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blender-archive/source/blender/blenkernel/intern/scene.c
Tamito Kajiyama 62cede96d3 A major code update for making the DNA file specification of Freestyle settings
and RNA for it independent of the build flag for enabling Freestyle.  Suggested
by Sergey Sharybin through a code review of the branch.

* Many #ifdef WITH_FREESTYLE blocks were removed to always have Freestyle-specific
DNA file specification and RNA for it built in Blender.  This will allow Freestyle
setting survive even when a non-Freestyle build is used for loading and saving
files.  It is noted that operations are still conditionally built through #ifdef
WITH_FREESTYLE blocks.

* To this end, new blenkernel files BKE_freestyle.h and intern/freestyle.c have
been added.  All API functions in FRS_freestyle_config.h as well as some of those
in FRS_freestyle.h were moved to the new files.  Now the relocated API functions
have BKE_ prefix instead of FRS_.
2013-03-23 03:00:37 +00:00

1443 lines
39 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/scene.c
* \ingroup bke
*/
#include <stddef.h>
#include <stdio.h>
#include <string.h>
#ifndef WIN32
#include <unistd.h>
#else
#include <io.h>
#endif
#include "MEM_guardedalloc.h"
#include "DNA_anim_types.h"
#include "DNA_group_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_rigidbody_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_sequence_types.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BLI_callbacks.h"
#include "BLI_string.h"
#include "BKE_anim.h"
#include "BKE_animsys.h"
#include "BKE_action.h"
#include "BKE_colortools.h"
#include "BKE_depsgraph.h"
#include "BKE_fcurve.h"
#include "BKE_freestyle.h"
#include "BKE_global.h"
#include "BKE_group.h"
#include "BKE_idprop.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_mask.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_pointcache.h"
#include "BKE_rigidbody.h"
#include "BKE_scene.h"
#include "BKE_sequencer.h"
#include "BKE_world.h"
#include "BKE_sound.h"
#include "RE_engine.h"
#include "IMB_colormanagement.h"
//XXX #include "BIF_previewrender.h"
//XXX #include "BIF_editseq.h"
#ifdef WIN32
#else
#include <sys/time.h>
#endif
void free_avicodecdata(AviCodecData *acd)
{
if (acd) {
if (acd->lpFormat) {
MEM_freeN(acd->lpFormat);
acd->lpFormat = NULL;
acd->cbFormat = 0;
}
if (acd->lpParms) {
MEM_freeN(acd->lpParms);
acd->lpParms = NULL;
acd->cbParms = 0;
}
}
}
void free_qtcodecdata(QuicktimeCodecData *qcd)
{
if (qcd) {
if (qcd->cdParms) {
MEM_freeN(qcd->cdParms);
qcd->cdParms = NULL;
qcd->cdSize = 0;
}
}
}
static void remove_sequencer_fcurves(Scene *sce)
{
AnimData *adt = BKE_animdata_from_id(&sce->id);
if (adt && adt->action) {
FCurve *fcu, *nextfcu;
for (fcu = adt->action->curves.first; fcu; fcu = nextfcu) {
nextfcu = fcu->next;
if ((fcu->rna_path) && strstr(fcu->rna_path, "sequences_all")) {
action_groups_remove_channel(adt->action, fcu);
free_fcurve(fcu);
}
}
}
}
Scene *BKE_scene_copy(Scene *sce, int type)
{
Scene *scen;
SceneRenderLayer *srl, *new_srl;
ToolSettings *ts;
Base *base, *obase;
if (type == SCE_COPY_EMPTY) {
ListBase lb;
/* XXX. main should become an arg */
scen = BKE_scene_add(G.main, sce->id.name + 2);
lb = scen->r.layers;
scen->r = sce->r;
scen->r.layers = lb;
scen->unit = sce->unit;
scen->physics_settings = sce->physics_settings;
scen->gm = sce->gm;
scen->audio = sce->audio;
MEM_freeN(scen->toolsettings);
}
else {
scen = BKE_libblock_copy(&sce->id);
BLI_duplicatelist(&(scen->base), &(sce->base));
clear_id_newpoins();
id_us_plus((ID *)scen->world);
id_us_plus((ID *)scen->set);
id_us_plus((ID *)scen->gm.dome.warptext);
scen->ed = NULL;
scen->theDag = NULL;
scen->obedit = NULL;
scen->stats = NULL;
scen->fps_info = NULL;
scen->rigidbody_world = NULL; /* RB_TODO figure out a way of copying the rigid body world */
BLI_duplicatelist(&(scen->markers), &(sce->markers));
BLI_duplicatelist(&(scen->transform_spaces), &(sce->transform_spaces));
BLI_duplicatelist(&(scen->r.layers), &(sce->r.layers));
BKE_keyingsets_copy(&(scen->keyingsets), &(sce->keyingsets));
if (sce->nodetree) {
/* ID's are managed on both copy and switch */
scen->nodetree = ntreeCopyTree(sce->nodetree);
ntreeSwitchID(scen->nodetree, &sce->id, &scen->id);
}
obase = sce->base.first;
base = scen->base.first;
while (base) {
