It was intended to work actually using particle cache's stack index but this index might have been calculated incorrect in special case: * With default cube scene, add particle system to the cube * Add disk cache to the particle system * Save file and reload it * Add another particle system and enable disk cache This would lead to two point caches with the same stack index of zero. This happened because point cache indices list wasn't stored in the .blend file so once you've reload your file blender doesn't know anything about number or point caches used. And what was even more confusing is that point cache indices list was trying to be load from the file, but this failed because it wasn't in the file. This commit solves the root of the issue which is ability of producing .blend file with two point caches using the same disk cache. This is done by making it sure that point cache indices list is stored in the .blend file. And also made it so disabling disk cache will tag it to recalculate stack index. Old broken files wouldn't magically start working, but fixing them is rather simple manually by toggling Disk Cache option. Reviewers: lukastoenne, brecht CC: sergof Differential Revision: https://developer.blender.org/D286
219 lines
9.7 KiB
C++
219 lines
9.7 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: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __BKE_OBJECT_H__
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#define __BKE_OBJECT_H__
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/** \file BKE_object.h
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* \ingroup bke
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* \brief General operations, lookup, etc. for blender objects.
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*/
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct Base;
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struct EvaluationContext;
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struct Scene;
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struct Object;
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struct Camera;
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struct BoundBox;
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struct View3D;
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struct SoftBody;
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struct BulletSoftBody;
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struct Group;
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struct bAction;
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struct RenderData;
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struct rctf;
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struct MovieClip;
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struct Main;
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struct RigidBodyWorld;
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struct HookModifierData;
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void BKE_object_workob_clear(struct Object *workob);
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void BKE_object_workob_calc_parent(struct Scene *scene, struct Object *ob, struct Object *workob);
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void BKE_object_transform_copy(struct Object *ob_tar, const struct Object *ob_src);
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struct SoftBody *copy_softbody(struct SoftBody *sb, int copy_caches);
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struct BulletSoftBody *copy_bulletsoftbody(struct BulletSoftBody *sb);
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void BKE_object_copy_particlesystems(struct Object *obn, struct Object *ob);
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void BKE_object_copy_softbody(struct Object *obn, struct Object *ob);
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void BKE_object_free_particlesystems(struct Object *ob);
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void BKE_object_free_softbody(struct Object *ob);
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void BKE_object_free_bulletsoftbody(struct Object *ob);
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void BKE_object_free_curve_cache(struct Object *ob);
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void BKE_object_update_base_layer(struct Scene *scene, struct Object *ob);
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void BKE_object_free(struct Object *ob);
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void BKE_object_free_ex(struct Object *ob, bool do_id_user);
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void BKE_object_free_derived_caches(struct Object *ob);
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void BKE_object_modifier_hook_reset(struct Object *ob, struct HookModifierData *hmd);
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bool BKE_object_support_modifier_type_check(struct Object *ob, int modifier_type);
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void BKE_object_link_modifiers(struct Object *ob, struct Object *from);
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void BKE_object_free_modifiers(struct Object *ob);
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void BKE_object_make_proxy(struct Object *ob, struct Object *target, struct Object *gob);
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void BKE_object_copy_proxy_drivers(struct Object *ob, struct Object *target);
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void BKE_object_unlink(struct Object *ob);
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bool BKE_object_exists_check(struct Object *obtest);
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bool BKE_object_is_in_editmode(struct Object *ob);
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bool BKE_object_is_in_editmode_vgroup(struct Object *ob);
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bool BKE_object_is_in_wpaint_select_vert(struct Object *ob);
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struct Object *BKE_object_add_only_object(struct Main *bmain, int type, const char *name);
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struct Object *BKE_object_add(struct Main *bmain, struct Scene *scene, int type);
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void *BKE_object_obdata_add_from_type(struct Main *bmain, int type);
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void BKE_object_lod_add(struct Object *ob);
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void BKE_object_lod_sort(struct Object *ob);
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bool BKE_object_lod_remove(struct Object *ob, int level);
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bool BKE_object_lod_update(struct Object *ob, float camera_position[3]);
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bool BKE_object_lod_is_usable(struct Object *ob, struct Scene *scene);
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struct Object *BKE_object_lod_meshob_get(struct Object *ob, struct Scene *scene);
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struct Object *BKE_object_lod_matob_get(struct Object *ob, struct Scene *scene);
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struct Object *BKE_object_copy_ex(struct Main *bmain, struct Object *ob, int copy_caches);
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struct Object *BKE_object_copy(struct Object *ob);
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void BKE_object_make_local(struct Object *ob);
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bool BKE_object_is_libdata(struct Object *ob);
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bool BKE_object_obdata_is_libdata(struct Object *ob);
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void BKE_object_scale_to_mat3(struct Object *ob, float mat[3][3]);
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void BKE_object_rot_to_mat3(struct Object *ob, float mat[3][3], bool use_drot);
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void BKE_object_mat3_to_rot(struct Object *ob, float mat[3][3], bool use_compat);
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void BKE_object_to_mat3(struct Object *ob, float mat[3][3]);
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void BKE_object_to_mat4(struct Object *ob, float mat[4][4]);
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void BKE_object_apply_mat4(struct Object *ob, float mat[4][4], const bool use_compat, const bool use_parent);
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void BKE_object_matrix_local_get(struct Object *ob, float mat[4][4]);
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bool BKE_object_pose_context_check(struct Object *ob);
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struct Object *BKE_object_pose_armature_get(struct Object *ob);
