[3]);
add_v3_v3(vec, vdd->obmat[3]);
copy_m4_m4(obmat, vdd->obmat);
copy_v3_v3(obmat[3], vec);
if (vdd->par->transflag & OB_DUPLIROT) {
if (no_f) {
vec[0] = -no_f[0]; vec[1] = -no_f[1]; vec[2] = -no_f[2];
}
else if (no_s) {
vec[0] = -no_s[0]; vec[1] = -no_s[1]; vec[2] = -no_s[2];
}
vec_to_quat(q2, vec, vdd->ob->trackflag, vdd->ob->upflag);
quat_to_mat3(mat, q2);
copy_m4_m4(tmat, obmat);
mul_m4_m4m3(obmat, tmat, mat);
}
origlay = vdd->ob->lay;
dob = new_dupli_object(vdd->lb, vdd->ob, obmat, vdd->par->lay, vdd->persistent_id, vdd->level, index, OB_DUPLIVERTS, vdd->flag);
/* restore the original layer so that each dupli will have proper dob->origlay */
vdd->ob->lay = origlay;
if (vdd->orco)
copy_v3_v3(dob->orco, vdd->orco[index]);
if (vdd->ob->transflag & OB_DUPLI) {
float tmpmat[4][4];
copy_m4_m4(tmpmat, vdd->ob->obmat);
copy_m4_m4(vdd->ob->obmat, obmat); /* pretend we are really this mat */
object_duplilist_recursive((ID *)vdd->id, vdd->scene, vdd->ob, vdd->lb, obmat, vdd->persistent_id, vdd->level + 1, index, vdd->flag);
copy_m4_m4(vdd->ob->obmat, tmpmat);
}
}
static void vertex_duplilist(ListBase *lb, ID *id, Scene *scene, Object *par, float par_space_mat[4][4], int persistent_id[MAX_DUPLI_RECUR],
int level, short flag)
{
Object *ob, *ob_iter;
Mesh *me = par->data;
Base *base = NULL;
DerivedMesh *dm;
VertexDupliData vdd;
Scene *sce = NULL;
Group *group = NULL;
GroupObject *go = NULL;
BMEditMesh *em;
float vec[3], no[3], pmat[4][4];
int totvert, a, oblay;
unsigned int lay;
CustomDataMask dm_mask;
copy_m4_m4(pmat, par->obmat);
/* simple preventing of too deep nested groups */
if (level > MAX_DUPLI_RECUR) return;
em = BMEdit_FromObject(par);
/* get derived mesh */
dm_mask = CD_MASK_BAREMESH;
if (flag & DUPLILIST_FOR_RENDER)
dm_mask |= CD_MASK_ORCO;
if (em)
dm = editbmesh_get_derived_cage(scene, par, em, dm_mask);
else
dm = mesh_get_derived_final(scene, par, dm_mask);
if (flag & DUPLILIST_FOR_RENDER)
vdd.orco = dm->getVertDataArray(dm, CD_ORCO);
else
vdd.orco = NULL;
totvert = dm->getNumVerts(dm);
/* having to loop on scene OR group objects is NOT FUN */
if (GS(id->name) == ID_SCE) {
sce = (Scene *)id;
lay = sce->lay;
base = sce->base.first;
}
else {
group = (Group *)id;
lay = group->layer;
go = group->gobject.first;
}
/* Start looping on Scene OR Group objects */
while (base || go) {
if (sce) {
ob_iter = base->object;
oblay = base->lay;
}
else {
ob_iter = go->ob;
oblay = ob_iter->lay;
}
if (lay & oblay && scene->obedit != ob_iter) {
ob = ob_iter->parent;
while (ob) {
if (ob == par) {
ob = ob_iter;
/* End Scene/Group object loop, below is generic */
/* par_space_mat - only used for groups so we can modify the space dupli's are in
* when par_space_mat is NULL ob->obmat can be used instead of ob__obmat
*/
if (par_space_mat)
mult_m4_m4m4(vdd.obmat, par_space_mat, ob->obmat);
else
copy_m4_m4(vdd.obmat, ob->obmat);
vdd.id = id;
vdd.level = level;
vdd.flag = flag;
vdd.lb = lb;
vdd.ob = ob;
vdd.scene = scene;
vdd.par = par;
copy_m4_m4(vdd.pmat, pmat);
vdd.persistent_id = persistent_id;
/* mballs have a different dupli handling */
if (ob->type != OB_MBALL) ob->flag |= OB_DONE; /* doesnt render */
if (me->edit_btmesh) {
dm->foreachMappedVert(dm, vertex_dupli__mapFunc, (void *) &vdd);
}
else {
for (a = 0; a < totvert; a++) {
dm->getVertCo(dm, a, vec);
dm->getVertNo(dm, a, no);
vertex_dupli__mapFunc(&vdd, a, vec, no, NULL);
}
}
if (sce) {
/* Set proper layer in case of scene looping,
* in case of groups the object layer will be
* changed when it's duplicated due to the
* group duplication.