id_us_plus(&base->object->id);
if (obase == sce->basact) scen->basact = base;
obase = obase->next;
base = base->next;
}
/* copy color management settings */
BKE_color_managed_display_settings_copy(&scen->display_settings, &sce->display_settings);
BKE_color_managed_view_settings_copy(&scen->view_settings, &sce->view_settings);
BKE_color_managed_view_settings_copy(&scen->r.im_format.view_settings, &sce->r.im_format.view_settings);
BLI_strncpy(scen->sequencer_colorspace_settings.name, sce->sequencer_colorspace_settings.name,
sizeof(scen->sequencer_colorspace_settings.name));
/* remove animation used by sequencer */
if (type != SCE_COPY_FULL)
remove_sequencer_fcurves(scen);
/* copy Freestyle settings */
new_srl = scen->r.layers.first;
for (srl = sce->r.layers.first; srl; srl = srl->next) {
BKE_freestyle_config_copy(&new_srl->freestyleConfig, &srl->freestyleConfig);
new_srl = new_srl->next;
}
}
/* tool settings */
scen->toolsettings = MEM_dupallocN(sce->toolsettings);
ts = scen->toolsettings;
if (ts) {
if (ts->vpaint) {
ts->vpaint = MEM_dupallocN(ts->vpaint);
ts->vpaint->paintcursor = NULL;
ts->vpaint->vpaint_prev = NULL;
ts->vpaint->wpaint_prev = NULL;
BKE_paint_copy(&ts->vpaint->paint, &ts->vpaint->paint);
}
if (ts->wpaint) {
ts->wpaint = MEM_dupallocN(ts->wpaint);
ts->wpaint->paintcursor = NULL;
ts->wpaint->vpaint_prev = NULL;
ts->wpaint->wpaint_prev = NULL;
BKE_paint_copy(&ts->wpaint->paint, &ts->wpaint->paint);
}
if (ts->sculpt) {
ts->sculpt = MEM_dupallocN(ts->sculpt);
BKE_paint_copy(&ts->sculpt->paint, &ts->sculpt->paint);
}
BKE_paint_copy(&ts->imapaint.paint, &ts->imapaint.paint);
ts->imapaint.paintcursor = NULL;
ts->particle.paintcursor = NULL;
}
/* make a private copy of the avicodecdata */
if (sce->r.avicodecdata) {
scen->r.avicodecdata = MEM_dupallocN(sce->r.avicodecdata);
scen->r.avicodecdata->lpFormat = MEM_dupallocN(scen->r.avicodecdata->lpFormat);
scen->r.avicodecdata->lpParms = MEM_dupallocN(scen->r.avicodecdata->lpParms);
}
/* make a private copy of the qtcodecdata */
if (sce->r.qtcodecdata) {
scen->r.qtcodecdata = MEM_dupallocN(sce->r.qtcodecdata);
scen->r.qtcodecdata->cdParms = MEM_dupallocN(scen->r.qtcodecdata->cdParms);
}
if (sce->r.ffcodecdata.properties) { /* intentionally check scen not sce. */
scen->r.ffcodecdata.properties = IDP_CopyProperty(sce->r.ffcodecdata.properties);
}
/* NOTE: part of SCE_COPY_LINK_DATA and SCE_COPY_FULL operations
* are done outside of blenkernel with ED_objects_single_users! */
/* camera */
if (type == SCE_COPY_LINK_DATA || type == SCE_COPY_FULL) {
ID_NEW(scen->camera);
}
/* before scene copy */
sound_create_scene(scen);
/* world */
if (type == SCE_COPY_FULL) {
BKE_copy_animdata_id_action((ID *)scen);
if (scen->world) {
id_us_plus((ID *)scen->world);
scen->world = BKE_world_copy(scen->world);
BKE_copy_animdata_id_action((ID *)scen->world);
}
if (sce->ed) {
scen->ed = MEM_callocN(sizeof(Editing), "addseq");
scen->ed->seqbasep = &scen->ed->seqbase;
BKE_sequence_base_dupli_recursive(sce, scen, &scen->ed->seqbase, &sce->ed->seqbase, SEQ_DUPE_ALL);
}
}
return scen;
}
/* do not free scene itself */
void BKE_scene_free(Scene *sce)
{
Base *base;
SceneRenderLayer *srl;
/* check all sequences */
BKE_sequencer_clear_scene_in_allseqs(G.main, sce);
base = sce->base.first;
while (base) {
base->object->id.us--;
base = base->next;
}
/* do not free objects! */
if (sce->gpd) {
#if 0 /* removed since this can be invalid memory when freeing everything */
/* since the grease pencil data is freed before the scene.
* since grease pencil data is not (yet?), shared between objects
* its probably safe not to do this, some save and reload will free this. */
sce->gpd->id.us--;
#endif
sce->gpd = NULL;
}
BLI_freelistN(&sce->base);
BKE_sequencer_editing_free(sce);
BKE_free_animdata((ID *)sce);
BKE_keyingsets_free(&sce->keyingsets);
if (sce->rigidbody_world)
BKE_rigidbody_free_world(sce->rigidbody_world);
if (sce->r.avicodecdata) {
free_avicodecdata(sce->r.avicodecdata);
MEM_freeN(sce->r.avicodecdata);
sce->r.avicodecdata = NULL;
}
if (sce->r.qtcodecdata) {
free_qtcodecdata(sce->r.qtcodecdata);
MEM_freeN(sce->r.qtcodecdata);
sce->r.qtcodecdata = NULL;
}
if (sce->r.ffcodecdata.properties) {
IDP_FreeProperty(sce->r.ffcodecdata.properties);
MEM_freeN(sce->r.ffcodecdata.properties);
sce->r.ffcodecdata.properties = NULL;
}
