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blender-archive/source/blender/blenkernel/intern/object.c
Ton Roosendaal 28a1e8277b Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs

A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;

- The entire object update system (matrices, geometry) is now
  centralized. Calls to where_is_object and makeDispList are
  forbidden, instead we tag objects 'changed' and let the
  depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
  constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
  flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes

Armatures;

Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!

Important to note is;

1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
   That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.

- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
  and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
  for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
  the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
  on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.

TODO NOW;

- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
  (wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
  (But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
  position anymore. That system looks nice (no flips) but is not well
  suited for NLA and background render.

TODO LATER;

We now can do loadsa new nifty features as well; like:

- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
  IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...


Bugfixes;

- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change

-Ton-
2005-07-03 17:35:38 +00:00

1778 lines
36 KiB
C

/* object.c
*
*
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#include <string.h>
#include <math.h>
#include <stdio.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include "MEM_guardedalloc.h"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_camera_types.h"
#include "DNA_constraint_types.h"
#include "DNA_curve_types.h"
#include "DNA_group_types.h"
#include "DNA_ipo_types.h"
#include "DNA_lamp_types.h"
#include "DNA_lattice_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_object_force.h"
#include "DNA_oops_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_texture_types.h"
#include "DNA_userdef_types.h"
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
#include "BKE_armature.h"
#include "BKE_action.h"
#include "BKE_deform.h"
#include "BKE_nla.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_editVert.h"
#include "BKE_utildefines.h"
#include "BKE_bad_level_calls.h"
#include "BKE_main.h"
#include "BKE_global.h"
#include "BKE_anim.h"
#include "BKE_blender.h"
#include "BKE_constraint.h"
#include "BKE_curve.h"
#include "BKE_displist.h"
#include "BKE_effect.h"
#include "BKE_group.h"
#include "BKE_ipo.h"
#include "BKE_key.h"
#include "BKE_lattice.h"
#include "BKE_library.h"
#include "BKE_mesh.h"
#include "BKE_mball.h"
#include "BKE_object.h"
#include "BKE_property.h"
#include "BKE_sca.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "BKE_softbody.h"
#include "BPY_extern.h"
/* Local function protos */
static void solve_parenting (Object *ob, Object *par, float slowmat[][4], int simul);
float originmat[3][3]; /* after where_is_object(), can be used in other functions (bad!) */
Object workob;
void clear_workob(void)
{
memset(&workob, 0, sizeof(Object));
workob.size[0]= workob.size[1]= workob.size[2]= 1.0;
}
void copy_baseflags()
{
Base *base= G.scene->base.first;
while(base) {
base->object->flag= base->flag;
base= base->next;
}
}
void copy_objectflags()
{
Base *base= G.scene->base.first;
while(base) {
base->flag= base->object->flag;
base= base->next;
}
}
void update_base_layer(Object *ob)
{
Base *base= G.scene->base.first;
while (base) {
if (base->object == ob) base->lay= ob->lay;
base= base->next;
}
}
static void free_hooks(ListBase *lb)
{
while(lb->first) {
ObHook *hook= lb->first;
if(hook->indexar) MEM_freeN(hook->indexar);
BLI_remlink(lb, hook);
MEM_freeN(hook);
}
}
static void copy_hooks(ListBase *new, ListBase *old)
{
ObHook *hook, *hookn;
new->first= new->last= NULL;
