* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this. * removed deprecated solid physics library, sumo integrations and qhull, a dependency * removed ODE, was no longer being build or supported * remove BEOS and AMIGA defines and references in Makefiles.
737 lines
17 KiB
C
737 lines
17 KiB
C
/* scene.c
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*
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*
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* $Id$
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*
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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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* 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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#include <stdio.h>
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#include <string.h>
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#ifndef WIN32
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#include <unistd.h>
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#else
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#include <io.h>
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#endif
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#include "MEM_guardedalloc.h"
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#include "DNA_anim_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_color_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_group_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_material_types.h"
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#include "DNA_meta_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 "DNA_scriptlink_types.h"
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#include "DNA_texture_types.h"
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#include "DNA_userdef_types.h"
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#include "BKE_action.h"
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#include "BKE_anim.h"
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#include "BKE_animsys.h"
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#include "BKE_armature.h"
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#include "BKE_colortools.h"
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#include "BKE_colortools.h"
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#include "BKE_constraint.h"
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#include "BKE_depsgraph.h"
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#include "BKE_global.h"
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#include "BKE_group.h"
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#include "BKE_ipo.h"
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#include "BKE_idprop.h"
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#include "BKE_image.h"
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#include "BKE_key.h"
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#include "BKE_library.h"
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#include "BKE_main.h"
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#include "BKE_node.h"
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#include "BKE_object.h"
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#include "BKE_scene.h"
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#include "BKE_sculpt.h"
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#include "BKE_sequence.h"
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#include "BKE_world.h"
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#include "BKE_utildefines.h"
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//XXX #include "BIF_previewrender.h"
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//XXX #include "BIF_editseq.h"
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#ifndef DISABLE_PYTHON
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#include "BPY_extern.h"
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#endif
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#include "BLI_arithb.h"
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#include "BLI_blenlib.h"
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//XXX #include "nla.h"
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#ifdef WIN32
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#else
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#include <sys/time.h>
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#endif
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void free_avicodecdata(AviCodecData *acd)
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{
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if (acd) {
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if (acd->lpFormat){
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MEM_freeN(acd->lpFormat);
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acd->lpFormat = NULL;
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acd->cbFormat = 0;
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}
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if (acd->lpParms){
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MEM_freeN(acd->lpParms);
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acd->lpParms = NULL;
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acd->cbParms = 0;
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}
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}
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}
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void free_qtcodecdata(QuicktimeCodecData *qcd)
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{
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if (qcd) {
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if (qcd->cdParms){
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MEM_freeN(qcd->cdParms);
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qcd->cdParms = NULL;
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qcd->cdSize = 0;
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}
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}
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}
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/* copy_scene moved to src/header_info.c... should be back */
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/* do not free scene itself */
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void free_scene(Scene *sce)
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{
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Base *base;
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base= sce->base.first;
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while(base) {
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base->object->id.us--;
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base= base->next;
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}
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/* do not free objects! */
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BLI_freelistN(&sce->base);
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seq_free_editing(sce->ed);
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#ifndef DISABLE_PYTHON
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BPY_free_scriptlink(&sce->scriptlink);
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#endif
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BKE_free_animdata((ID *)sce);
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BKE_keyingsets_free(&sce->keyingsets);
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if (sce->r.avicodecdata) {
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free_avicodecdata(sce->r.avicodecdata);
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MEM_freeN(sce->r.avicodecdata);
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sce->r.avicodecdata = NULL;
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}
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if (sce->r.qtcodecdata) {
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free_qtcodecdata(sce->r.qtcodecdata);
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MEM_freeN(sce->r.qtcodecdata);
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sce->r.qtcodecdata = NULL;