for (srl = sce->r.layers.first; srl; srl = srl->next) {
BKE_freestyle_config_free(&srl->freestyleConfig);
}
BLI_freelistN(&sce->markers);
BLI_freelistN(&sce->transform_spaces);
BLI_freelistN(&sce->r.layers);
if (sce->toolsettings) {
if (sce->toolsettings->vpaint) {
BKE_paint_free(&sce->toolsettings->vpaint->paint);
MEM_freeN(sce->toolsettings->vpaint);
}
if (sce->toolsettings->wpaint) {
BKE_paint_free(&sce->toolsettings->wpaint->paint);
MEM_freeN(sce->toolsettings->wpaint);
}
if (sce->toolsettings->sculpt) {
BKE_paint_free(&sce->toolsettings->sculpt->paint);
MEM_freeN(sce->toolsettings->sculpt);
}
if (sce->toolsettings->uvsculpt) {
BKE_paint_free(&sce->toolsettings->uvsculpt->paint);
MEM_freeN(sce->toolsettings->uvsculpt);
}
BKE_paint_free(&sce->toolsettings->imapaint.paint);
MEM_freeN(sce->toolsettings);
sce->toolsettings = NULL;
}
DAG_scene_free(sce);
if (sce->nodetree) {
ntreeFreeTree(sce->nodetree);
MEM_freeN(sce->nodetree);
}
if (sce->stats)
MEM_freeN(sce->stats);
if (sce->fps_info)
MEM_freeN(sce->fps_info);
sound_destroy_scene(sce);
BKE_color_managed_view_settings_free(&sce->view_settings);
}
Scene *BKE_scene_add(Main *bmain, const char *name)
{
Scene *sce;
ParticleEditSettings *pset;
int a;
const char *colorspace_name;
sce = BKE_libblock_alloc(&bmain->scene, ID_SCE, name);
sce->lay = sce->layact = 1;
sce->r.mode = R_GAMMA | R_OSA | R_SHADOW | R_SSS | R_ENVMAP | R_RAYTRACE;
sce->r.cfra = 1;
sce->r.sfra = 1;
sce->r.efra = 250;
sce->r.frame_step = 1;
sce->r.xsch = 1920;
sce->r.ysch = 1080;
sce->r.xasp = 1;
sce->r.yasp = 1;
sce->r.tilex = 256;
sce->r.tiley = 256;
sce->r.mblur_samples = 1;
sce->r.filtertype = R_FILTER_MITCH;
sce->r.size = 50;
sce->r.im_format.planes = R_IMF_PLANES_RGB;
sce->r.im_format.imtype = R_IMF_IMTYPE_PNG;
sce->r.im_format.depth = R_IMF_CHAN_DEPTH_8;
sce->r.im_format.quality = 90;
sce->r.im_format.compress = 90;
sce->r.displaymode = R_OUTPUT_AREA;
sce->r.framapto = 100;
sce->r.images = 100;
sce->r.framelen = 1.0;
sce->r.blurfac = 0.5;
sce->r.frs_sec = 24;
sce->r.frs_sec_base = 1;
sce->r.edgeint = 10;
sce->r.ocres = 128;
/* OCIO_TODO: for forwards compatibility only, so if no tonecurve are used,
* images would look in the same way as in current blender
*
* perhaps at some point should be completely deprecated?
*/
sce->r.color_mgt_flag |= R_COLOR_MANAGEMENT;
sce->r.gauss = 1.0;
/* deprecated but keep for upwards compat */
sce->r.postgamma = 1.0;
sce->r.posthue = 0.0;
sce->r.postsat = 1.0;
sce->r.bake_mode = 1; /* prevent to include render stuff here */
sce->r.bake_filter = 16;
sce->r.bake_osa = 5;
sce->r.bake_flag = R_BAKE_CLEAR;
sce->r.bake_normal_space = R_BAKE_SPACE_TANGENT;
sce->r.bake_samples = 256;
sce->r.bake_biasdist = 0.001;
sce->r.scemode = R_DOCOMP | R_DOSEQ | R_EXTENSION;
sce->r.stamp = R_STAMP_TIME | R_STAMP_FRAME | R_STAMP_DATE | R_STAMP_CAMERA | R_STAMP_SCENE | R_STAMP_FILENAME | R_STAMP_RENDERTIME;
sce->r.stamp_font_id = 12;
sce->r.fg_stamp[0] = sce->r.fg_stamp[1] = sce->r.fg_stamp[2] = 0.8f;
sce->r.fg_stamp[3] = 1.0f;
sce->r.bg_stamp[0] = sce->r.bg_stamp[1] = sce->r.bg_stamp[2] = 0.0f;
sce->r.bg_stamp[3] = 0.25f;
sce->r.raytrace_options = R_RAYTRACE_USE_INSTANCES;
sce->r.seq_prev_type = OB_SOLID;
sce->r.seq_rend_type = OB_SOLID;
sce->r.seq_flag = R_SEQ_GL_PREV;
sce->r.threads = 1;
sce->r.simplify_subsurf = 6;
sce->r.simplify_particles = 1.0f;
sce->r.simplify_shadowsamples = 16;
sce->r.simplify_aosss = 1.0f;
sce->r.border.xmin = 0.0f;
sce->r.border.ymin = 0.0f;
sce->r.border.xmax = 1.0f;
sce->r.border.ymax = 1.0f;
sce->toolsettings = MEM_callocN(sizeof(struct ToolSettings), "Tool Settings Struct");
sce->toolsettings->cornertype = 1;
sce->toolsettings->degr = 90;
sce->toolsettings->step = 9;
sce->toolsettings->turn = 1;
sce->toolsettings->extr_offs = 1;
sce->toolsettings->doublimit = 0.001;
sce->toolsettings->segments = 32;
sce->toolsettings->rings = 32;
sce->toolsettings->vertices = 32;
sce->toolsettings->uvcalc_radius = 1.0f;
sce->toolsettings->uvcalc_cubesize = 1.0f;
sce->toolsettings->uvcalc_mapdir = 1;
sce->toolsettings->uvcalc_mapalign = 1;
sce->toolsettings->uvcalc_margin = 0.001f;
sce->toolsettings->unwrapper = 1;
sce->toolsettings->select_thresh = 0.01f;
sce->toolsettings->jointrilimit = 0.8f;
sce->toolsettings->selectmode = SCE_SELECT_VERTEX;
sce->toolsettings->uv_selectmode = UV_SELECT_VERTEX;