for(hook= old->first; hook; hook= hook->next) {
hookn= MEM_dupallocN(hook);
hookn->indexar= MEM_dupallocN(hookn->indexar);
BLI_addtail(new, hookn);
}
}
/* do not free object itself */
void free_object(Object *ob)
{
int a;
/* disconnect specific data */
if(ob->data) {
ID *id= ob->data;
id->us--;
if(id->us==0) {
if(ob->type==OB_MESH) unlink_mesh(ob->data);
else if(ob->type==OB_CURVE) unlink_curve(ob->data);
else if(ob->type==OB_MBALL) unlink_mball(ob->data);
}
ob->data= 0;
}
for(a=0; a<ob->totcol; a++) {
if(ob->mat[a]) ob->mat[a]->id.us--;
}
if(ob->mat) MEM_freeN(ob->mat);
ob->mat= 0;
if(ob->bb) MEM_freeN(ob->bb);
ob->bb= 0;
if(ob->path) free_path(ob->path);
ob->path= 0;
if(ob->ipo) ob->ipo->id.us--;
if(ob->action) ob->action->id.us--;
if(ob->defbase.first)
BLI_freelistN(&ob->defbase);
if(ob->pose) {
free_pose_channels(ob->pose);
MEM_freeN(ob->pose);
}
free_effects(&ob->effect);
BLI_freelistN(&ob->network);
free_properties(&ob->prop);
free_sensors(&ob->sensors);
free_controllers(&ob->controllers);
free_actuators(&ob->actuators);
free_constraints(&ob->constraints);
free_constraint_channels(&ob->constraintChannels);
free_nlastrips(&ob->nlastrips);
free_hooks(&ob->hooks);
freedisplist(&ob->disp);
BPY_free_scriptlink(&ob->scriptlink);
if(ob->pd) MEM_freeN(ob->pd);
if(ob->soft) sbFree(ob->soft);
}
void unlink_object(Object *ob)
{
Object *obt;
Material *mat;
World *wrld;
bScreen *sc;
Scene *sce;
Curve *cu;
Tex *tex;
ObHook *hook;
Group *group;
bConstraint *con;
int a;
char *str;
unlink_controllers(&ob->controllers);
unlink_actuators(&ob->actuators);
/* check all objects: parents en bevels */
obt= G.main->object.first;
while(obt) {
if(obt->id.lib==NULL) {
if(obt->parent==ob) {
obt->parent= NULL;
obt->recalc |= OB_RECALC;
}
if(obt->track==ob) {
obt->track= NULL;
obt->recalc |= OB_RECALC_OB;
}
for(hook=obt->hooks.first; hook; hook= hook->next) {
if(hook->parent==ob) {
hook->parent= NULL;
obt->recalc |= OB_RECALC;
}
}
if ELEM(obt->type, OB_CURVE, OB_FONT) {
cu= obt->data;
if(cu->bevobj==ob) {
cu->bevobj= NULL;
obt->recalc |= OB_RECALC;
}
if(cu->taperobj==ob) {
cu->taperobj= NULL;
obt->recalc |= OB_RECALC;
}
if(cu->textoncurve==ob) {
cu->textoncurve= NULL;
obt->recalc |= OB_RECALC;
}
}
sca_remove_ob_poin(obt, ob);
for (con = obt->constraints.first; con; con=con->next) {
if(ob==get_constraint_target(con, &str)) {
set_constraint_target(con, NULL);
obt->recalc |= OB_RECALC_OB;
}
}
}
obt= obt->id.next;
}
/* materials */
mat= G.main->mat.first;
while(mat) {
for(a=0; a<MAX_MTEX; a++) {
if(mat->mtex[a] && ob==mat->mtex[a]->object) {
/* actually, test for lib here... to do */
mat->mtex[a]->object= 0;
}
}
mat= mat->id.next;
}
/* textures */
tex= G.main->tex.first;
while(tex) {
if(tex->env) {
if(tex->env->object == ob) tex->env->object= 0;
}
tex= tex->id.next;
}
/* mballs */
if(ob->type==OB_MBALL) {
obt= find_basis_mball(ob);
if(obt) freedisplist(&obt->disp);
}
/* worlds */
wrld= G.main->world.first;
while(wrld) {
if(wrld->id.lib==0) {
for(a=0; a<MAX_MTEX; a++) {
if(wrld->mtex[a] && ob==wrld->mtex[a]->object)
wrld->mtex[a]->object =0;
}
}
wrld= wrld->id.next;
}
/* scenes */
sce= G.main->scene.first;
while(sce) {
if(sce->id.lib==0) {
if(sce->camera==ob) sce->camera= 0;
}
sce= sce->id.next;
}
/* keys */
/* screens */
sc= G.main->screen.first;
while(sc) {
ScrArea *sa= sc->areabase.first;
while(sa) {
SpaceLink *sl;
for (sl= sa->spacedata.first; sl; sl= sl->next) {
if(sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D*) sl;
if(v3d->camera==ob) {
v3d->camera= 0;
if(v3d->persp>1) v3d->persp= 1;
}
if(v3d->localvd && v3d->localvd->camera==ob ) {
v3d->localvd->camera= 0;
if(v3d->localvd->persp>1) v3d->localvd->persp= 1;
}
}
else if(sl->spacetype==SPACE_IPO) {
SpaceIpo *sipo= (SpaceIpo *)sl;
if(sipo->from == (ID *)ob) sipo->from= NULL;
}
else if(sl->spacetype==SPACE_OOPS) {
SpaceOops *so= (SpaceOops *)sl;
Oops *oops;
oops= so->oops.first;
while(oops) {
if(oops->id==(ID *)ob) oops->id= NULL;
oops= oops->next;
}
if(so->treestore) {
TreeStoreElem *tselem= so->treestore->data;
int a;
for(a=0; a<so->treestore->usedelem; a++, tselem++) {
if(tselem->id==(ID *)ob) tselem->id= NULL;
}
}
so->lockpoin= NULL;
}
}
sa= sa->next;
}
sc= sc->id.next;
}
/* groups */