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}
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if (sce->r.ffcodecdata.properties) {
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IDP_FreeProperty(sce->r.ffcodecdata.properties);
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MEM_freeN(sce->r.ffcodecdata.properties);
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sce->r.ffcodecdata.properties = NULL;
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}
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BLI_freelistN(&sce->markers);
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BLI_freelistN(&sce->transform_spaces);
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BLI_freelistN(&sce->r.layers);
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if(sce->toolsettings) {
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if(sce->toolsettings->vpaint)
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MEM_freeN(sce->toolsettings->vpaint);
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if(sce->toolsettings->wpaint)
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MEM_freeN(sce->toolsettings->wpaint);
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if(sce->toolsettings->sculpt) {
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sculptsession_free(sce->toolsettings->sculpt);
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MEM_freeN(sce->toolsettings->sculpt);
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}
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MEM_freeN(sce->toolsettings);
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sce->toolsettings = NULL;
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}
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if (sce->theDag) {
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free_forest(sce->theDag);
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MEM_freeN(sce->theDag);
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}
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if(sce->nodetree) {
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ntreeFreeTree(sce->nodetree);
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MEM_freeN(sce->nodetree);
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}
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}
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Scene *add_scene(char *name)
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{
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Scene *sce;
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ParticleEditSettings *pset;
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int a;
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sce= alloc_libblock(&G.main->scene, ID_SCE, name);
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sce->lay= 1;
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sce->selectmode= SCE_SELECT_VERTEX;
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sce->editbutsize= 0.1;
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sce->autokey_mode= U.autokey_mode;
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sce->r.mode= R_GAMMA;
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sce->r.cfra= 1;
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sce->r.sfra= 1;
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sce->r.efra= 250;
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sce->r.xsch= 320;
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sce->r.ysch= 256;
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sce->r.xasp= 1;
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sce->r.yasp= 1;
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sce->r.xparts= 4;
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sce->r.yparts= 4;
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sce->r.size= 100;
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sce->r.planes= 24;
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sce->r.quality= 90;
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sce->r.framapto= 100;
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sce->r.images= 100;
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sce->r.framelen= 1.0;
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sce->r.frs_sec= 25;
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sce->r.frs_sec_base= 1;
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sce->r.ocres = 128;
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sce->r.bake_mode= 1; /* prevent to include render stuff here */
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sce->r.bake_filter= 2;
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sce->r.bake_osa= 5;
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sce->r.bake_flag= R_BAKE_CLEAR;
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sce->r.bake_normal_space= R_BAKE_SPACE_TANGENT;
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sce->r.xplay= 640;
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sce->r.yplay= 480;
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sce->r.freqplay= 60;
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sce->r.depth= 32;
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sce->r.threads= 1;
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sce->r.stereomode = 1; // no stereo
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sce->r.domeangle = 180;
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sce->r.domemode = 1;
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sce->r.domeres = 4;
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sce->r.domeresbuf = 1.0f;
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sce->r.dometilt = 0;
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sce->r.simplify_subsurf= 6;
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sce->r.simplify_particles= 1.0f;
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sce->r.simplify_shadowsamples= 16;
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sce->r.simplify_aosss= 1.0f;
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sce->r.cineonblack= 95;
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sce->r.cineonwhite= 685;
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sce->r.cineongamma= 1.7f;
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sce->toolsettings = MEM_callocN(sizeof(struct ToolSettings),"Tool Settings Struct");
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sce->toolsettings->cornertype=1;
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sce->toolsettings->degr = 90;
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sce->toolsettings->step = 9;
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sce->toolsettings->turn = 1;
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sce->toolsettings->extr_offs = 1;
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sce->toolsettings->doublimit = 0.001;
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sce->toolsettings->segments = 32;
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sce->toolsettings->rings = 32;
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sce->toolsettings->vertices = 32;
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sce->toolsettings->editbutflag = 1;
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sce->toolsettings->uvcalc_radius = 1.0f;
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sce->toolsettings->uvcalc_cubesize = 1.0f;
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sce->toolsettings->uvcalc_mapdir = 1;
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sce->toolsettings->uvcalc_mapalign = 1;
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sce->toolsettings->unwrapper = 1;
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sce->toolsettings->select_thresh= 0.01f;
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sce->toolsettings->jointrilimit = 0.8f;
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sce->toolsettings->skgen_resolution = 100;
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sce->toolsettings->skgen_threshold_internal = 0.01f;
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sce->toolsettings->skgen_threshold_external = 0.01f;
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sce->toolsettings->skgen_angle_limit = 45.0f;