sce->toolsettings->normalsize = 0.1;
sce->toolsettings->autokey_mode = U.autokey_mode;
sce->toolsettings->skgen_resolution = 100;
sce->toolsettings->skgen_threshold_internal = 0.01f;
sce->toolsettings->skgen_threshold_external = 0.01f;
sce->toolsettings->skgen_angle_limit = 45.0f;
sce->toolsettings->skgen_length_ratio = 1.3f;
sce->toolsettings->skgen_length_limit = 1.5f;
sce->toolsettings->skgen_correlation_limit = 0.98f;
sce->toolsettings->skgen_symmetry_limit = 0.1f;
sce->toolsettings->skgen_postpro = SKGEN_SMOOTH;
sce->toolsettings->skgen_postpro_passes = 1;
sce->toolsettings->skgen_options = SKGEN_FILTER_INTERNAL | SKGEN_FILTER_EXTERNAL | SKGEN_FILTER_SMART | SKGEN_HARMONIC | SKGEN_SUB_CORRELATION | SKGEN_STICK_TO_EMBEDDING;
sce->toolsettings->skgen_subdivisions[0] = SKGEN_SUB_CORRELATION;
sce->toolsettings->skgen_subdivisions[1] = SKGEN_SUB_LENGTH;
sce->toolsettings->skgen_subdivisions[2] = SKGEN_SUB_ANGLE;
sce->toolsettings->proportional_size = 1.0f;
sce->physics_settings.gravity[0] = 0.0f;
sce->physics_settings.gravity[1] = 0.0f;
sce->physics_settings.gravity[2] = -9.81f;
sce->physics_settings.flag = PHYS_GLOBAL_GRAVITY;
sce->unit.scale_length = 1.0f;
pset = &sce->toolsettings->particle;
pset->flag = PE_KEEP_LENGTHS | PE_LOCK_FIRST | PE_DEFLECT_EMITTER | PE_AUTO_VELOCITY;
pset->emitterdist = 0.25f;
pset->totrekey = 5;
pset->totaddkey = 5;
pset->brushtype = PE_BRUSH_NONE;
pset->draw_step = 2;
pset->fade_frames = 2;
pset->selectmode = SCE_SELECT_PATH;
for (a = 0; a < PE_TOT_BRUSH; a++) {
pset->brush[a].strength = 0.5;
pset->brush[a].size = 50;
pset->brush[a].step = 10;
pset->brush[a].count = 10;
}
pset->brush[PE_BRUSH_CUT].strength = 100;
sce->r.ffcodecdata.audio_mixrate = 44100;
sce->r.ffcodecdata.audio_volume = 1.0f;
sce->r.ffcodecdata.audio_bitrate = 192;
sce->r.ffcodecdata.audio_channels = 2;
BLI_strncpy(sce->r.engine, "BLENDER_RENDER", sizeof(sce->r.engine));
sce->audio.distance_model = 2.0f;
sce->audio.doppler_factor = 1.0f;
sce->audio.speed_of_sound = 343.3f;
sce->audio.volume = 1.0f;
BLI_strncpy(sce->r.pic, U.renderdir, sizeof(sce->r.pic));
BLI_rctf_init(&sce->r.safety, 0.1f, 0.9f, 0.1f, 0.9f);
sce->r.osa = 8;
/* note; in header_info.c the scene copy happens..., if you add more to renderdata it has to be checked there */
BKE_scene_add_render_layer(sce, NULL);
/* game data */
sce->gm.stereoflag = STEREO_NOSTEREO;
sce->gm.stereomode = STEREO_ANAGLYPH;
sce->gm.eyeseparation = 0.10;
sce->gm.dome.angle = 180;
sce->gm.dome.mode = DOME_FISHEYE;
sce->gm.dome.res = 4;
sce->gm.dome.resbuf = 1.0f;
sce->gm.dome.tilt = 0;
sce->gm.xplay = 640;
sce->gm.yplay = 480;
sce->gm.freqplay = 60;
sce->gm.depth = 32;
sce->gm.gravity = 9.8f;
sce->gm.physicsEngine = WOPHY_BULLET;
sce->gm.mode = 32; //XXX ugly harcoding, still not sure we should drop mode. 32 == 1 << 5 == use_occlusion_culling
sce->gm.occlusionRes = 128;
sce->gm.ticrate = 60;
sce->gm.maxlogicstep = 5;
sce->gm.physubstep = 1;
sce->gm.maxphystep = 5;
sce->gm.lineardeactthreshold = 0.8f;
sce->gm.angulardeactthreshold = 1.0f;
sce->gm.deactivationtime = 0.0f;
sce->gm.flag = GAME_DISPLAY_LISTS;
sce->gm.matmode = GAME_MAT_MULTITEX;
sce->gm.obstacleSimulation = OBSTSIMULATION_NONE;
sce->gm.levelHeight = 2.f;
sce->gm.recastData.cellsize = 0.3f;
sce->gm.recastData.cellheight = 0.2f;
sce->gm.recastData.agentmaxslope = M_PI / 2;
sce->gm.recastData.agentmaxclimb = 0.9f;
sce->gm.recastData.agentheight = 2.0f;
sce->gm.recastData.agentradius = 0.6f;
sce->gm.recastData.edgemaxlen = 12.0f;
sce->gm.recastData.edgemaxerror = 1.3f;
sce->gm.recastData.regionminsize = 8.f;
sce->gm.recastData.regionmergesize = 20.f;
sce->gm.recastData.vertsperpoly = 6;
sce->gm.recastData.detailsampledist = 6.0f;
sce->gm.recastData.detailsamplemaxerror = 1.0f;
sce->gm.exitkey = 218; // Blender key code for ESC
sound_create_scene(sce);
/* color management */
colorspace_name = IMB_colormanagement_role_colorspace_name_get(COLOR_ROLE_DEFAULT_SEQUENCER);
BKE_color_managed_display_settings_init(&sce->display_settings);
BKE_color_managed_view_settings_init(&sce->view_settings);
BLI_strncpy(sce->sequencer_colorspace_settings.name, colorspace_name,
sizeof(sce->sequencer_colorspace_settings.name));
return sce;
}
Base *BKE_scene_base_find(Scene *scene, Object *ob)
{
return BLI_findptr(&scene->base, ob, offsetof(Base, object));
}
