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blender-archive/source/blender/blenkernel/intern/group.c
Ton Roosendaal f7cb86df3a 2.5
Think global, act local!

The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.

Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
  meant for permanent, but it can probably stick there until we
  cleaned the anim system and depsgraph to cope better with
  timing issues.
- Game engine G.scene should become an argument for staring it.
  Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
  is too tightly wrapped to do it easily.
2009-01-04 14:14:06 +00:00

375 lines
8.3 KiB
C

/*
* $Id$
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
*/
#include <stdio.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_action_types.h"
#include "DNA_effect_types.h"
#include "DNA_group_types.h"
#include "DNA_ID.h"
#include "DNA_ipo_types.h"
#include "DNA_material_types.h"
#include "DNA_object_types.h"
#include "DNA_nla_types.h"
#include "DNA_scene_types.h"
#include "DNA_particle_types.h"
#include "BLI_blenlib.h"
#include "BKE_global.h"
#include "BKE_group.h"
#include "BKE_ipo.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_object.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
void free_group_object(GroupObject *go)
{
MEM_freeN(go);
}
void free_group(Group *group)
{
/* don't free group itself */
GroupObject *go;
while(group->gobject.first) {
go= group->gobject.first;
BLI_remlink(&group->gobject, go);
free_group_object(go);
}
}
void unlink_group(Group *group)
{
Material *ma;
Object *ob;
Scene *sce;
SceneRenderLayer *srl;
ParticleSystem *psys;
for(ma= G.main->mat.first; ma; ma= ma->id.next) {
if(ma->group==group)
ma->group= NULL;
}
for(ma= G.main->mat.first; ma; ma= ma->id.next) {
if(ma->group==group)
ma->group= NULL;
}
for (sce= G.main->scene.first; sce; sce= sce->id.next) {
Base *base= sce->base.first;
/* ensure objects are not in this group */
for(; base; base= base->next) {
if(rem_from_group(group, base->object) && find_group(base->object, NULL)==NULL) {
base->object->flag &= ~OB_FROMGROUP;
base->flag &= ~OB_FROMGROUP;
}
}
for(srl= sce->r.layers.first; srl; srl= srl->next) {
if (srl->light_override==group)
srl->light_override= NULL;
}
}
for(ob= G.main->object.first; ob; ob= ob->id.next) {
bActionStrip *strip;
if(ob->dup_group==group) {
ob->dup_group= NULL;
/* duplicator strips use a group object, we remove it */
for(strip= ob->nlastrips.first; strip; strip= strip->next) {
if(strip->object)
strip->object= NULL;
}
}
for(psys=ob->particlesystem.first; psys; psys=psys->next){
if(psys->part->dup_group==group)
psys->part->dup_group= NULL;
if(psys->part->eff_group==group)
psys->part->eff_group= NULL;
}
}
/* group stays in library, but no members */
free_group(group);
group->id.us= 0;
}
Group *add_group(char *name)
{
Group *group;
group = alloc_libblock(&G.main->group, ID_GR, name);
group->layer= (1<<20)-1;
return group;
}
/* external */
void add_to_group(Group *group, Object *ob)
{
GroupObject *go;
if(group==NULL || ob==NULL) return;
/* check if the object has been added already */
for(go= group->gobject.first; go; go= go->next) {
if(go->ob==ob) return;
}
go= MEM_callocN(sizeof(GroupObject), "groupobject");
BLI_addtail( &group->gobject, go);
go->ob= ob;
}
/* also used for ob==NULL */
int rem_from_group(Group *group, Object *ob)
{
GroupObject *go, *gon;
int removed = 0;
if(group==NULL) return 0;
go= group->gobject.first;
while(go) {
gon= go->next;
if(go->ob==ob) {
BLI_remlink(&group->gobject, go);
free_group_object(go);
removed = 1;
/* should break here since an object being in a group twice cant happen? */
}
go= gon;
}
return removed;
}
int object_in_group(Object *ob, Group *group)
{
GroupObject *go;
if(group==NULL || ob==NULL) return 0;
for(go= group->gobject.first; go; go= go->next) {