*/
ob->lay = vdd.par->lay;
}
break;
}
ob = ob->parent;
}
}
if (sce) base = base->next; /* scene loop */
else go = go->next; /* group loop */
}
dm->release(dm);
}
static void face_duplilist(ListBase *lb, ID *id, Scene *scene, Object *par, float par_space_mat[4][4], int persistent_id[MAX_DUPLI_RECUR],
int level, short flag)
{
Object *ob, *ob_iter;
Base *base = NULL;
DupliObject *dob;
DerivedMesh *dm;
MLoopUV *mloopuv;
MPoly *mpoly, *mp;
MLoop *mloop;
MVert *mvert;
float pmat[4][4], imat[3][3], (*orco)[3] = NULL, w;
int lay, oblay, totface, a;
Scene *sce = NULL;
Group *group = NULL;
GroupObject *go = NULL;
BMEditMesh *em;
float ob__obmat[4][4]; /* needed for groups where the object matrix needs to be modified */
CustomDataMask dm_mask;
/* simple preventing of too deep nested groups */
if (level > MAX_DUPLI_RECUR) return;
copy_m4_m4(pmat, par->obmat);
em = BMEdit_FromObject(par);
/* get derived mesh */
dm_mask = CD_MASK_BAREMESH;
if (flag & DUPLILIST_FOR_RENDER)
dm_mask |= CD_MASK_ORCO | CD_MASK_MLOOPUV;
if (em) {
dm = editbmesh_get_derived_cage(scene, par, em, dm_mask);
}
else {
dm = mesh_get_derived_final(scene, par, dm_mask);
}
totface = dm->getNumPolys(dm);
mpoly = dm->getPolyArray(dm);
mloop = dm->getLoopArray(dm);
mvert = dm->getVertArray(dm);
if (flag & DUPLILIST_FOR_RENDER) {
orco = dm->getVertDataArray(dm, CD_ORCO);
mloopuv = dm->getLoopDataArray(dm, CD_MLOOPUV);
}
else {
orco = NULL;
mloopuv = NULL;
}
/* having to loop on scene OR group objects is NOT FUN */
if (GS(id->name) == ID_SCE) {
sce = (Scene *)id;
lay = sce->lay;
base = sce->base.first;
}
else {
group = (Group *)id;
lay = group->layer;
go = group->gobject.first;
}
/* Start looping on Scene OR Group objects */
while (base || go) {
if (sce) {
ob_iter = base->object;
oblay = base->lay;
}
else {
ob_iter = go->ob;
oblay = ob_iter->lay;
}
if (lay & oblay && scene->obedit != ob_iter) {
ob = ob_iter->parent;
while (ob) {
if (ob == par) {
ob = ob_iter;
/* End Scene/Group object loop, below is generic */
/* par_space_mat - only used for groups so we can modify the space dupli's are in
* when par_space_mat is NULL ob->obmat can be used instead of ob__obmat
*/
if (par_space_mat)
mult_m4_m4m4(ob__obmat, par_space_mat, ob->obmat);
else
copy_m4_m4(ob__obmat, ob->obmat);
copy_m3_m4(imat, ob->parentinv);
/* mballs have a different dupli handling */
if (ob->type != OB_MBALL) ob->flag |= OB_DONE; /* doesnt render */
for (a = 0, mp = mpoly; a < totface; a++, mp++) {
float *v1;
float *v2;
float *v3;
/* float *v4; */ /* UNUSED */
float cent[3], quat[4], mat[3][3], mat3[3][3], tmat[4][4], obmat[4][4];
float f_no[3];
MLoop *loopstart = mloop + mp->loopstart;
if (UNLIKELY(mp->totloop < 3)) {
continue;
}
else {
BKE_mesh_calc_poly_normal(mp, mloop + mp->loopstart, mvert, f_no);
v1 = mvert[loopstart[0].v].co;
v2 = mvert[loopstart[1].v].co;
v3 = mvert[loopstart[2].v].co;
}
/* translation */