group= G.main->group.first;
while(group) {
rem_from_group(group, ob);
group= group->id.next;
}
}
int exist_object(Object *obtest)
{
Object *ob;
ob= G.main->object.first;
while(ob) {
if(ob==obtest) return 1;
ob= ob->id.next;
}
return 0;
}
void *add_camera()
{
Camera *cam;
cam= alloc_libblock(&G.main->camera, ID_CA, "Camera");
cam->lens= 35.0f;
cam->clipsta= 0.1f;
cam->clipend= 100.0f;
cam->drawsize= 0.5f;
cam->ortho_scale= 6.0;
return cam;
}
Camera *copy_camera(Camera *cam)
{
Camera *camn;
camn= copy_libblock(cam);
id_us_plus((ID *)camn->ipo);
BPY_copy_scriptlink(&camn->scriptlink);
return camn;
}
void make_local_camera(Camera *cam)
{
Object *ob;
Camera *camn;
int local=0, lib=0;
/* - only lib users: do nothing
* - only local users: set flag
* - mixed: make copy
*/
if(cam->id.lib==0) return;
if(cam->id.us==1) {
cam->id.lib= 0;
cam->id.flag= LIB_LOCAL;
new_id(0, (ID *)cam, 0);
return;
}
ob= G.main->object.first;
while(ob) {
if(ob->data==cam) {
if(ob->id.lib) lib= 1;
else local= 1;
}
ob= ob->id.next;
}
if(local && lib==0) {
cam->id.lib= 0;
cam->id.flag= LIB_LOCAL;
new_id(0, (ID *)cam, 0);
}
else if(local && lib) {
camn= copy_camera(cam);
camn->id.us= 0;
ob= G.main->object.first;
while(ob) {
if(ob->data==cam) {
if(ob->id.lib==0) {
ob->data= camn;
camn->id.us++;
cam->id.us--;
}
}
ob= ob->id.next;
}
}
}
void *add_lamp(void)
{
Lamp *la;
la= alloc_libblock(&G.main->lamp, ID_LA, "Lamp");
la->r= la->g= la->b= la->k= 1.0;
la->haint= la->energy= 1.0;
la->dist= 20.0;
la->spotsize= 45.0;
la->spotblend= 0.15;
la->att2= 1.0;
la->mode= LA_SHAD;
la->bufsize= 512;
la->clipsta= 0.5;
la->clipend= 40.0;
la->shadspotsize= 45.0;
la->samp= 3;
la->bias= 1.0;
la->soft= 3.0;
la->ray_samp= la->ray_sampy= la->ray_sampz= 1;
la->area_size=la->area_sizey=la->area_sizez= 1.0;
return la;
}
Lamp *copy_lamp(Lamp *la)
{
Lamp *lan;
int a;
lan= copy_libblock(la);
for(a=0; a<MAX_MTEX; a++) {
if(lan->mtex[a]) {
lan->mtex[a]= MEM_mallocN(sizeof(MTex), "copylamptex");
memcpy(lan->mtex[a], la->mtex[a], sizeof(MTex));
id_us_plus((ID *)lan->mtex[a]->tex);
}
}
id_us_plus((ID *)lan->ipo);
BPY_copy_scriptlink(&la->scriptlink);
return lan;
}
void make_local_lamp(Lamp *la)
{
Object *ob;
Lamp *lan;
int local=0, lib=0;
/* - only lib users: do nothing
* - only local users: set flag
* - mixed: make copy
*/
if(la->id.lib==0) return;
if(la->id.us==1) {
la->id.lib= 0;
la->id.flag= LIB_LOCAL;
new_id(0, (ID *)la, 0);
return;
}
ob= G.main->object.first;
while(ob) {
if(ob->data==la) {
if(ob->id.lib) lib= 1;
else local= 1;
}
ob= ob->id.next;
}
if(local && lib==0) {
la->id.lib= 0;
la->id.flag= LIB_LOCAL;
new_id(0, (ID *)la, 0);
}
else if(local && lib) {
lan= copy_lamp(la);
lan->id.us= 0;
ob= G.main->object.first;
while(ob) {
if(ob->data==la) {
if(ob->id.lib==0) {
ob->data= lan;
lan->id.us++;
la->id.us--;
}
}
ob= ob->id.next;
}
}
}
void free_camera(Camera *ca)
{
BPY_free_scriptlink(&ca->scriptlink);
}
void free_lamp(Lamp *la)
{
MTex *mtex;
int a;
/* scriptlinks */
BPY_free_scriptlink(&la->scriptlink);
for(a=0; a<MAX_MTEX; a++) {
mtex= la->mtex[a];
if(mtex && mtex->tex) mtex->tex->id.us--;
if(mtex) MEM_freeN(mtex);
}
la->ipo= 0;
}
void *add_wave()
{
return 0;
}
/* *************************************************** */
static void *add_obdata_from_type(int type)
{
switch (type) {
case OB_MESH: G.totmesh++; return add_mesh();
case OB_CURVE: G.totcurve++; return add_curve(OB_CURVE);
case OB_SURF: G.totcurve++; return add_curve(OB_SURF);
case OB_FONT: return add_curve(OB_FONT);
case OB_MBALL: return add_mball();
case OB_CAMERA: return add_camera();
case OB_LAMP: G.totlamp++; return add_lamp();
case OB_LATTICE: return add_lattice();
case OB_WAVE: return add_wave();
case OB_ARMATURE: return add_armature();
case OB_EMPTY: return NULL;
default:
printf("add_obdata_from_type: Internal error, bad type: %d\n", type);
return NULL;
}
}
static char *get_obdata_defname(int type)
{
switch (type) {
case OB_MESH: return "Mesh";
case OB_CURVE: return "Curve";
case OB_SURF: return "Surf";
case OB_FONT: return "Font";
case OB_MBALL: return "Mball";
case OB_CAMERA: return "Camera";
case OB_LAMP: return "Lamp";
case OB_LATTICE: return "Lattice";
case OB_WAVE: return "Wave";
case OB_ARMATURE: return "Armature";