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void BKE_object_where_is_calc(struct Scene *scene, struct Object *ob);
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void BKE_object_where_is_calc_ex(struct Scene *scene, struct RigidBodyWorld *rbw, struct Object *ob, float r_originmat[3][3]);
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void BKE_object_where_is_calc_time(struct Scene *scene, struct Object *ob, float ctime);
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void BKE_object_where_is_calc_time_ex(struct Scene *scene, struct Object *ob, float ctime,
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struct RigidBodyWorld *rbw, float r_originmat[3][3]);
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void BKE_object_where_is_calc_mat4(struct Scene *scene, struct Object *ob, float obmat[4][4]);
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/* possibly belong in own moduke? */
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struct BoundBox *BKE_boundbox_alloc_unit(void);
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void BKE_boundbox_init_from_minmax(struct BoundBox *bb, const float min[3], const float max[3]);
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bool BKE_boundbox_ray_hit_check(struct BoundBox *bb, const float ray_start[3], const float ray_normal[3],
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float *r_lambda);
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struct BoundBox *BKE_object_boundbox_get(struct Object *ob);
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void BKE_object_dimensions_get(struct Object *ob, float vec[3]);
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void BKE_object_dimensions_set(struct Object *ob, const float *value);
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void BKE_object_empty_draw_type_set(struct Object *ob, const int value);
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void BKE_object_boundbox_flag(struct Object *ob, int flag, int set);
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void BKE_object_minmax(struct Object *ob, float r_min[3], float r_max[3], const bool use_hidden);
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bool BKE_object_minmax_dupli(struct Scene *scene, struct Object *ob, float r_min[3], float r_max[3], const bool use_hidden);
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/* sometimes min-max isn't enough, we need to loop over each point */
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void BKE_object_foreach_display_point(struct Object *ob, float obmat[4][4],
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void (*func_cb)(const float[3], void *), void *user_data);
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void BKE_scene_foreach_display_point(struct Scene *scene,
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struct View3D *v3d,
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const short flag,
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void (*func_cb)(const float[3], void *), void *user_data);
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bool BKE_object_parent_loop_check(const struct Object *parent, const struct Object *ob);
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void *BKE_object_tfm_backup(struct Object *ob);
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void BKE_object_tfm_restore(struct Object *ob, void *obtfm_pt);
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typedef struct ObjectTfmProtectedChannels {
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float loc[3], dloc[3];
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float size[3], dscale[3];
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float rot[3], drot[3];
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float quat[4], dquat[4];
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float rotAxis[3], drotAxis[3];
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float rotAngle, drotAngle;
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} ObjectTfmProtectedChannels;
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void BKE_object_tfm_protected_backup(const struct Object *ob,
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ObjectTfmProtectedChannels *obtfm);
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void BKE_object_tfm_protected_restore(struct Object *ob,
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const ObjectTfmProtectedChannels *obtfm,
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const short protectflag);
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void BKE_object_handle_update(struct EvaluationContext *eval_ctx, struct Scene *scene, struct Object *ob);
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void BKE_object_handle_update_ex(struct EvaluationContext *eval_ctx,
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struct Scene *scene, struct Object *ob,
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struct RigidBodyWorld *rbw);
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void BKE_object_sculpt_modifiers_changed(struct Object *ob);
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int BKE_object_obdata_texspace_get(struct Object *ob, short **r_texflag, float **r_loc, float **r_size, float **r_rot);
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int BKE_object_insert_ptcache(struct Object *ob);
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void BKE_object_delete_ptcache(struct Object *ob, int index);
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struct KeyBlock *BKE_object_insert_shape_key(struct Scene *scene, struct Object *ob, const char *name, const bool from_mix);
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bool BKE_object_is_child_recursive(struct Object *ob_parent, struct Object *ob_child);
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bool BKE_object_is_animated(struct Scene *scene, struct Object *ob);
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/* return ModifierMode flag */
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int BKE_object_is_modified(struct Scene *scene, struct Object *ob);
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int BKE_object_is_deform_modified(struct Scene *scene, struct Object *ob);
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void BKE_object_relink(struct Object *ob);
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struct MovieClip *BKE_object_movieclip_get(struct Scene *scene, struct Object *ob, bool use_default);
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/* this function returns a superset of the scenes selection based on relationships */
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typedef enum eObRelationTypes {
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OB_REL_NONE = 0, /* just the selection as is */
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OB_REL_PARENT = (1 << 0), /* immediate parent */
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OB_REL_PARENT_RECURSIVE = (1 << 1), /* parents up to root of selection tree*/
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OB_REL_CHILDREN = (1 << 2), /* immediate children */
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OB_REL_CHILDREN_RECURSIVE = (1 << 3), /* All children */
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OB_REL_MOD_ARMATURE = (1 << 4), /* Armatures related to the selected objects */
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OB_REL_SCENE_CAMERA = (1 << 5), /* you might want the scene camera too even if unselected? */
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} eObRelationTypes;
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typedef enum eObjectSet {
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OB_SET_SELECTED, /* Selected Objects */
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OB_SET_VISIBLE, /* Visible Objects */
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OB_SET_ALL /* All Objects */
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} eObjectSet;
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struct LinkNode *BKE_object_relational_superset(struct Scene *scene, eObjectSet objectSet, eObRelationTypes includeFilter);
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struct LinkNode *BKE_object_groups(struct Object *ob);
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void BKE_object_groups_clear(struct Scene *scene, struct Base *base, struct Object *object);
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struct KDTree *BKE_object_as_kdtree(struct Object *ob, int *r_tot);
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#ifdef __cplusplus
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}
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#endif
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#endif
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