BKE_mesh_calc_poly_center(mp, loopstart, mvert, cent);
mul_m4_v3(pmat, cent);
sub_v3_v3v3(cent, cent, pmat[3]);
add_v3_v3(cent, ob__obmat[3]);
copy_m4_m4(obmat, ob__obmat);
copy_v3_v3(obmat[3], cent);
/* rotation */
tri_to_quat_ex(quat, v1, v2, v3, f_no);
quat_to_mat3(mat, quat);
/* scale */
if (par->transflag & OB_DUPLIFACES_SCALE) {
float size = BKE_mesh_calc_poly_area(mp, loopstart, mvert, f_no);
size = sqrtf(size) * par->dupfacesca;
mul_m3_fl(mat, size);
}
copy_m3_m3(mat3, mat);
mul_m3_m3m3(mat, imat, mat3);
copy_m4_m4(tmat, obmat);
mul_m4_m4m3(obmat, tmat, mat);
dob = new_dupli_object(lb, ob, obmat, par->lay, persistent_id, level, a, OB_DUPLIFACES, (flag & DUPLILIST_ANIMATED));
if (flag & DUPLILIST_FOR_RENDER) {
w = 1.0f / (float)mp->totloop;
if (orco) {
int j;
for (j = 0; j < mpoly->totloop; j++) {
madd_v3_v3fl(dob->orco, orco[loopstart[j].v], w);
}
}
if (mloopuv) {
int j;
for (j = 0; j < mpoly->totloop; j++) {
madd_v2_v2fl(dob->uv, mloopuv[mp->loopstart + j].uv, w);
}
}
}
if (ob->transflag & OB_DUPLI) {
float tmpmat[4][4];
copy_m4_m4(tmpmat, ob->obmat);
copy_m4_m4(ob->obmat, obmat); /* pretend we are really this mat */
object_duplilist_recursive((ID *)id, scene, ob, lb, ob->obmat, persistent_id, level + 1, a, flag);
copy_m4_m4(ob->obmat, tmpmat);
}
}
break;
}
ob = ob->parent;
}
}
if (sce) base = base->next; /* scene loop */
else go = go->next; /* group loop */
}
dm->release(dm);
}
static void new_particle_duplilist(ListBase *lb, ID *id, Scene *scene, Object *par, float par_space_mat[4][4],
int persistent_id[MAX_DUPLI_RECUR], ParticleSystem *psys,
int level, short flag)
{
GroupObject *go;
Object *ob = NULL, **oblist = NULL, obcopy, *obcopylist = NULL;
DupliObject *dob;
ParticleDupliWeight *dw;
ParticleSettings *part;
ParticleData *pa;
ChildParticle *cpa = NULL;
ParticleKey state;
ParticleCacheKey *cache;
float ctime, pa_time, scale = 1.0f;
float tmat[4][4], mat[4][4], pamat[4][4], vec[3], size = 0.0;
float (*obmat)[4], (*oldobmat)[4];
int a, b, hair = 0;
int totpart, totchild, totgroup = 0 /*, pa_num */;
int dupli_type_hack = !BKE_scene_use_new_shading_nodes(scene);
int no_draw_flag = PARS_UNEXIST;
if (psys == NULL) return;
/* simple preventing of too deep nested groups */
if (level > MAX_DUPLI_RECUR) return;
part = psys->part;
if (part == NULL)
return;
if (!psys_check_enabled(par, psys))
return;
if (G.is_rendering == FALSE)
no_draw_flag |= PARS_NO_DISP;
ctime = BKE_scene_frame_get(scene); /* NOTE: in old animsys, used parent object's timeoffset... */
totpart = psys->totpart;
totchild = psys->totchild;
BLI_srandom(31415926 + psys->seed);
if ((psys->renderdata || part->draw_as == PART_DRAW_REND) && ELEM(part->ren_as, PART_DRAW_OB, PART_DRAW_GR)) {
ParticleSimulationData sim = {NULL};
sim.scene = scene;
sim.ob = par;
sim.psys = psys;
sim.psmd = psys_get_modifier(par, psys);
/* make sure emitter imat is in global coordinates instead of render view coordinates */