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sce->toolsettings->skgen_length_ratio = 1.3f;
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sce->toolsettings->skgen_length_limit = 1.5f;
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sce->toolsettings->skgen_correlation_limit = 0.98f;
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sce->toolsettings->skgen_symmetry_limit = 0.1f;
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sce->toolsettings->skgen_postpro = SKGEN_SMOOTH;
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sce->toolsettings->skgen_postpro_passes = 1;
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sce->toolsettings->skgen_options = SKGEN_FILTER_INTERNAL|SKGEN_FILTER_EXTERNAL|SKGEN_FILTER_SMART|SKGEN_HARMONIC|SKGEN_SUB_CORRELATION|SKGEN_STICK_TO_EMBEDDING;
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sce->toolsettings->skgen_subdivisions[0] = SKGEN_SUB_CORRELATION;
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sce->toolsettings->skgen_subdivisions[1] = SKGEN_SUB_LENGTH;
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sce->toolsettings->skgen_subdivisions[2] = SKGEN_SUB_ANGLE;
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sce->toolsettings->proportional_size = 1.0f;
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pset= &sce->toolsettings->particle;
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pset->flag= PE_KEEP_LENGTHS|PE_LOCK_FIRST|PE_DEFLECT_EMITTER;
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pset->emitterdist= 0.25f;
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pset->totrekey= 5;
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pset->totaddkey= 5;
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pset->brushtype= PE_BRUSH_NONE;
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for(a=0; a<PE_TOT_BRUSH; a++) {
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pset->brush[a].strength= 50;
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pset->brush[a].size= 50;
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pset->brush[a].step= 10;
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}
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pset->brush[PE_BRUSH_CUT].strength= 100;
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sce->jumpframe = 10;
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sce->audio.mixrate = 44100;
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strcpy(sce->r.backbuf, "//backbuf");
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strcpy(sce->r.pic, U.renderdir);
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BLI_init_rctf(&sce->r.safety, 0.1f, 0.9f, 0.1f, 0.9f);
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sce->r.osa= 8;
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/* note; in header_info.c the scene copy happens..., if you add more to renderdata it has to be checked there */
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scene_add_render_layer(sce);
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return sce;
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}
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Base *object_in_scene(Object *ob, Scene *sce)
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{
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Base *base;
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base= sce->base.first;
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while(base) {
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if(base->object == ob) return base;
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base= base->next;
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}
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return NULL;
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}
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void set_scene_bg(Scene *scene)
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{
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Scene *sce;
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Base *base;
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Object *ob;
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Group *group;
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GroupObject *go;
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int flag;
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/* check for cyclic sets, for reading old files but also for definite security (py?) */
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scene_check_setscene(scene);
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/* deselect objects (for dataselect) */
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for(ob= G.main->object.first; ob; ob= ob->id.next)
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ob->flag &= ~(SELECT|OB_FROMGROUP);
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/* group flags again */
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for(group= G.main->group.first; group; group= group->id.next) {
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go= group->gobject.first;
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while(go) {
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if(go->ob) go->ob->flag |= OB_FROMGROUP;
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go= go->next;
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}
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}
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/* sort baselist */
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DAG_scene_sort(scene);
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/* ensure dags are built for sets */
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for(sce= scene->set; sce; sce= sce->set)
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if(sce->theDag==NULL)
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DAG_scene_sort(sce);
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/* copy layers and flags from bases to objects */
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for(base= scene->base.first; base; base= base->next) {
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ob= base->object;
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ob->lay= base->lay;
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/* group patch... */
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base->flag &= ~(OB_FROMGROUP);
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flag= ob->flag & (OB_FROMGROUP);
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base->flag |= flag;
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/* not too nice... for recovering objects with lost data */
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if(ob->pose==NULL) base->flag &= ~OB_POSEMODE;
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ob->flag= base->flag;
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ob->ctime= -1234567.0; /* force ipo to be calculated later */
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}
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/* no full animation update, this to enable render code to work (render code calls own animation updates) */
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/* do we need FRAMECHANGED in set_scene? */
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// if (G.f & G_DOSCRIPTLINKS) BPY_do_all_scripts(SCRIPT_FRAMECHANGED, 0);
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}
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/* called from creator.c */
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void set_scene_name(char *name)
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{
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Scene *sce;
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for (sce= G.main->scene.first; sce; sce= sce->id.next) {
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if (BLI_streq(name, sce->id.name+2)) {
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set_scene_bg(sce);
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return;
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}
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}
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//XXX error("Can't find scene: %s", name);