case OB_EMPTY: return "Empty";
default:
printf("get_obdata_defname: Internal error, bad type: %d\n", type);
return "Empty";
}
}
/* general add: to G.scene, with layer from area and default name */
/* creates minimum required data, but without vertices etc. */
Object *add_object(int type)
{
Object *ob;
Base *base;
char name[32];
if (G.obpose)
exit_posemode(1);
strcpy(name, get_obdata_defname(type));
ob= alloc_libblock(&G.main->object, ID_OB, name);
G.totobj++;
/* default object vars */
ob->type= type;
/* ob->transflag= OB_QUAT; */
QuatOne(ob->quat);
QuatOne(ob->dquat);
ob->col[0]= ob->col[1]= ob->col[2]= 0.0;
ob->col[3]= 1.0;
ob->loc[0]= ob->loc[1]= ob->loc[2]= 0.0;
ob->rot[0]= ob->rot[1]= ob->rot[2]= 0.0;
ob->size[0]= ob->size[1]= ob->size[2]= 1.0;
Mat4One(ob->parentinv);
Mat4One(ob->obmat);
ob->dt= OB_SHADED;
if(U.flag & USER_MAT_ON_OB) ob->colbits= -1;
if(type==OB_CAMERA || type==OB_LAMP) {
ob->trackflag= OB_NEGZ;
ob->upflag= OB_POSY;
}
else {
ob->trackflag= OB_POSY;
ob->upflag= OB_POSZ;
}
ob->ipoflag = OB_OFFS_OB+OB_OFFS_PARENT;
ob->ipowin= ID_OB; /* the ipowin shown */
ob->dupon= 1; ob->dupoff= 0;
ob->dupsta= 1; ob->dupend= 100;
/* Game engine defaults*/
ob->mass= ob->inertia= 1.0f;
ob->formfactor= 0.4f;
ob->damping= 0.04f;
ob->rdamping= 0.1f;
ob->anisotropicFriction[0] = 1.0f;
ob->anisotropicFriction[1] = 1.0f;
ob->anisotropicFriction[2] = 1.0f;
ob->gameflag= OB_PROP;
ob->data= add_obdata_from_type(type);
ob->lay= G.scene->lay;
base= scene_add_base(G.scene, ob);
scene_select_base(G.scene, base);
ob->recalc |= OB_RECALC;
return ob;
}
void base_init_from_view3d(Base *base, View3D *v3d)
{
Object *ob= base->object;
if (v3d->localview) {
base->lay= ob->lay= v3d->layact + v3d->lay;
VECCOPY(ob->loc, v3d->cursor);
} else {
base->lay= ob->lay= v3d->layact;
VECCOPY(ob->loc, G.scene->cursor);
}
v3d->viewquat[0]= -v3d->viewquat[0];
if (ob->transflag & OB_QUAT) {
QUATCOPY(ob->quat, v3d->viewquat);
} else {
QuatToEul(v3d->viewquat, ob->rot);
}
v3d->viewquat[0]= -v3d->viewquat[0];
}
SoftBody *copy_softbody(SoftBody *sb)
{
SoftBody *sbn;
if (sb==NULL) return(NULL);
sbn= MEM_dupallocN(sb);
sbn->totspring= sbn->totpoint= 0;
sbn->bpoint= NULL;
sbn->bspring= NULL;
sbn->ctime= 0.0f;
sbn->keys= NULL;
sbn->totkey= sbn->totpointkey= 0;
return sbn;
}
Object *copy_object(Object *ob)
{
Object *obn;
int a;
bConstraintChannel *actcon;
obn= copy_libblock(ob);
if(ob->totcol) {
obn->mat= MEM_dupallocN(ob->mat);
}
if(ob->bb) obn->bb= MEM_dupallocN(ob->bb);
obn->path= 0;
obn->flag &= ~OB_FROMGROUP;
copy_effects(&obn->effect, &ob->effect);
obn->network.first= obn->network.last= 0;
BPY_copy_scriptlink(&ob->scriptlink);
copy_properties(&obn->prop, &ob->prop);
copy_sensors(&obn->sensors, &ob->sensors);
copy_controllers(&obn->controllers, &ob->controllers);
copy_actuators(&obn->actuators, &ob->actuators);
copy_pose(&obn->pose, ob->pose, 1);
copy_defgroups(&obn->defbase, &ob->defbase);
copy_nlastrips(&obn->nlastrips, &ob->nlastrips);
copy_constraints (&obn->constraints, &ob->constraints);
copy_hooks( &obn->hooks, &ob->hooks);
actcon = clone_constraint_channels (&obn->constraintChannels, &ob->constraintChannels, ob->activecon);
/* If the active constraint channel was in this list, update it */
if (actcon)
obn->activecon = actcon;
/* increase user numbers */
id_us_plus((ID *)obn->data);
id_us_plus((ID *)obn->ipo);
id_us_plus((ID *)obn->action);
for(a=0; a<obn->totcol; a++) id_us_plus((ID *)obn->mat[a]);
obn->disp.first= obn->disp.last= NULL;
if(ob->pd) obn->pd= MEM_dupallocN(ob->pd);
obn->soft= copy_softbody(ob->soft);
return obn;
}
void expand_local_object(Object *ob)
{
int a;
id_lib_extern((ID *)ob->action);
id_lib_extern((ID *)ob->ipo);
id_lib_extern((ID *)ob->data);
for(a=0; a<ob->totcol; a++) {
id_lib_extern((ID *)ob->mat[a]);
}
}
void make_local_object(Object *ob)
{
Object *obn;
Scene *sce;
Base *base;
int local=0, lib=0;
/* - only lib users: do nothing
* - only local users: set flag
* - mixed: make copy
*/
if(ob->id.lib==0) return;
if(ob->id.us==1) {
ob->id.lib= 0;
ob->id.flag= LIB_LOCAL;
new_id(0, (ID *)ob, 0);
}
else {
sce= G.main->scene.first;
while(sce) {
base= sce->base.first;
while(base) {
if(base->object==ob) {