if(go->ob==ob)
return 1;
}
return 0;
}
Group *find_group(Object *ob, Group *group)
{
if (group)
group= group->id.next;
else
group= G.main->group.first;
while(group) {
if(object_in_group(ob, group))
return group;
group= group->id.next;
}
return NULL;
}
void group_tag_recalc(Group *group)
{
GroupObject *go;
if(group==NULL) return;
for(go= group->gobject.first; go; go= go->next) {
if(go->ob)
go->ob->recalc= go->recalc;
}
}
int group_is_animated(Object *parent, Group *group)
{
GroupObject *go;
if(give_timeoffset(parent) != 0.0f || parent->nlastrips.first)
return 1;
for(go= group->gobject.first; go; go= go->next)
if(go->ob && go->ob->proxy)
return 1;
return 0;
}
/* only replaces object strips or action when parent nla instructs it */
/* keep checking nla.c though, in case internal structure of strip changes */
static void group_replaces_nla(Object *parent, Object *target, char mode)
{
static ListBase nlastrips={NULL, NULL};
static bAction *action= NULL;
static int done= 0;
bActionStrip *strip, *nstrip;
if(mode=='s') {
for(strip= parent->nlastrips.first; strip; strip= strip->next) {
if(strip->object==target) {
if(done==0) {
/* clear nla & action from object */
nlastrips= target->nlastrips;
target->nlastrips.first= target->nlastrips.last= NULL;
action= target->action;
target->action= NULL;
target->nlaflag |= OB_NLA_OVERRIDE;
done= 1;
}
nstrip= MEM_dupallocN(strip);
BLI_addtail(&target->nlastrips, nstrip);
}
}
}
else if(mode=='e') {
if(done) {
BLI_freelistN(&target->nlastrips);
target->nlastrips= nlastrips;
target->action= action;
nlastrips.first= nlastrips.last= NULL; /* not needed, but yah... :) */
action= NULL;
done= 0;
}
}
}
/* puts all group members in local timing system, after this call
you can draw everything, leaves tags in objects to signal it needs further updating */
/* note: does not work for derivedmesh and render... it recreates all again in convertblender.c */
void group_handle_recalc_and_update(Scene *scene, Object *parent, Group *group)
{
GroupObject *go;
/* if animated group... */
if(give_timeoffset(parent) != 0.0f || parent->nlastrips.first) {
int cfrao;
/* switch to local time */
cfrao= scene->r.cfra;
scene->r.cfra -= (int)give_timeoffset(parent);
/* we need a DAG per group... */
for(go= group->gobject.first; go; go= go->next) {
if(go->ob && go->recalc) {
go->ob->recalc= go->recalc;
group_replaces_nla(parent, go->ob, 's');
object_handle_update(scene, go->ob);
group_replaces_nla(parent, go->ob, 'e');
/* leave recalc tags in case group members are in normal scene */
go->ob->recalc= go->recalc;
}
}
/* restore */
scene->r.cfra= cfrao;
}
else {
/* only do existing tags, as set by regular depsgraph */
for(go= group->gobject.first; go; go= go->next) {
if(go->ob) {
if(go->ob->recalc) {
object_handle_update(scene, go->ob);
}
}
}
}
}
Object *group_get_member_with_action(Group *group, bAction *act)
{
GroupObject *go;
if(group==NULL || act==NULL) return NULL;
for(go= group->gobject.first; go; go= go->next) {
if(go->ob) {
if(go->ob->action==act)
return go->ob;
if(go->ob->nlastrips.first) {
bActionStrip *strip;
for(strip= go->ob->nlastrips.first; strip; strip= strip->next) {
if(strip->act==act)
return go->ob;
}
}
}
}
return NULL;
}
/* if group has NLA, we try to map the used objects in NLA to group members */
/* this assuming that object has received a new group link */
void group_relink_nla_objects(Object *ob)
{
Group *group;
GroupObject *go;
bActionStrip *strip;
if(ob==NULL || ob->dup_group==NULL) return;
group= ob->dup_group;
for(strip= ob->nlastrips.first; strip; strip= strip->next) {
if(strip->object) {
for(go= group->gobject.first; go; go= go->next) {
if(go->ob) {
if(strcmp(go->ob->id.name, strip->object->id.name)==0)
break;
}
}
if(go)
strip->object= go->ob;
else
strip->object= NULL;
}
}
}