void BKE_scene_set_background(Main *bmain, Scene *scene)
{
Scene *sce;
Base *base;
Object *ob;
Group *group;
GroupObject *go;
int flag;
/* check for cyclic sets, for reading old files but also for definite security (py?) */
BKE_scene_validate_setscene(bmain, scene);
/* can happen when switching modes in other scenes */
if (scene->obedit && !(scene->obedit->mode & OB_MODE_EDIT))
scene->obedit = NULL;
/* deselect objects (for dataselect) */
for (ob = bmain->object.first; ob; ob = ob->id.next)
ob->flag &= ~(SELECT | OB_FROMGROUP);
/* group flags again */
for (group = bmain->group.first; group; group = group->id.next) {
for (go = group->gobject.first; go; go = go->next) {
if (go->ob) {
go->ob->flag |= OB_FROMGROUP;
}
}
}
/* sort baselist */
DAG_scene_relations_rebuild(bmain, scene);
/* ensure dags are built for sets */
for (sce = scene; sce; sce = sce->set)
DAG_scene_relations_update(bmain, sce);
/* copy layers and flags from bases to objects */
for (base = scene->base.first; base; base = base->next) {
ob = base->object;
ob->lay = base->lay;
/* group patch... */
base->flag &= ~(OB_FROMGROUP);
flag = ob->flag & (OB_FROMGROUP);
base->flag |= flag;
/* not too nice... for recovering objects with lost data */
//if (ob->pose == NULL) base->flag &= ~OB_POSEMODE;
ob->flag = base->flag;
}
/* no full animation update, this to enable render code to work (render code calls own animation updates) */
}
/* called from creator.c */
Scene *BKE_scene_set_name(Main *bmain, const char *name)
{
Scene *sce = (Scene *)BKE_libblock_find_name(ID_SCE, name);
if (sce) {
BKE_scene_set_background(bmain, sce);
printf("Scene switch: '%s' in file: '%s'\n", name, G.main->name);
return sce;
}
printf("Can't find scene: '%s' in file: '%s'\n", name, G.main->name);
return NULL;
}
void BKE_scene_unlink(Main *bmain, Scene *sce, Scene *newsce)
{
Scene *sce1;
bScreen *sc;
/* check all sets */
for (sce1 = bmain->scene.first; sce1; sce1 = sce1->id.next)
if (sce1->set == sce)
sce1->set = NULL;
/* check render layer nodes in other scenes */
clear_scene_in_nodes(bmain, sce);
/* al screens */
for (sc = bmain->screen.first; sc; sc = sc->id.next)
if (sc->scene == sce)
sc->scene = newsce;
BKE_libblock_free(&bmain->scene, sce);
}
/* used by metaballs
* doesn't return the original duplicated object, only dupli's
*/
int BKE_scene_base_iter_next(Scene **scene, int val, Base **base, Object **ob)
{
static ListBase *duplilist = NULL;
static DupliObject *dupob;
static int fase = F_START, in_next_object = 0;
int run_again = 1;
/* init */
if (val == 0) {
fase = F_START;
dupob = NULL;
/* XXX particle systems with metas+dupligroups call this recursively */
/* see bug #18725 */
if (in_next_object) {
printf("ERROR: Metaball generation called recursively, not supported\n");
return F_ERROR;
}
}
else {
in_next_object = 1;
/* run_again is set when a duplilist has been ended */
while (run_again) {
run_again = 0;
/* the first base */
if (fase == F_START) {
*base = (*scene)->base.first;
if (*base) {
*ob = (*base)->object;
fase = F_SCENE;
}
else {
/* exception: empty scene */
while ((*scene)->set) {
(*scene) = (*scene)->set;
if ((*scene)->base.first) {
*base = (*scene)->base.first;
*ob = (*base)->object;
fase = F_SCENE;
break;
}
}
}
}
else {
if (*base && fase != F_DUPLI) {
*base = (*base)->next;
if (*base) {
*ob = (*base)->object;
}
else {
if (fase == F_SCENE) {
/* (*scene) is finished, now do the set */
while ((*scene)->set) {
(*scene) = (*scene)->set;
if ((*scene)->base.first) {
*base = (*scene)->base.first;
*ob = (*base)->object;
break;
}
}
}
}
}
}
if (*base == NULL) {
fase = F_START;
}
else {
if (fase != F_DUPLI) {
if ( (*base)->object->transflag & OB_DUPLI) {
/* groups cannot be duplicated for mballs yet,
* this enters eternal loop because of
* makeDispListMBall getting called inside of group_duplilist */
if ((*base)->object->dup_group == NULL) {
duplilist = object_duplilist((*scene), (*base)->object, FALSE);
dupob = duplilist->first;
if (!dupob)
free_object_duplilist(duplilist);
}
}
}
/* handle dupli's */
if (dupob) {
copy_m4_m4(dupob->ob->obmat, dupob->mat);
(*base)->flag |= OB_FROMDUPLI;
*ob = dupob->ob;
fase = F_DUPLI;
dupob = dupob->next;
}
else if (fase == F_DUPLI) {
fase = F_SCENE;
(*base)->flag &= ~OB_FROMDUPLI;
for (dupob = duplilist->first; dupob; dupob = dupob->next) {
copy_m4_m4(dupob->ob->obmat, dupob->omat);