if(sce->id.lib) lib++;
else local++;
break;
}
base= base->next;
}
sce= sce->id.next;
}
if(local && lib==0) {
ob->id.lib= 0;
ob->id.flag= LIB_LOCAL;
new_id(0, (ID *)ob, 0);
}
else if(local && lib) {
obn= copy_object(ob);
obn->id.us= 0;
sce= G.main->scene.first;
while(sce) {
if(sce->id.lib==0) {
base= sce->base.first;
while(base) {
if(base->object==ob) {
base->object= obn;
obn->id.us++;
ob->id.us--;
}
base= base->next;
}
}
sce= sce->id.next;
}
}
}
expand_local_object(ob);
}
/* *************** CALC ****************** */
/* there is also a timing calculation in drawobject() */
float bluroffs= 0.0;
int no_speed_curve= 0;
void set_mblur_offs(int blur)
{
bluroffs= R.r.blurfac*((float)blur);
bluroffs/= (float)R.r.osa;
}
void disable_speed_curve(int val)
{
no_speed_curve= val;
}
/* ob can be NULL */
float bsystem_time(Object *ob, Object *par, float cfra, float ofs)
{
/* returns float ( see frame_to_float in ipo.c) */
/* 2nd field */
if(R.flag & R_SEC_FIELD) {
if(R.r.mode & R_FIELDSTILL); else cfra+= .5;
}
if(ob && (ob->flag & OB_FROMDUPLI));
else {
/* motion blur */
cfra+= bluroffs;
/* global time */
cfra*= G.scene->r.framelen;
}
if(no_speed_curve==0) if(ob && ob->ipo) cfra= calc_ipo_time(ob->ipo, cfra);
/* ofset frames */
if(ob && (ob->ipoflag & OB_OFFS_PARENT)) {
if((ob->partype & PARSLOW)==0) cfra-= ob->sf;
}
cfra-= ofs;
return cfra;
}
void object_to_mat3(Object *ob, float mat[][3]) /* no parent */
{
float smat[3][3], vec[3];
float rmat[3][3];
float q1[4];
/* size */
if(ob->ipo) {
vec[0]= ob->size[0]+ob->dsize[0];
vec[1]= ob->size[1]+ob->dsize[1];
vec[2]= ob->size[2]+ob->dsize[2];
SizeToMat3(vec, smat);
}
else {
SizeToMat3(ob->size, smat);
}
/* rot */
if(ob->transflag & OB_QUAT) {
if(ob->ipo) {
QuatMul(q1, ob->quat, ob->dquat);
QuatToMat3(q1, rmat);
}
else {
QuatToMat3(ob->quat, rmat);
}
}
else {
if(ob->ipo) {
vec[0]= ob->rot[0]+ob->drot[0];
vec[1]= ob->rot[1]+ob->drot[1];
vec[2]= ob->rot[2]+ob->drot[2];
EulToMat3(vec, rmat);
}
else {
EulToMat3(ob->rot, rmat);
}
}
Mat3MulMat3(mat, rmat, smat);
}
void object_to_mat4(Object *ob, float mat[][4])
{
float tmat[3][3];
object_to_mat3(ob, tmat);
Mat4CpyMat3(mat, tmat);
VECCOPY(mat[3], ob->loc);
if(ob->ipo) {
mat[3][0]+= ob->dloc[0];
mat[3][1]+= ob->dloc[1];
mat[3][2]+= ob->dloc[2];
}
}
int enable_cu_speed= 1;
void ob_parcurve(Object *ob, Object *par, float mat[][4])
{
Curve *cu;
float q[4], vec[4], dir[3], *quat, x1, ctime;
float timeoffs= 0.0;
Mat4One(mat);
cu= par->data;
if(cu->path==NULL || cu->path->data==NULL) calc_curvepath(par);
if(cu->path==NULL) return;
/* exception, timeoffset is regarded as distance offset */
if(cu->flag & CU_OFFS_PATHDIST) {
SWAP(float, timeoffs, ob->sf);
}
/* catch exceptions: curve paths used as a duplicator */
if(enable_cu_speed) {
ctime= bsystem_time(ob, par, (float)G.scene->r.cfra, 0.0);
if(calc_ipo_spec(cu->ipo, CU_SPEED, &ctime)==0) {
ctime /= cu->pathlen;
CLAMP(ctime, 0.0, 1.0);
}
}
else {
ctime= G.scene->r.cfra - ob->sf;
ctime /= cu->pathlen;
CLAMP(ctime, 0.0, 1.0);
}
/* time calculus is correct, now apply distance offset */
if(cu->flag & CU_OFFS_PATHDIST) {
ctime += timeoffs/cu->path->totdist;
/* restore */
SWAP(float, timeoffs, ob->sf);
}
/* vec: 4 items! */
if( where_on_path(par, ctime, vec, dir) ) {
if(cu->flag & CU_FOLLOW) {
quat= vectoquat(dir, ob->trackflag, ob->upflag);
/* the tilt */
Normalise(dir);
q[0]= (float)cos(0.5*vec[3]);
x1= (float)sin(0.5*vec[3]);
q[1]= -x1*dir[0];
q[2]= -x1*dir[1];
q[3]= -x1*dir[2];
QuatMul(quat, q, quat);
QuatToMat4(quat, mat);
}
VECCOPY(mat[3], vec);
}
}
void ob_parbone(Object *ob, Object *par, float mat[][4])
{
bPoseChannel *pchan;
bArmature *arm;
float vec[3];
arm=get_armature(par);
if (!arm) {
Mat4One(mat);
return;
}
/* Make sure the bone is still valid */
pchan= get_pose_channel(par->pose, ob->parsubstr);
if (!pchan){
printf ("Lost bone %s\n", ob->parsubstr);
Mat4One(mat);
return;
}
/* get bone transform */
Mat4CpyMat4(mat, pchan->pose_mat);
/* but for backwards compatibility, the child has to move to the tail */
VECCOPY(vec, mat[1]);
VecMulf(vec, pchan->bone->length);
VecAddf(mat[3], mat[3], vec);
}
void give_parvert(Object *par, int nr, float *vec)
{
EditMesh *em = G.editMesh;
Mesh *me;
EditVert *eve;