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}
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/* used by metaballs
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* doesnt return the original duplicated object, only dupli's
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*/
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int next_object(Scene *scene, int val, Base **base, Object **ob)
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{
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static ListBase *duplilist= NULL;
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static DupliObject *dupob;
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static int fase= F_START, in_next_object= 0;
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int run_again=1;
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/* init */
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if(val==0) {
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fase= F_START;
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dupob= NULL;
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/* XXX particle systems with metas+dupligroups call this recursively */
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/* see bug #18725 */
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if(in_next_object) {
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printf("ERROR: MetaBall generation called recursively, not supported\n");
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return F_ERROR;
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}
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}
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else {
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in_next_object= 1;
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/* run_again is set when a duplilist has been ended */
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while(run_again) {
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run_again= 0;
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/* the first base */
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if(fase==F_START) {
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*base= scene->base.first;
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if(*base) {
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*ob= (*base)->object;
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fase= F_SCENE;
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}
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else {
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/* exception: empty scene */
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if(scene->set && scene->set->base.first) {
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*base= scene->set->base.first;
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*ob= (*base)->object;
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fase= F_SET;
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}
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}
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}
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else {
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if(*base && fase!=F_DUPLI) {
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*base= (*base)->next;
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if(*base) *ob= (*base)->object;
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else {
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if(fase==F_SCENE) {
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/* scene is finished, now do the set */
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if(scene->set && scene->set->base.first) {
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*base= scene->set->base.first;
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*ob= (*base)->object;
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fase= F_SET;
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}
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}
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}
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}
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}
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if(*base == NULL) fase= F_START;
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else {
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if(fase!=F_DUPLI) {
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if( (*base)->object->transflag & OB_DUPLI) {
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/* groups cannot be duplicated for mballs yet,
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this enters eternal loop because of
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makeDispListMBall getting called inside of group_duplilist */
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if((*base)->object->dup_group == NULL) {
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duplilist= object_duplilist(scene, (*base)->object);
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dupob= duplilist->first;
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if(!dupob)
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free_object_duplilist(duplilist);
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}
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}
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}
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/* handle dupli's */
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if(dupob) {
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Mat4CpyMat4(dupob->ob->obmat, dupob->mat);
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(*base)->flag |= OB_FROMDUPLI;
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*ob= dupob->ob;
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fase= F_DUPLI;
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dupob= dupob->next;
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}
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else if(fase==F_DUPLI) {
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fase= F_SCENE;
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|
(*base)->flag &= ~OB_FROMDUPLI;
|
|
|
|
for(dupob= duplilist->first; dupob; dupob= dupob->next) {
|
|
Mat4CpyMat4(dupob->ob->obmat, dupob->omat);
|
|
}
|
|
|
|
free_object_duplilist(duplilist);
|
|
duplilist= NULL;
|
|
run_again= 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* reset recursion test */
|
|
in_next_object= 0;
|
|
|
|
return fase;
|
|
}
|
|
|
|
Object *scene_find_camera(Scene *sc)
|
|
{
|
|
Base *base;
|
|
|
|
for (base= sc->base.first; base; base= base->next)
|
|
if (base->object->type==OB_CAMERA)
|
|
return base->object;
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
Base *scene_add_base(Scene *sce, Object *ob)
|
|
{
|
|
Base *b= MEM_callocN(sizeof(*b), "scene_add_base");
|
|
BLI_addhead(&sce->base, b);
|
|
|
|
b->object= ob;
|
|
b->flag= ob->flag;
|
|
b->lay= ob->lay;
|
|
|
|
return b;
|
|
}
|
|
|
|
void scene_deselect_all(Scene *sce)
|
|
{
|
|
Base *b;
|
|
|
|
for (b= sce->base.first; b; b= b->next) {
|
|
b->flag&= ~SELECT;
|
|
b->object->flag= b->flag;
|
|
}
|
|
}
|
|
|
|
void scene_select_base(Scene *sce, Base *selbase)
|
|
{
|
|
scene_deselect_all(sce);
|
|
|
|
selbase->flag |= SELECT;
|
|
selbase->object->flag= selbase->flag;
|
|
|
|
sce->basact= selbase;
|
|
}
|
|
|
|
/* checks for cycle, returns 1 if it's all OK */
|
|
int scene_check_setscene(Scene *sce)
|
|
{
|
|
Scene *scene;
|
|
int a, totscene;
|
|
|
|
if(sce->set==NULL) return 1;
|
|
|
|
totscene= 0;
|
|
for(scene= G.main->scene.first; scene; scene= scene->id.next)
|
|
totscene++;
|
|
|
|
for(a=0, scene=sce; scene->set; scene=scene->set, a++) {
|
|
/* more iterations than scenes means we have a cycle */
|
|
if(a > totscene) {
|
|
/* the tested scene gets zero'ed, that's typically current scene */
|
|
sce->set= NULL;
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
/* This (evil) function is needed to cope with two legacy Blender rendering features
|
|
* mblur (motion blur that renders 'subframes' and blurs them together), and fields
|
|
* rendering. Thus, the use of ugly globals from object.c
|
|
*/
|
|
// BAD... EVIL... JUJU...!!!!