}
free_object_duplilist(duplilist);
duplilist = NULL;
run_again = 1;
}
}
}
}
#if 0
if (ob && *ob) {
printf("Scene: '%s', '%s'\n", (*scene)->id.name + 2, (*ob)->id.name + 2);
}
#endif
/* reset recursion test */
in_next_object = 0;
return fase;
}
Object *BKE_scene_camera_find(Scene *sc)
{
Base *base;
for (base = sc->base.first; base; base = base->next)
if (base->object->type == OB_CAMERA)
return base->object;
return NULL;
}
#ifdef DURIAN_CAMERA_SWITCH
Object *BKE_scene_camera_switch_find(Scene *scene)
{
TimeMarker *m;
int cfra = scene->r.cfra;
int frame = -(MAXFRAME + 1);
Object *camera = NULL;
for (m = scene->markers.first; m; m = m->next) {
if (m->camera && (m->camera->restrictflag & OB_RESTRICT_RENDER) == 0 && (m->frame <= cfra) && (m->frame > frame)) {
camera = m->camera;
frame = m->frame;
if (frame == cfra)
break;
}
}
return camera;
}
#endif
int BKE_scene_camera_switch_update(Scene *scene)
{
#ifdef DURIAN_CAMERA_SWITCH
Object *camera = BKE_scene_camera_switch_find(scene);
if (camera) {
scene->camera = camera;
return 1;
}
#else
(void)scene;
#endif
return 0;
}
char *BKE_scene_find_marker_name(Scene *scene, int frame)
{
ListBase *markers = &scene->markers;
TimeMarker *m1, *m2;
/* search through markers for match */
for (m1 = markers->first, m2 = markers->last; m1 && m2; m1 = m1->next, m2 = m2->prev) {
if (m1->frame == frame)
return m1->name;
if (m1 == m2)
break;
if (m2->frame == frame)
return m2->name;
}
return NULL;
}
/* return the current marker for this frame,
* we can have more then 1 marker per frame, this just returns the first :/ */
char *BKE_scene_find_last_marker_name(Scene *scene, int frame)
{
TimeMarker *marker, *best_marker = NULL;
int best_frame = -MAXFRAME * 2;
for (marker = scene->markers.first; marker; marker = marker->next) {
if (marker->frame == frame) {
return marker->name;
}
if (marker->frame > best_frame && marker->frame < frame) {
best_marker = marker;
best_frame = marker->frame;
}
}
return best_marker ? best_marker->name : NULL;
}
Base *BKE_scene_base_add(Scene *sce, Object *ob)
{
Base *b = MEM_callocN(sizeof(*b), "BKE_scene_base_add");
BLI_addhead(&sce->base, b);
b->object = ob;
b->flag = ob->flag;
b->lay = ob->lay;
return b;
}
void BKE_scene_base_unlink(Scene *sce, Base *base)
{
/* remove rigid body constraint from world before removing object */
if (base->object->rigidbody_constraint)
BKE_rigidbody_remove_constraint(sce, base->object);
/* remove rigid body object from world before removing object */
if (base->object->rigidbody_object)
BKE_rigidbody_remove_object(sce, base->object);
BLI_remlink(&sce->base, base);
}
void BKE_scene_base_deselect_all(Scene *sce)
{
Base *b;
for (b = sce->base.first; b; b = b->next) {
b->flag &= ~SELECT;
b->object->flag = b->flag;
}
}
void BKE_scene_base_select(Scene *sce, Base *selbase)
{
selbase->flag |= SELECT;
selbase->object->flag = selbase->flag;
sce->basact = selbase;
}
/* checks for cycle, returns 1 if it's all OK */
int BKE_scene_validate_setscene(Main *bmain, Scene *sce)
{
Scene *scene;
int a, totscene;
if (sce->set == NULL) return 1;
totscene = 0;
for (scene = bmain->scene.first; scene; scene = scene->id.next)
totscene++;
for (a = 0, scene = sce; scene->set; scene = scene->set, a++) {
/* more iterations than scenes means we have a cycle */
if (a > totscene) {
/* the tested scene gets zero'ed, that's typically current scene */
sce->set = NULL;
return 0;
}
}
return 1;
}
/* This function is needed to cope with fractional frames - including two Blender rendering features
* mblur (motion blur that renders 'subframes' and blurs them together), and fields rendering.
*/
float BKE_scene_frame_get(Scene *scene)
{
return BKE_scene_frame_get_from_ctime(scene, scene->r.cfra);
}
/* This function is used to obtain arbitrary fractional frames */
float BKE_scene_frame_get_from_ctime(Scene *scene, const float frame)
{
float ctime = frame;
ctime += scene->r.subframe;
ctime *= scene->r.framelen;
return ctime;
}
/* drivers support/hacks
* - this method is called from scene_update_tagged_recursive(), so gets included in viewport + render
* - these are always run since the depsgraph can't handle non-object data
* - these happen after objects are all done so that we can read in their final transform values,
* though this means that objects can't refer to scene info for guidance...