/* extern ListBase editNurb; already in bad lev calls */
Nurb *nu;
Curve *cu;
BPoint *bp;
DispList *dl;
BezTriple *bezt;
float *fp;
int a, count;
vec[0]=vec[1]=vec[2]= 0.0;
if(par->type==OB_MESH) {
if(G.obedit && (par->data==G.obedit->data)) {
if(nr >= G.totvert) nr= 0;
count= 0;
eve= em->verts.first;
while(eve) {
if(count==nr) {
memcpy(vec, eve->co, 12);
break;
}
eve= eve->next;
count++;
}
}
else {
me= par->data;
if(me->totvert) {
if(nr >= me->totvert) nr= 0;
/* is there a deform */
dl= find_displist(&par->disp, DL_VERTS);
if(dl) {
fp= dl->verts+3*nr;
VECCOPY(vec, fp);
}
else {
MVert *mvert= me->mvert + nr;
VECCOPY(vec, mvert->co);
}
}
}
}
else if ELEM(par->type, OB_CURVE, OB_SURF) {
cu= par->data;
nu= cu->nurb.first;
if(par==G.obedit) nu= editNurb.first;
count= 0;
while(nu) {
if((nu->type & 7)==CU_BEZIER) {
bezt= nu->bezt;
a= nu->pntsu;
while(a--) {
if(count==nr) {
VECCOPY(vec, bezt->vec[1]);
break;
}
count++;
bezt++;
}
}
else {
bp= nu->bp;
a= nu->pntsu*nu->pntsv;
while(a--) {
if(count==nr) {
memcpy(vec, bp->vec, 12);
break;
}
count++;
bp++;
}
}
nu= nu->next;
}
}
else return;
}
void ob_parvert3(Object *ob, Object *par, float mat[][4])
{
float cmat[3][3], v1[3], v2[3], v3[3], q[4];
/* in local ob space */
Mat4One(mat);
if ELEM3(par->type, OB_MESH, OB_SURF, OB_CURVE) {
give_parvert(par, ob->par1, v1);
give_parvert(par, ob->par2, v2);
give_parvert(par, ob->par3, v3);
triatoquat(v1, v2, v3, q);
QuatToMat3(q, cmat);
Mat4CpyMat3(mat, cmat);
if(ob->type==OB_CURVE) {
VECCOPY(mat[3], v1);
}
else {
VecAddf(mat[3], v1, v2);
VecAddf(mat[3], mat[3], v3);
VecMulf(mat[3], 0.3333333f);
}
}
}
static int no_parent_ipo=0;
void set_no_parent_ipo(int val)
{
no_parent_ipo= val;
}
static float timefac= 1.0; /* 50 Hz, dtime:2 */
void set_dtime(int dtime)
{
timefac= ((float)(dtime-1))/2.0f;
}
static int during_script_flag=0;
void disable_where_script(short on)
{
during_script_flag= on;
}
int during_script(void) {
return during_script_flag;
}
static int during_scriptlink_flag=0;
void disable_where_scriptlink(short on)
{
during_scriptlink_flag= on;
}
int during_scriptlink(void) {
return during_scriptlink_flag;
}
void where_is_object_time(Object *ob, float ctime)
{
Object *par;
float *fp1, *fp2, slowmat[4][4] = MAT4_UNITY;
float stime, fac1, fac2, vec[3];
int a;
int pop;
/* new version: correct parent+vertexparent and track+parent */
/* this one only calculates direct attached parent and track */
/* is faster, but should keep track of timeoffs */
if(ob==0) return;
if( ctime != ob->ctime) {
ob->ctime= ctime;
if(ob->ipo) {
stime= bsystem_time(ob, 0, ctime, 0.0);
calc_ipo(ob->ipo, stime);
execute_ipo((ID *)ob, ob->ipo);
}
/* do constraint ipos ... what the heck is a channel for! */
do_constraint_channels(&ob->constraints, &ob->constraintChannels, ctime);
}
if(ob->parent) {
par= ob->parent;
if(ob->ipoflag & OB_OFFS_PARENT) ctime-= ob->sf;
/* hurms, code below conflicts with depgraph... (ton) */
pop= 0;
if(no_parent_ipo==0 && ctime != par->ctime) {
// only for ipo systems?
pushdata(par, sizeof(Object));
pop= 1;
where_is_object_time(par, ctime);
}
solve_parenting(ob, par, slowmat, 0);
if(pop) {
poplast(par);
}
if(ob->partype & PARSLOW) {
// include framerate
fac1= (float)(timefac/(1.0+ fabs(ob->sf)));
if(fac1>=1.0) return;
fac2= 1.0f-fac1;
fp1= ob->obmat[0];
fp2= slowmat[0];
for(a=0; a<16; a++, fp1++, fp2++) {
fp1[0]= fac1*fp1[0] + fac2*fp2[0];
}
}
}
else {
object_to_mat4(ob, ob->obmat);
}
/* Handle tracking */
if(ob->track) {
if( ctime != ob->track->ctime) where_is_object_time(ob->track, ctime);
solve_tracking (ob, ob->track->obmat);
}
solve_constraints (ob, TARGET_OBJECT, NULL, ctime);
if(ob->scriptlink.totscript && !during_script()) {
if (G.f & G_DOSCRIPTLINKS) BPY_do_pyscript((ID *)ob, SCRIPT_REDRAW);
}
/* set negative scale flag in object */
Crossf(vec, ob->obmat[0], ob->obmat[1]);
if( Inpf(vec, ob->obmat[2]) < 0.0 ) ob->transflag |= OB_NEG_SCALE;
else ob->transflag &= ~OB_NEG_SCALE;
}
static void solve_parenting (Object *ob, Object *par, float slowmat[][4], int simul)
{
float totmat[4][4];
float tmat[4][4];
float obmat[4][4];
float vec[3];
int ok;
object_to_mat4(ob, obmat);
if(ob->partype & PARSLOW) Mat4CpyMat4(slowmat, ob->obmat);
