
Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
246 lines
6.3 KiB
C
246 lines
6.3 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2016 Blender Foundation.
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* All rights reserved.
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*
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* Contributor(s): Kevin Dietrich.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/blenkernel/intern/cachefile.c
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* \ingroup bke
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*/
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#include "DNA_anim_types.h"
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#include "DNA_cachefile_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "BLI_fileops.h"
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#include "BLI_listbase.h"
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#include "BLI_path_util.h"
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#include "BLI_string.h"
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#include "BLI_threads.h"
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#include "BLI_utildefines.h"
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#include "BKE_animsys.h"
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#include "BKE_cachefile.h"
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#include "BKE_global.h"
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#include "BKE_library.h"
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#include "BKE_main.h"
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#include "BKE_modifier.h"
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#include "BKE_scene.h"
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#ifdef WITH_ALEMBIC
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# include "ABC_alembic.h"
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#endif
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static SpinLock spin;
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void BKE_cachefiles_init(void)
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{
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BLI_spin_init(&spin);
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}
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void BKE_cachefiles_exit(void)
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{
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BLI_spin_end(&spin);
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}
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void *BKE_cachefile_add(Main *bmain, const char *name)
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{
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CacheFile *cache_file = BKE_libblock_alloc(bmain, ID_CF, name);
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BKE_cachefile_init(cache_file);
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return cache_file;
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}
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void BKE_cachefile_init(CacheFile *cache_file)
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{
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cache_file->handle = NULL;
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cache_file->filepath[0] = '\0';
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cache_file->override_frame = false;
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cache_file->frame = 0.0f;
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cache_file->is_sequence = false;
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cache_file->scale = 1.0f;
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cache_file->handle_mutex = BLI_mutex_alloc();
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}
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/** Free (or release) any data used by this cachefile (does not free the cachefile itself). */
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void BKE_cachefile_free(CacheFile *cache_file)
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{
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BKE_animdata_free((ID *)cache_file, false);
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#ifdef WITH_ALEMBIC
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ABC_free_handle(cache_file->handle);
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#endif
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if (cache_file->handle_mutex) {
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BLI_mutex_free(cache_file->handle_mutex);
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}
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BLI_freelistN(&cache_file->object_paths);
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}
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CacheFile *BKE_cachefile_copy(Main *bmain, CacheFile *cache_file)
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{
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CacheFile *new_cache_file = BKE_libblock_copy(bmain, &cache_file->id);
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new_cache_file->handle = NULL;
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BLI_listbase_clear(&cache_file->object_paths);
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BKE_id_copy_ensure_local(bmain, &cache_file->id, &new_cache_file->id);
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return new_cache_file;
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}
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void BKE_cachefile_make_local(Main *bmain, CacheFile *cache_file, const bool lib_local)
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{
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BKE_id_make_local_generic(bmain, &cache_file->id, true, lib_local);
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}
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void BKE_cachefile_reload(const Main *bmain, CacheFile *cache_file)
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{
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char filepath[FILE_MAX];
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BLI_strncpy(filepath, cache_file->filepath, sizeof(filepath));
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BLI_path_abs(filepath, ID_BLEND_PATH(bmain, &cache_file->id));
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#ifdef WITH_ALEMBIC
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if (cache_file->handle) {
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ABC_free_handle(cache_file->handle);
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}
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cache_file->handle = ABC_create_handle(filepath, &cache_file->object_paths);
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#endif
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}
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void BKE_cachefile_ensure_handle(const Main *bmain, CacheFile *cache_file)
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{
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BLI_spin_lock(&spin);
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if (cache_file->handle_mutex == NULL) {
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cache_file->handle_mutex = BLI_mutex_alloc();
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}
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BLI_spin_unlock(&spin);
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BLI_mutex_lock(cache_file->handle_mutex);
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if (cache_file->handle == NULL) {
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BKE_cachefile_reload(bmain, cache_file);
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}
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BLI_mutex_unlock(cache_file->handle_mutex);
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}
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void BKE_cachefile_update_frame(Main *bmain, Scene *scene, const float ctime, const float fps)
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{
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CacheFile *cache_file;
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char filename[FILE_MAX];
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for (cache_file = bmain->cachefiles.first; cache_file; cache_file = cache_file->id.next) {
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/* Execute drivers only, as animation has already been done. */
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BKE_animsys_evaluate_animdata(scene, &cache_file->id, cache_file->adt, ctime, ADT_RECALC_DRIVERS);
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if (!cache_file->is_sequence) {
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continue;
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}
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const float time = BKE_cachefile_time_offset(cache_file, ctime, fps);
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if (BKE_cachefile_filepath_get(bmain, cache_file, time, filename)) {
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#ifdef WITH_ALEMBIC
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ABC_free_handle(cache_file->handle);
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cache_file->handle = ABC_create_handle(filename, NULL);
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#endif
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}
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}
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}
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bool BKE_cachefile_filepath_get(
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const Main *bmain, const CacheFile *cache_file, float frame,
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char r_filepath[FILE_MAX])
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{
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BLI_strncpy(r_filepath, cache_file->filepath, FILE_MAX);
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BLI_path_abs(r_filepath, ID_BLEND_PATH(bmain, &cache_file->id));
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int fframe;
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int frame_len;
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if (cache_file->is_sequence && BLI_path_frame_get(r_filepath, &fframe, &frame_len)) {
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char ext[32];
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BLI_path_frame_strip(r_filepath, true, ext);
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BLI_path_frame(r_filepath, frame, frame_len);
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BLI_ensure_extension(r_filepath, FILE_MAX, ext);
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/* TODO(kevin): store sequence range? */
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return BLI_exists(r_filepath);
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}
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return true;
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}
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float BKE_cachefile_time_offset(CacheFile *cache_file, const float time, const float fps)
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{
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const float frame = (cache_file->override_frame ? cache_file->frame : time);
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return cache_file->is_sequence ? frame : frame / fps;
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}
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/* TODO(kevin): replace this with some depsgraph mechanism, or something similar. */
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void BKE_cachefile_clean(Scene *scene, CacheFile *cache_file)
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{
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for (BaseLegacy *base = scene->base.first; base; base = base->next) {
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Object *ob = base->object;
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ModifierData *md = modifiers_findByType(ob, eModifierType_MeshSequenceCache);
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if (md) {
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MeshSeqCacheModifierData *mcmd = (MeshSeqCacheModifierData *)md;
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if (cache_file == mcmd->cache_file) {
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#ifdef WITH_ALEMBIC
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if (mcmd->reader != NULL) {
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CacheReader_free(mcmd->reader);
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}
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#endif
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mcmd->reader = NULL;
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mcmd->object_path[0] = '\0';
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}
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}
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for (bConstraint *con = ob->constraints.first; con; con = con->next) {
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if (con->type != CONSTRAINT_TYPE_TRANSFORM_CACHE) {
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continue;
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}
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bTransformCacheConstraint *data = con->data;
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if (cache_file == data->cache_file) {
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#ifdef WITH_ALEMBIC
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if (data->reader != NULL) {
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CacheReader_free(data->reader);
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}
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#endif
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data->reader = NULL;
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data->object_path[0] = '\0';
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}
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}
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}
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}
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