*/
static void scene_update_drivers(Main *UNUSED(bmain), Scene *scene)
{
float ctime = BKE_scene_frame_get(scene);
/* scene itself */
if (scene->adt && scene->adt->drivers.first) {
BKE_animsys_evaluate_animdata(scene, &scene->id, scene->adt, ctime, ADT_RECALC_DRIVERS);
}
/* world */
/* TODO: what about world textures? but then those have nodes too... */
if (scene->world) {
ID *wid = (ID *)scene->world;
AnimData *adt = BKE_animdata_from_id(wid);
if (adt && adt->drivers.first)
BKE_animsys_evaluate_animdata(scene, wid, adt, ctime, ADT_RECALC_DRIVERS);
}
/* nodes */
if (scene->nodetree) {
ID *nid = (ID *)scene->nodetree;
AnimData *adt = BKE_animdata_from_id(nid);
if (adt && adt->drivers.first)
BKE_animsys_evaluate_animdata(scene, nid, adt, ctime, ADT_RECALC_DRIVERS);
}
}
/* deps hack - do extra recalcs at end */
static void scene_depsgraph_hack(Scene *scene, Scene *scene_parent)
{
Base *base;
scene->customdata_mask = scene_parent->customdata_mask;
/* sets first, we allow per definition current scene to have
* dependencies on sets, but not the other way around. */
if (scene->set)
scene_depsgraph_hack(scene->set, scene_parent);
for (base = scene->base.first; base; base = base->next) {
Object *ob = base->object;
if (ob->depsflag) {
int recalc = 0;
// printf("depshack %s\n", ob->id.name + 2);
if (ob->depsflag & OB_DEPS_EXTRA_OB_RECALC)
recalc |= OB_RECALC_OB;
if (ob->depsflag & OB_DEPS_EXTRA_DATA_RECALC)
recalc |= OB_RECALC_DATA;
ob->recalc |= recalc;
BKE_object_handle_update(scene_parent, ob);
if (ob->dup_group && (ob->transflag & OB_DUPLIGROUP)) {
GroupObject *go;
for (go = ob->dup_group->gobject.first; go; go = go->next) {
if (go->ob)
go->ob->recalc |= recalc;
}
group_handle_recalc_and_update(scene_parent, ob, ob->dup_group);
}
}
}
}
static void scene_rebuild_rbw_recursive(Scene *scene, float ctime)
{
if (scene->set)
scene_rebuild_rbw_recursive(scene->set, ctime);
if (BKE_scene_check_rigidbody_active(scene))
BKE_rigidbody_rebuild_world(scene, ctime);
}
static void scene_do_rb_simulation_recursive(Scene *scene, float ctime)
{
if (scene->set)
scene_do_rb_simulation_recursive(scene->set, ctime);
if (BKE_scene_check_rigidbody_active(scene))
BKE_rigidbody_do_simulation(scene, ctime);
}
static void scene_update_tagged_recursive(Main *bmain, Scene *scene, Scene *scene_parent)
{
Base *base;
scene->customdata_mask = scene_parent->customdata_mask;
/* sets first, we allow per definition current scene to have
* dependencies on sets, but not the other way around. */
if (scene->set)
scene_update_tagged_recursive(bmain, scene->set, scene_parent);
/* scene objects */
for (base = scene->base.first; base; base = base->next) {
Object *ob = base->object;
BKE_object_handle_update_ex(scene_parent, ob, scene->rigidbody_world);
if (ob->dup_group && (ob->transflag & OB_DUPLIGROUP))
group_handle_recalc_and_update(scene_parent, ob, ob->dup_group);
/* always update layer, so that animating layers works (joshua july 2010) */
/* XXX commented out, this has depsgraph issues anyway - and this breaks setting scenes
* (on scene-set, the base-lay is copied to ob-lay (ton nov 2012) */
// base->lay = ob->lay;
}
/* scene drivers... */
scene_update_drivers(bmain, scene);
/* update sound system animation */
sound_update_scene(scene);
/* update masking curves */
BKE_mask_update_scene(bmain, scene, FALSE);
}
/* this is called in main loop, doing tagged updates before redraw */
void BKE_scene_update_tagged(Main *bmain, Scene *scene)
{
Scene *sce_iter;
/* keep this first */
BLI_callback_exec(bmain, &scene->id, BLI_CB_EVT_SCENE_UPDATE_PRE);
/* (re-)build dependency graph if needed */
for (sce_iter = scene; sce_iter; sce_iter = sce_iter->set)
DAG_scene_relations_update(bmain, sce_iter);
/* flush recalc flags to dependencies */
DAG_ids_flush_tagged(bmain);
/* removed calls to quick_cache, see pointcache.c */
/* clear "LIB_DOIT" flag from all materials, to prevent infinite recursion problems later
* when trying to find materials with drivers that need evaluating [#32017]
*/
tag_main_idcode(bmain, ID_MA, FALSE);
tag_main_idcode(bmain, ID_LA, FALSE);
/* update all objects: drivers, matrices, displists, etc. flags set
* by depgraph or manual, no layer check here, gets correct flushed
*
* in the future this should handle updates for all datablocks, not
* only objects and scenes. - brecht */
scene_update_tagged_recursive(bmain, scene, scene);
/* extra call here to recalc scene animation (for sequencer) */
{
AnimData *adt = BKE_animdata_from_id(&scene->id);
float ctime = BKE_scene_frame_get(scene);
if (adt && (adt->recalc & ADT_RECALC_ANIM))
BKE_animsys_evaluate_animdata(scene, &scene->id, adt, ctime, 0);
}
/* notify editors and python about recalc */
BLI_callback_exec(bmain, &scene->id, BLI_CB_EVT_SCENE_UPDATE_POST);
DAG_ids_check_recalc(bmain, scene, FALSE);
/* clear recalc flags */
DAG_ids_clear_recalc(bmain);
}
/* applies changes right away, does all sets too */
void BKE_scene_update_for_newframe(Main *bmain, Scene *sce, unsigned int lay)
{
float ctime = BKE_scene_frame_get(sce);
Scene *sce_iter;
/* rebuild rigid body worlds before doing the actual frame update
* this needs to be done on start frame but animation playback usually starts one frame later
* we need to do it here to avoid rebuilding the world on every simulation change, which can be very expensive
*/
scene_rebuild_rbw_recursive(sce, ctime);
/* keep this first */
BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_FRAME_CHANGE_PRE);
BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_SCENE_UPDATE_PRE);
sound_set_cfra(sce->r.cfra);
/* clear animation overrides */
/* XXX TODO... */
for (sce_iter = sce; sce_iter; sce_iter = sce_iter->set)
DAG_scene_relations_update(bmain, sce_iter);
/* flush recalc flags to dependencies, if we were only changing a frame
* this would not be necessary, but if a user or a script has modified
* some datablock before BKE_scene_update_tagged was called, we need the flush */
DAG_ids_flush_tagged(bmain);
/* Following 2 functions are recursive
* so don't call within 'scene_update_tagged_recursive' */
DAG_scene_update_flags(bmain, sce, lay, TRUE); // only stuff that moves or needs display still
BKE_mask_evaluate_all_masks(bmain, ctime, TRUE);
/* All 'standard' (i.e. without any dependencies) animation is handled here,
* with an 'local' to 'macro' order of evaluation. This should ensure that
* settings stored nestled within a hierarchy (i.e. settings in a Texture block
* can be overridden by settings from Scene, which owns the Texture through a hierarchy
* such as Scene->World->MTex/Texture) can still get correctly overridden.