switch(ob->partype & PARTYPE) {
case PAROBJECT:
ok= 0;
if(par->type==OB_CURVE) {
if( ((Curve *)par->data)->flag & CU_PATH ) {
ob_parcurve(ob, par, tmat);
ok= 1;
}
}
if(ok) Mat4MulSerie(totmat, par->obmat, tmat,
NULL, NULL, NULL, NULL, NULL, NULL);
else Mat4CpyMat4(totmat, par->obmat);
break;
case PARBONE:
ob_parbone(ob, par, tmat);
Mat4MulSerie(totmat, par->obmat, tmat,
NULL, NULL, NULL, NULL, NULL, NULL);
break;
case PARVERT1:
Mat4One(totmat);
if (simul){
VECCOPY(totmat[3], par->obmat[3]);
}
else{
give_parvert(par, ob->par1, vec);
VecMat4MulVecfl(totmat[3], par->obmat, vec);
}
break;
case PARVERT3:
ob_parvert3(ob, par, tmat);
Mat4MulSerie(totmat, par->obmat, tmat,
NULL, NULL, NULL, NULL, NULL, NULL);
break;
case PARSKEL:
#if 0
if (ob!=G.obedit)
Mat4One(totmat);
else
Mat4CpyMat4(totmat, par->obmat);
break;
#else
Mat4CpyMat4(totmat, par->obmat);
#endif
}
// total
Mat4MulSerie(tmat, totmat, ob->parentinv,
NULL, NULL, NULL, NULL, NULL, NULL);
Mat4MulSerie(ob->obmat, tmat, obmat,
NULL, NULL, NULL, NULL, NULL, NULL);
if (simul){
}
else{
// external usable originmat
Mat3CpyMat4(originmat, tmat);
// origin, voor help line
if( (ob->partype & 15)==PARSKEL ) {
VECCOPY(ob->orig, par->obmat[3]);
}
else {
VECCOPY(ob->orig, totmat[3]);
}
}
}
void solve_tracking (Object *ob, float targetmat[][4])
{
float *quat;
float vec[3];
float totmat[3][3];
float tmat[4][4];
VecSubf(vec, ob->obmat[3], targetmat[3]);
quat= vectoquat(vec, ob->trackflag, ob->upflag);
QuatToMat3(quat, totmat);
if(ob->parent && (ob->transflag & OB_POWERTRACK)) {
/* 'temporal' : clear parent info */
object_to_mat4(ob, tmat);
tmat[0][3]= ob->obmat[0][3];
tmat[1][3]= ob->obmat[1][3];
tmat[2][3]= ob->obmat[2][3];
tmat[3][0]= ob->obmat[3][0];
tmat[3][1]= ob->obmat[3][1];
tmat[3][2]= ob->obmat[3][2];
tmat[3][3]= ob->obmat[3][3];
}
else Mat4CpyMat4(tmat, ob->obmat);
Mat4MulMat34(ob->obmat, totmat, tmat);
}
void where_is_object(Object *ob)
{
/* these have been mem copied */
if(ob->flag & OB_FROMDUPLI) return;
where_is_object_time(ob, (float)G.scene->r.cfra);
}
void where_is_object_simul(Object *ob)
/* was written for the old game engine (until 2.04) */
/* It seems that this function is only called
for a lamp that is the child of another object */
{
Object *par;
Ipo *ipo;
float *fp1, *fp2;
float slowmat[4][4];
float fac1, fac2;
int a;
/* NO TIMEOFFS */
/* no ipo! (because of dloc and realtime-ipos) */
ipo= ob->ipo;
ob->ipo= NULL;
if(ob->parent) {
par= ob->parent;
solve_parenting(ob, par, slowmat, 1);
if(ob->partype & PARSLOW) {
fac1= (float)(1.0/(1.0+ fabs(ob->sf)));
fac2= 1.0f-fac1;
fp1= ob->obmat[0];
fp2= slowmat[0];
for(a=0; a<16; a++, fp1++, fp2++) {
fp1[0]= fac1*fp1[0] + fac2*fp2[0];
}
}
}
else {
object_to_mat4(ob, ob->obmat);
}
if(ob->track)
solve_tracking(ob, ob->track->obmat);
solve_constraints(ob, TARGET_OBJECT, NULL, G.scene->r.cfra);
/* WATCH IT!!! */
ob->ipo= ipo;
}
extern void Mat4BlendMat4(float out[][4], float dst[][4], float src[][4], float srcweight);
void solve_constraints (Object *ob, short obtype, void *obdata, float ctime)
{
bConstraint *con;
float tmat[4][4], focusmat[4][4], lastmat[4][4];
int i, clear=1, tot=0;
float a=0;
float aquat[4], quat[4];
float aloc[3], loc[3];
float asize[3], size[3];
float oldmat[4][4];
float smat[3][3], rmat[3][3], mat[3][3];
float enf;
for (con = ob->constraints.first; con; con=con->next) {
// inverse kinematics is solved seperate
if (con->type==CONSTRAINT_TYPE_KINEMATIC) continue;
/* Clear accumulators if necessary*/
if (clear) {
clear= 0;
a= 0;
tot= 0;
memset(aquat, 0, sizeof(float)*4);
memset(aloc, 0, sizeof(float)*3);
memset(asize, 0, sizeof(float)*3);
}
/* Check this constraint only if it has some enforcement */
if (!(con->flag & CONSTRAINT_DISABLE)) {
/* weird code was here (ton)
if (con->enforce==0.0)
enf = 0.001f;
enf = con->enforce;
*/
enf = con->enforce;
/* Get the targetmat */
get_constraint_target_matrix(con, obtype, obdata, tmat, size, ctime);
Mat4CpyMat4(focusmat, tmat);
/* Extract the components & accumulate */
Mat4ToQuat(focusmat, quat);
VECCOPY(loc, focusmat[3]);
Mat3CpyMat4(mat, focusmat);
Mat3ToSize(mat, size);
a+= enf;
tot++;
for(i=0; i<3; i++) {
aquat[i+1]+=(quat[i+1]) * enf;