invert_m4_m4(par->imat, par->obmat);
/* first check for loops (particle system object used as dupli object) */
if (part->ren_as == PART_DRAW_OB) {
if (ELEM(part->dup_ob, NULL, par))
return;
}
else { /*PART_DRAW_GR */
if (part->dup_group == NULL || part->dup_group->gobject.first == NULL)
return;
if (BLI_findptr(&part->dup_group->gobject, par, offsetof(GroupObject, ob))) {
return;
}
}
/* if we have a hair particle system, use the path cache */
if (part->type == PART_HAIR) {
if (psys->flag & PSYS_HAIR_DONE)
hair = (totchild == 0 || psys->childcache) && psys->pathcache;
if (!hair)
return;
/* we use cache, update totchild according to cached data */
totchild = psys->totchildcache;
totpart = psys->totcached;
}
psys_check_group_weights(part);
psys->lattice = psys_get_lattice(&sim);
/* gather list of objects or single object */
if (part->ren_as == PART_DRAW_GR) {
if (flag & DUPLILIST_DO_UPDATE) {
BKE_group_handle_recalc_and_update(scene, par, part->dup_group);
}
if (part->draw & PART_DRAW_COUNT_GR) {
for (dw = part->dupliweights.first; dw; dw = dw->next)
totgroup += dw->count;
}
else {
for (go = part->dup_group->gobject.first; go; go = go->next)
totgroup++;
}
/* we also copy the actual objects to restore afterwards, since
* BKE_object_where_is_calc_time will change the object which breaks transform */
oblist = MEM_callocN(totgroup * sizeof(Object *), "dupgroup object list");
obcopylist = MEM_callocN(totgroup * sizeof(Object), "dupgroup copy list");
if (part->draw & PART_DRAW_COUNT_GR && totgroup) {
dw = part->dupliweights.first;
for (a = 0; a < totgroup; dw = dw->next) {
for (b = 0; b < dw->count; b++, a++) {
oblist[a] = dw->ob;
obcopylist[a] = *dw->ob;
}
}
}
else {
go = part->dup_group->gobject.first;
for (a = 0; a < totgroup; a++, go = go->next) {
oblist[a] = go->ob;
obcopylist[a] = *go->ob;
}
}
}
else {
ob = part->dup_ob;
obcopy = *ob;
}
if (totchild == 0 || part->draw & PART_DRAW_PARENT)
a = 0;
else
a = totpart;
for (pa = psys->particles; a < totpart + totchild; a++, pa++) {
if (a < totpart) {
/* handle parent particle */
if (pa->flag & no_draw_flag)
continue;
/* pa_num = pa->num; */ /* UNUSED */
pa_time = pa->time;
size = pa->size;
}
else {
/* handle child particle */
cpa = &psys->child[a - totpart];
/* pa_num = a; */ /* UNUSED */
pa_time = psys->particles[cpa->parent].time;
size = psys_get_child_size(psys, cpa, ctime, NULL);
}
/* some hair paths might be non-existent so they can't be used for duplication */
if (hair &&
((a < totpart && psys->pathcache[a]->steps < 0) ||
(a >= totpart && psys->childcache[a - totpart]->steps < 0)))
{
continue;
}
if (part->ren_as == PART_DRAW_GR) {
/* prevent divide by zero below [#28336] */
if (totgroup == 0)
continue;
/* for groups, pick the object based on settings */
if (part->draw & PART_DRAW_RAND_GR)
b = BLI_rand() % totgroup;
else
b = a % totgroup;
ob = oblist[b];
obmat = oblist[b]->obmat;
oldobmat = obcopylist[b].obmat;
}
else {