*/
BKE_animsys_evaluate_all_animation(bmain, sce, ctime);
/*...done with recursive funcs */
/* clear "LIB_DOIT" flag from all materials, to prevent infinite recursion problems later
* when trying to find materials with drivers that need evaluating [#32017]
*/
tag_main_idcode(bmain, ID_MA, FALSE);
tag_main_idcode(bmain, ID_LA, FALSE);
/* run rigidbody sim */
/* NOTE: current position is so that rigidbody sim affects other objects, might change in the future */
scene_do_rb_simulation_recursive(sce, ctime);
/* BKE_object_handle_update() on all objects, groups and sets */
scene_update_tagged_recursive(bmain, sce, sce);
scene_depsgraph_hack(sce, sce);
/* notify editors and python about recalc */
BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_SCENE_UPDATE_POST);
BLI_callback_exec(bmain, &sce->id, BLI_CB_EVT_FRAME_CHANGE_POST);
DAG_ids_check_recalc(bmain, sce, TRUE);
/* clear recalc flags */
DAG_ids_clear_recalc(bmain);
}
/* return default layer, also used to patch old files */
SceneRenderLayer *BKE_scene_add_render_layer(Scene *sce, const char *name)
{
SceneRenderLayer *srl;
if (!name)
name = "RenderLayer";
srl = MEM_callocN(sizeof(SceneRenderLayer), "new render layer");
BLI_strncpy(srl->name, name, sizeof(srl->name));
BLI_uniquename(&sce->r.layers, srl, "RenderLayer", '.', offsetof(SceneRenderLayer, name), sizeof(srl->name));
BLI_addtail(&sce->r.layers, srl);
/* note, this is also in render, pipeline.c, to make layer when scenedata doesnt have it */
srl->lay = (1 << 20) - 1;
srl->layflag = 0x7FFF; /* solid ztra halo edge strand */
srl->passflag = SCE_PASS_COMBINED | SCE_PASS_Z;
BKE_freestyle_config_init(&srl->freestyleConfig);
return srl;
}
int BKE_scene_remove_render_layer(Main *bmain, Scene *scene, SceneRenderLayer *srl)
{
const int act = BLI_findindex(&scene->r.layers, srl);
Scene *sce;
if (act == -1) {
return 0;
}
else if ( (scene->r.layers.first == scene->r.layers.last) &&
(scene->r.layers.first == srl))
{
/* ensure 1 layer is kept */
return 0;
}
BLI_remlink(&scene->r.layers, srl);
MEM_freeN(srl);
scene->r.actlay = 0;
for (sce = bmain->scene.first; sce; sce = sce->id.next) {
if (sce->nodetree) {
bNode *node;
for (node = sce->nodetree->nodes.first; node; node = node->next) {
if (node->type == CMP_NODE_R_LAYERS && (Scene *)node->id == scene) {
if (node->custom1 == act)
node->custom1 = 0;
else if (node->custom1 > act)
node->custom1--;
}
}
}
}
return 1;
}
/* render simplification */
int get_render_subsurf_level(RenderData *r, int lvl)
{
if (r->mode & R_SIMPLIFY)
return min_ii(r->simplify_subsurf, lvl);
else
return lvl;
}
int get_render_child_particle_number(RenderData *r, int num)
{
if (r->mode & R_SIMPLIFY)
return (int)(r->simplify_particles * num);
else
return num;
}
int get_render_shadow_samples(RenderData *r, int samples)
{
if ((r->mode & R_SIMPLIFY) && samples > 0)
return min_ii(r->simplify_shadowsamples, samples);
else
return samples;
}
float get_render_aosss_error(RenderData *r, float error)
{
if (r->mode & R_SIMPLIFY)
return ((1.0f - r->simplify_aosss) * 10.0f + 1.0f) * error;
else
return error;
}
/* helper function for the SETLOOPER macro */
Base *_setlooper_base_step(Scene **sce_iter, Base *base)
{
if (base && base->next) {
/* common case, step to the next */
return base->next;
}
else if (base == NULL && (*sce_iter)->base.first) {
/* first time looping, return the scenes first base */
return (Base *)(*sce_iter)->base.first;
}
else {
/* reached the end, get the next base in the set */
while ((*sce_iter = (*sce_iter)->set)) {
base = (Base *)(*sce_iter)->base.first;
if (base) {
return base;
}
}
}
return NULL;
}
int BKE_scene_use_new_shading_nodes(Scene *scene)
{
RenderEngineType *type = RE_engines_find(scene->r.engine);
return (type && type->flag & RE_USE_SHADING_NODES);
}
void BKE_scene_base_flag_to_objects(struct Scene *scene)
{
Base *base = scene->base.first;
while (base) {
base->object->flag = base->flag;
base = base->next;
}
}
void BKE_scene_base_flag_from_objects(struct Scene *scene)
{
Base *base = scene->base.first;
while (base) {
base->flag = base->object->flag;
base = base->next;
}
}
void BKE_scene_disable_color_management(Scene *scene)
{
ColorManagedDisplaySettings *display_settings = &scene->display_settings;
ColorManagedViewSettings *view_settings = &scene->view_settings;
const char *view;
const char *none_display_name;
none_display_name = IMB_colormanagement_display_get_none_name();
BLI_strncpy(display_settings->display_device, none_display_name, sizeof(display_settings->display_device));
view = IMB_colormanagement_view_get_default_name(display_settings->display_device);
if (view) {
BLI_strncpy(view_settings->view_transform, view, sizeof(view_settings->view_transform));
}
}
int BKE_scene_check_color_management_enabled(const Scene *scene)
{
return strcmp(scene->display_settings.display_device, "None") != 0;
}
int BKE_scene_check_rigidbody_active(const Scene *scene)
{
return scene && scene->rigidbody_world && scene->rigidbody_world->group && !(scene->rigidbody_world->flag & RBW_FLAG_MUTED);
}