aloc[i]+=(loc[i]) * enf;
asize[i]+=(size[i]-1.0f) * enf;
}
aquat[0]+=(quat[0])*enf;
Mat4CpyMat4(lastmat, focusmat);
}
/* If the next constraint is not the same type (or there isn't one),
* then evaluate the accumulator & request a clear */
if ((!con->next)||(con->next && con->next->type!=con->type)) {
clear= 1;
Mat4CpyMat4(oldmat, ob->obmat);
/* If we have several inputs, do a blend of them */
if (tot) {
if (tot>1) {
if (a) {
for (i=0; i<3; i++) {
asize[i]=1.0f + (asize[i]/(a));
aloc[i]=(aloc[i]/a);
}
NormalQuat(aquat);
QuatToMat3(aquat, rmat);
SizeToMat3(asize, smat);
Mat3MulMat3(mat, rmat, smat);
Mat4CpyMat3(focusmat, mat);
VECCOPY(focusmat[3], aloc);
evaluate_constraint(con, ob, obtype, obdata, focusmat);
}
}
/* If we only have one, blend with the current obmat */
else {
float solution[4][4];
float delta[4][4];
float imat[4][4];
float identity[4][4];
float worldmat[4][4];
if (con->type!=CONSTRAINT_TYPE_KINEMATIC) {
/* If we're not an IK constraint, solve the constraint then blend it to the previous one */
evaluate_constraint(con, ob, obtype, obdata, lastmat);
Mat4CpyMat4 (solution, ob->obmat);
/* Interpolate the enforcement */
Mat4Invert (imat, oldmat);
Mat4MulMat4 (delta, solution, imat);
if (a<1.0) {
Mat4One(identity);
Mat4BlendMat4(delta, identity, delta, a);
}
Mat4MulMat4 (ob->obmat, delta, oldmat);
}
else{
/* Interpolate the target between the chain's unconstrained endpoint and the effector loc */
if (obtype==TARGET_BONE) {
get_objectspace_bone_matrix(obdata, oldmat, 1, 1);
Mat4MulMat4(worldmat, oldmat, ob->parent->obmat);
Mat4BlendMat4(focusmat, worldmat, lastmat, a);
evaluate_constraint(con, ob, obtype, obdata, focusmat);
}
}
}
}
}
}
}
/* for calculation of the inverse parent transform, only used for editor */
void what_does_parent(Object *ob)
{
clear_workob();
Mat4One(workob.obmat);
Mat4One(workob.parentinv);
workob.parent= ob->parent;
workob.track= ob->track;
workob.trackflag= ob->trackflag;
workob.upflag= ob->upflag;
workob.partype= ob->partype;
workob.par1= ob->par1;
workob.par2= ob->par2;
workob.par3= ob->par3;
workob.constraints.first = ob->constraints.first;
workob.constraints.last = ob->constraints.last;
strcpy (workob.parsubstr, ob->parsubstr);
where_is_object(&workob);
}
BoundBox *unit_boundbox()
{
BoundBox *bb;
bb= MEM_mallocN(sizeof(BoundBox), "bb");
bb->vec[0][0]=bb->vec[1][0]=bb->vec[2][0]=bb->vec[3][0]= -1.0;
bb->vec[4][0]=bb->vec[5][0]=bb->vec[6][0]=bb->vec[7][0]= 1.0;
bb->vec[0][1]=bb->vec[1][1]=bb->vec[4][1]=bb->vec[5][1]= -1.0;
bb->vec[2][1]=bb->vec[3][1]=bb->vec[6][1]=bb->vec[7][1]= 1.0;
bb->vec[0][2]=bb->vec[3][2]=bb->vec[4][2]=bb->vec[7][2]= -1.0;
bb->vec[1][2]=bb->vec[2][2]=bb->vec[5][2]=bb->vec[6][2]= 1.0;
return bb;
}
void minmax_object(Object *ob, float *min, float *max)
{
BoundBox bb;
Mesh *me;
Curve *cu;
float vec[3];
int a;
switch(ob->type) {
case OB_CURVE:
case OB_FONT:
case OB_SURF:
cu= ob->data;
if(cu->bb==0) tex_space_curve(cu);
bb= *(cu->bb);
for(a=0; a<8; a++) {
Mat4MulVecfl(ob->obmat, bb.vec[a]);
DO_MINMAX(bb.vec[a], min, max);
}
break;
case OB_MESH:
me= get_mesh(ob);
if(me) {
if(me->bb==0) tex_space_mesh(me);
bb= *(me->bb);
for(a=0; a<8; a++) {
Mat4MulVecfl(ob->obmat, bb.vec[a]);
DO_MINMAX(bb.vec[a], min, max);
}
}
if(min[0] < max[0] ) break;
/* else here no break!!!, mesh can be zero sized */
default:
DO_MINMAX(ob->obmat[3], min, max);
VECCOPY(vec, ob->obmat[3]);
VecAddf(vec, vec, ob->size);
DO_MINMAX(vec, min, max);
VECCOPY(vec, ob->obmat[3]);
VecSubf(vec, vec, ob->size);
DO_MINMAX(vec, min, max);
break;
}
}
/* the main object update call, for object matrix, constraints, keys and displist (modifiers) */
/* requires flags to be set! */
void object_handle_update(Object *ob)
{
if(ob->recalc & OB_RECALC) {
if(ob->recalc & OB_RECALC_OB) where_is_object(ob);
if(ob->recalc & OB_RECALC_DATA) {
/* includes all keys and modifiers */
if(ob->type && ob->type<OB_LAMP) {
// printf("recalcdata %s\n", ob->id.name+2);
makeDispList(ob);
}
else if(ob->type==OB_ARMATURE) {
/* this actually only happens for reading old files... */
if(ob->pose==NULL || (ob->pose->flag & POSE_RECALC))
armature_rebuild_pose(ob, ob->data);
do_all_actions(ob);
where_is_pose(ob);
}
}
ob->recalc &= ~OB_RECALC;
}
}