obmat = ob->obmat;
oldobmat = obcopy.obmat;
}
if (hair) {
/* hair we handle separate and compute transform based on hair keys */
if (a < totpart) {
cache = psys->pathcache[a];
psys_get_dupli_path_transform(&sim, pa, NULL, cache, pamat, &scale);
}
else {
cache = psys->childcache[a - totpart];
psys_get_dupli_path_transform(&sim, NULL, cpa, cache, pamat, &scale);
}
copy_v3_v3(pamat[3], cache->co);
pamat[3][3] = 1.0f;
}
else {
/* first key */
state.time = ctime;
if (psys_get_particle_state(&sim, a, &state, 0) == 0) {
continue;
}
else {
float tquat[4];
normalize_qt_qt(tquat, state.rot);
quat_to_mat4(pamat, tquat);
copy_v3_v3(pamat[3], state.co);
pamat[3][3] = 1.0f;
}
}
if (part->ren_as == PART_DRAW_GR && psys->part->draw & PART_DRAW_WHOLE_GR) {
for (go = part->dup_group->gobject.first, b = 0; go; go = go->next, b++) {
copy_m4_m4(tmat, oblist[b]->obmat);
/* apply particle scale */
mul_mat3_m4_fl(tmat, size * scale);
mul_v3_fl(tmat[3], size * scale);
/* group dupli offset, should apply after everything else */
if (!is_zero_v3(part->dup_group->dupli_ofs))
sub_v3_v3v3(tmat[3], tmat[3], part->dup_group->dupli_ofs);
/* individual particle transform */
mult_m4_m4m4(tmat, pamat, tmat);
if (par_space_mat)
mult_m4_m4m4(mat, par_space_mat, tmat);
else
copy_m4_m4(mat, tmat);
dob = new_dupli_object(lb, go->ob, mat, par->lay, persistent_id, level, a, OB_DUPLIPARTS, (flag & DUPLILIST_ANIMATED));
dob->particle_system = psys;
copy_m4_m4(dob->omat, obcopylist[b].obmat);
if (flag & DUPLILIST_FOR_RENDER)
psys_get_dupli_texture(psys, part, sim.psmd, pa, cpa, dob->uv, dob->orco);
}
}
else {
int dupli_type = OB_DUPLIPARTS;
/* blender internal needs this to be set to dupligroup to render
* groups correctly, but we don't want this hack for cycles */
if (dupli_type_hack && GS(id->name) == ID_GR)
dupli_type = OB_DUPLIGROUP;
/* to give ipos in object correct offset */
BKE_object_where_is_calc_time(scene, ob, ctime - pa_time);
copy_v3_v3(vec, obmat[3]);
obmat[3][0] = obmat[3][1] = obmat[3][2] = 0.0f;
/* particle rotation uses x-axis as the aligned axis, so pre-rotate the object accordingly */
if ((part->draw & PART_DRAW_ROTATE_OB) == 0) {
float xvec[3], q[4], size_mat[4][4], original_size[3];
mat4_to_size(original_size, obmat);
size_to_mat4(size_mat, original_size);
xvec[0] = -1.f;
xvec[1] = xvec[2] = 0;
vec_to_quat(q, xvec, ob->trackflag, ob->upflag);
quat_to_mat4(obmat, q);
obmat[3][3] = 1.0f;
/* add scaling if requested */
if ((part->draw & PART_DRAW_NO_SCALE_OB) == 0)
mult_m4_m4m4(obmat, obmat, size_mat);
}
else if (part->draw & PART_DRAW_NO_SCALE_OB) {
/* remove scaling */
float size_mat[4][4], original_size[3];
mat4_to_size(original_size, obmat);
size_to_mat4(size_mat, original_size);
invert_m4(size_mat);
mult_m4_m4m4(obmat, obmat, size_mat);
}
/* Normal particles and cached hair live in global space so we need to
* remove the real emitter's transformation before 2nd order duplication.
