Currently this is needed to properly tag PointCache's for info update (fixes an issue reported in T82503). Suspect we may need this in more cases in the future though, RNA assign/update processes are not always 100% enough to deal with complicated corner cases.
227 lines
6.1 KiB
C
227 lines
6.1 KiB
C
/*
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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) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*/
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/** \file
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* \ingroup bke
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*/
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#include <math.h>
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#include <stdlib.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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/* Allow using deprecated functionality for .blend file I/O. */
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#define DNA_DEPRECATED_ALLOW
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#include "DNA_defaults.h"
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#include "DNA_scene_types.h"
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#include "DNA_texture_types.h"
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#include "DNA_world_types.h"
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#include "BLI_listbase.h"
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#include "BLI_utildefines.h"
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#include "BKE_anim_data.h"
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#include "BKE_icons.h"
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#include "BKE_idtype.h"
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#include "BKE_lib_id.h"
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#include "BKE_lib_query.h"
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#include "BKE_main.h"
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#include "BKE_node.h"
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#include "BKE_world.h"
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#include "BLT_translation.h"
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#include "DRW_engine.h"
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#include "DEG_depsgraph.h"
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#include "GPU_material.h"
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#include "BLO_read_write.h"
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/** Free (or release) any data used by this world (does not free the world itself). */
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static void world_free_data(ID *id)
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{
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World *wrld = (World *)id;
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DRW_drawdata_free(id);
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/* is no lib link block, but world extension */
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if (wrld->nodetree) {
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ntreeFreeEmbeddedTree(wrld->nodetree);
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MEM_freeN(wrld->nodetree);
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wrld->nodetree = NULL;
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}
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GPU_material_free(&wrld->gpumaterial);
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BKE_icon_id_delete((struct ID *)wrld);
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BKE_previewimg_free(&wrld->preview);
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}
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static void world_init_data(ID *id)
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{
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World *wrld = (World *)id;
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BLI_assert(MEMCMP_STRUCT_AFTER_IS_ZERO(wrld, id));
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MEMCPY_STRUCT_AFTER(wrld, DNA_struct_default_get(World), id);
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}
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/**
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* Only copy internal data of World ID from source
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* to already allocated/initialized destination.
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* You probably never want to use that directly,
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* use #BKE_id_copy or #BKE_id_copy_ex for typical needs.
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*
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* WARNING! This function will not handle ID user count!
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*
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* \param flag: Copying options (see BKE_lib_id.h's LIB_ID_COPY_... flags for more).
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*/
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static void world_copy_data(Main *bmain, ID *id_dst, const ID *id_src, const int flag)
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{
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World *wrld_dst = (World *)id_dst;
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const World *wrld_src = (const World *)id_src;
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const bool is_localized = (flag & LIB_ID_CREATE_LOCAL) != 0;
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/* We always need allocation of our private ID data. */
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const int flag_private_id_data = flag & ~LIB_ID_CREATE_NO_ALLOCATE;
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if (wrld_src->nodetree) {
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if (is_localized) {
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wrld_dst->nodetree = ntreeLocalize(wrld_src->nodetree);
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}
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else {
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BKE_id_copy_ex(
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bmain, (ID *)wrld_src->nodetree, (ID **)&wrld_dst->nodetree, flag_private_id_data);
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}
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}
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BLI_listbase_clear(&wrld_dst->gpumaterial);
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BLI_listbase_clear((ListBase *)&wrld_dst->drawdata);
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if ((flag & LIB_ID_COPY_NO_PREVIEW) == 0) {
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BKE_previewimg_id_copy(&wrld_dst->id, &wrld_src->id);
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}
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else {
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wrld_dst->preview = NULL;
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}
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}
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static void world_foreach_id(ID *id, LibraryForeachIDData *data)
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{
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World *world = (World *)id;
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if (world->nodetree) {
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/* nodetree **are owned by IDs**, treat them as mere sub-data and not real ID! */
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BKE_library_foreach_ID_embedded(data, (ID **)&world->nodetree);
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}
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}
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static void world_blend_write(BlendWriter *writer, ID *id, const void *id_address)
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{
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World *wrld = (World *)id;
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if (wrld->id.us > 0 || BLO_write_is_undo(writer)) {
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/* Clean up, important in undo case to reduce false detection of changed datablocks. */
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BLI_listbase_clear(&wrld->gpumaterial);
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/* write LibData */
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BLO_write_id_struct(writer, World, id_address, &wrld->id);
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BKE_id_blend_write(writer, &wrld->id);
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if (wrld->adt) {
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BKE_animdata_blend_write(writer, wrld->adt);
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}
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/* nodetree is integral part of world, no libdata */
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if (wrld->nodetree) {
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BLO_write_struct(writer, bNodeTree, wrld->nodetree);
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ntreeBlendWrite(writer, wrld->nodetree);
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}
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BKE_previewimg_blend_write(writer, wrld->preview);
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}
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}
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static void world_blend_read_data(BlendDataReader *reader, ID *id)
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{
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World *wrld = (World *)id;
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BLO_read_data_address(reader, &wrld->adt);
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BKE_animdata_blend_read_data(reader, wrld->adt);
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BLO_read_data_address(reader, &wrld->preview);
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BKE_previewimg_blend_read(reader, wrld->preview);
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BLI_listbase_clear(&wrld->gpumaterial);
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}
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static void world_blend_read_lib(BlendLibReader *reader, ID *id)
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{
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World *wrld = (World *)id;
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BLO_read_id_address(reader, wrld->id.lib, &wrld->ipo); /* XXX deprecated, old animation system */
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}
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static void world_blend_read_expand(BlendExpander *expander, ID *id)
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{
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World *wrld = (World *)id;
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BLO_expand(expander, wrld->ipo); /* XXX deprecated, old animation system */
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}
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IDTypeInfo IDType_ID_WO = {
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.id_code = ID_WO,
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.id_filter = FILTER_ID_WO,
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.main_listbase_index = INDEX_ID_WO,
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.struct_size = sizeof(World),
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.name = "World",
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.name_plural = "worlds",
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.translation_context = BLT_I18NCONTEXT_ID_WORLD,
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.flags = 0,
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.init_data = world_init_data,
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.copy_data = world_copy_data,
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.free_data = world_free_data,
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.make_local = NULL,
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.foreach_id = world_foreach_id,
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.foreach_cache = NULL,
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.blend_write = world_blend_write,
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.blend_read_data = world_blend_read_data,
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.blend_read_lib = world_blend_read_lib,
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.blend_read_expand = world_blend_read_expand,
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.blend_read_undo_preserve = NULL,
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.lib_override_apply_post = NULL,
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};
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World *BKE_world_add(Main *bmain, const char *name)
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{
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World *wrld;
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wrld = BKE_id_new(bmain, ID_WO, name);
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return wrld;
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}
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void BKE_world_eval(struct Depsgraph *depsgraph, World *world)
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{
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DEG_debug_print_eval(depsgraph, __func__, world->id.name, world);
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GPU_material_free(&world->gpumaterial);
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}
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