*/
if (par_space_mat && GS(id->name) != ID_GR)
mult_m4_m4m4(mat, psys->imat, pamat);
else
copy_m4_m4(mat, pamat);
mult_m4_m4m4(tmat, mat, obmat);
mul_mat3_m4_fl(tmat, size * scale);
if (par_space_mat)
mult_m4_m4m4(mat, par_space_mat, tmat);
else
copy_m4_m4(mat, tmat);
if (part->draw & PART_DRAW_GLOBAL_OB)
add_v3_v3v3(mat[3], mat[3], vec);
dob = new_dupli_object(lb, ob, mat, ob->lay, persistent_id, level, a, dupli_type, (flag & DUPLILIST_ANIMATED));
dob->particle_system = psys;
copy_m4_m4(dob->omat, oldobmat);
if (flag & DUPLILIST_FOR_RENDER)
psys_get_dupli_texture(psys, part, sim.psmd, pa, cpa, dob->uv, dob->orco);
}
}
/* restore objects since they were changed in BKE_object_where_is_calc_time */
if (part->ren_as == PART_DRAW_GR) {
for (a = 0; a < totgroup; a++)
*(oblist[a]) = obcopylist[a];
}
else
*ob = obcopy;
}
/* clean up */
if (oblist)
MEM_freeN(oblist);
if (obcopylist)
MEM_freeN(obcopylist);
if (psys->lattice) {
end_latt_deform(psys->lattice);
psys->lattice = NULL;
}
}
static Object *find_family_object(Object **obar, char *family, char ch)
{
Object *ob;
int flen;
if (obar[(int)ch]) return obar[(int)ch];
flen = strlen(family);
ob = G.main->object.first;
while (ob) {
if (ob->id.name[flen + 2] == ch) {
if (strncmp(ob->id.name + 2, family, flen) == 0) break;
}
ob = ob->id.next;
}
obar[(int)ch] = ob;
return ob;
}
static void font_duplilist(ListBase *lb, Scene *scene, Object *par, int persistent_id[MAX_DUPLI_RECUR], int level, short flag)
{
Object *ob, *obar[256] = {NULL};
Curve *cu;
struct CharTrans *ct, *chartransdata;
float vec[3], obmat[4][4], pmat[4][4], fsize, xof, yof;
int slen, a;
/* simple preventing of too deep nested groups */
if (level > MAX_DUPLI_RECUR) return;
copy_m4_m4(pmat, par->obmat);
/* in par the family name is stored, use this to find the other objects */
chartransdata = BKE_vfont_to_curve(G.main, scene, par, FO_DUPLI);
if (chartransdata == NULL) return;
cu = par->data;
slen = strlen(cu->str);
fsize = cu->fsize;
xof = cu->xof;
yof = cu->yof;
ct = chartransdata;
for (a = 0; a < slen; a++, ct++) {
ob = find_family_object(obar, cu->family, cu->str[a]);
if (ob) {
vec[0] = fsize * (ct->xof - xof);
vec[1] = fsize * (ct->yof - yof);
vec[2] = 0.0;
mul_m4_v3(pmat, vec);
copy_m4_m4(obmat, par->obmat);
copy_v3_v3(obmat[3], vec);
new_dupli_object(lb, ob, obmat, par->lay, persistent_id, level, a, OB_DUPLIVERTS, flag);
}
}
MEM_freeN(chartransdata);
}
/* ------------- */
static void object_duplilist_recursive(ID *id, Scene *scene, Object *ob, ListBase *duplilist, float par_space_mat[4][4],
int persistent_id[MAX_DUPLI_RECUR], int level, int index, short flag)
{
if ((ob->transflag & OB_DUPLI) == 0)
return;
/* Should the dupli's be generated for this object? - Respect restrict flags */
if (G.is_rendering) {
if (ob->restrictflag & OB_RESTRICT_RENDER) {
return;
}
}
else {
if (ob->restrictflag & OB_RESTRICT_VIEW) {
return;
}
}
/* keep track of persistent id */
if (level > 0)
persistent_id[level - 1] = index;
if (ob->transflag & OB_DUPLIPARTS) {
ParticleSystem *psys = ob->particlesystem.first;
int psysid = 0;
/* particle system take up one level in id, the particles another */
for (; psys; psys = psys->next, psysid++) {
persistent_id[level] = psysid;
new_particle_duplilist(duplilist, id, scene, ob, par_space_mat, persistent_id, psys, level + 2, flag);
}
persistent_id[level] = 0;
}
else if (ob->transflag & OB_DUPLIVERTS) {
if (ob->type == OB_MESH) {
vertex_duplilist(duplilist, id, scene, ob, par_space_mat, persistent_id, level + 1, flag);
}
else if (ob->type == OB_FONT) {
if (GS(id->name) == ID_SCE) { /* TODO - support dupligroups */
font_duplilist(duplilist, scene, ob, persistent_id, level + 1, flag);
}
}
}
else if (ob->transflag & OB_DUPLIFACES) {
if (ob->type == OB_MESH)
face_duplilist(duplilist, id, scene, ob, par_space_mat, persistent_id, level + 1, flag);
}
else if (ob->transflag & OB_DUPLIFRAMES) {
if (GS(id->name) == ID_SCE) { /* TODO - support dupligroups */
frames_duplilist(duplilist, scene, ob, persistent_id, level + 1, flag);
}
}
else if (ob->transflag & OB_DUPLIGROUP) {
DupliObject *dob;
group_duplilist(duplilist, scene, ob, persistent_id, level + 1, flag); /* now recursive */
if (level == 0) {
for (dob = duplilist->first; dob; dob = dob->next)
if (dob->type == OB_DUPLIGROUP)
copy_m4_m4(dob->ob->obmat, dob->mat);
}
}
/* clear persistent id */
if (level > 0)
persistent_id[level - 1] = 0;
}
/* Returns a list of DupliObject
* note; group dupli's already set transform matrix. see note in group_duplilist() */
ListBase *object_duplilist_ex(Scene *sce, Object *ob, bool update, bool for_render)
{
ListBase *duplilist = MEM_mallocN(sizeof(ListBase), "duplilist");
int persistent_id[MAX_DUPLI_RECUR] = {0};
int flag = 0;
if (update) flag |= DUPLILIST_DO_UPDATE;
if (for_render) flag |= DUPLILIST_FOR_RENDER;
duplilist->first = duplilist->last = NULL;
object_duplilist_recursive((ID *)sce, sce, ob, duplilist, NULL, persistent_id, 0, 0, flag);
return duplilist;
}
/* note: previously updating was always done, this is why it defaults to be on
* but there are likely places it can be called without updating */
ListBase *object_duplilist(Scene *sce, Object *ob, bool for_render)
{
return object_duplilist_ex(sce, ob, true, for_render);
}
void free_object_duplilist(ListBase *lb)
{
DupliObject *dob;
/* loop in reverse order, if object is instanced multiple times
* the original layer may not really be original otherwise, proper
* solution is more complicated */
for (dob = lb->last; dob; dob = dob->prev) {
dob->ob->lay = dob->origlay;
copy_m4_m4(dob->ob->obmat, dob->omat);
}
BLI_freelistN(lb);
MEM_freeN(lb);
}
int count_duplilist(Object *ob)
{
if (ob->transflag & OB_DUPLI) {
if (ob->transflag & OB_DUPLIVERTS) {
if (ob->type == OB_MESH) {
if (ob->transflag & OB_DUPLIVERTS) {
ParticleSystem *psys = ob->particlesystem.first;
int pdup = 0;
for (; psys; psys = psys->next)
pdup += psys->totpart;
if (pdup == 0) {
Mesh *me = ob->data;
return me->totvert;
}
else
return pdup;
}
}
}
else if (ob->transflag & OB_DUPLIFRAMES) {
int tot = ob->dupend - ob->dupsta;
tot /= (ob->dupon + ob->dupoff);
return tot * ob->dupon;
}
}
return 1;
}