|
|
// XXX moved here temporarily
|
|
float frame_to_float (Scene *scene, int cfra) /* see also bsystem_time in object.c */
|
|
{
|
|
extern float bluroffs; /* bad stuff borrowed from object.c */
|
|
extern float fieldoffs;
|
|
float ctime;
|
|
|
|
ctime= (float)cfra;
|
|
ctime+= bluroffs+fieldoffs;
|
|
ctime*= scene->r.framelen;
|
|
|
|
return ctime;
|
|
}
|
|
|
|
static void scene_update(Scene *sce, unsigned int lay)
|
|
{
|
|
Base *base;
|
|
Object *ob;
|
|
float ctime = frame_to_float(sce, sce->r.cfra);
|
|
|
|
if(sce->theDag==NULL)
|
|
DAG_scene_sort(sce);
|
|
|
|
DAG_scene_update_flags(sce, lay); // only stuff that moves or needs display still
|
|
|
|
/* All 'standard' (i.e. without any dependencies) animation is handled here,
|
|
* with an 'local' to 'macro' order of evaluation. This should ensure that
|
|
* settings stored nestled within a hierarchy (i.e. settings in a Texture block
|
|
* can be overridden by settings from Scene, which owns the Texture through a hierarchy
|
|
* such as Scene->World->MTex/Texture) can still get correctly overridden.
|
|
*/
|
|
BKE_animsys_evaluate_all_animation(G.main, ctime);
|
|
|
|
for(base= sce->base.first; base; base= base->next) {
|
|
ob= base->object;
|
|
|
|
object_handle_update(sce, ob); // bke_object.h
|
|
|
|
/* only update layer when an ipo */
|
|
// XXX old animation system
|
|
//if(ob->ipo && has_ipo_code(ob->ipo, OB_LAY) ) {
|
|
// base->lay= ob->lay;
|
|
//}
|
|
}
|
|
}
|
|
|
|
|
|
/* applies changes right away, does all sets too */
|
|
void scene_update_for_newframe(Scene *sce, unsigned int lay)
|
|
{
|
|
Scene *scene= sce;
|
|
|
|
/* clear animation overrides */
|
|
// XXX TODO...
|
|
|
|
#ifndef DISABLE_PYTHON
|
|
if (G.f & G_DOSCRIPTLINKS) BPY_do_all_scripts(SCRIPT_FRAMECHANGED, 0);
|
|
#endif
|
|
/* sets first, we allow per definition current scene to have dependencies on sets */
|
|
for(sce= sce->set; sce; sce= sce->set)
|
|
scene_update(sce, lay);
|
|
|
|
scene_update(scene, lay);
|
|
}
|
|
|
|
/* return default layer, also used to patch old files */
|
|
void scene_add_render_layer(Scene *sce)
|
|
{
|
|
SceneRenderLayer *srl;
|
|
int tot= 1 + BLI_countlist(&sce->r.layers);
|
|
|
|
srl= MEM_callocN(sizeof(SceneRenderLayer), "new render layer");
|
|
sprintf(srl->name, "%d RenderLayer", tot);
|
|
BLI_addtail(&sce->r.layers, srl);
|
|
|
|
/* note, this is also in render, pipeline.c, to make layer when scenedata doesnt have it */
|
|
srl->lay= (1<<20) -1;
|
|
srl->layflag= 0x7FFF; /* solid ztra halo edge strand */
|
|
srl->passflag= SCE_PASS_COMBINED|SCE_PASS_Z;
|
|
}
|
|
|
|
void sculptsession_free(Sculpt *sculpt)
|
|
{
|
|
SculptSession *ss= sculpt->session;
|
|
if(ss) {
|
|
if(ss->projverts)
|
|
MEM_freeN(ss->projverts);
|
|
|
|
if(ss->fmap)
|
|
MEM_freeN(ss->fmap);
|
|
|
|
if(ss->fmap_mem)
|
|
MEM_freeN(ss->fmap_mem);
|
|
|
|
if(ss->texcache)
|
|
MEM_freeN(ss->texcache);
|
|
MEM_freeN(ss);
|
|
sculpt->session= NULL;
|
|
}
|
|
}
|
|
|
|
/* render simplification */
|
|
|
|
int get_render_subsurf_level(RenderData *r, int lvl)
|
|
{
|
|
if(G.rt == 1 && (r->mode & R_SIMPLIFY))
|
|
return MIN2(r->simplify_subsurf, lvl);
|
|
else
|
|
return lvl;
|
|
}
|
|
|
|
int get_render_child_particle_number(RenderData *r, int num)
|
|
{
|
|
if(G.rt == 1 && (r->mode & R_SIMPLIFY))
|
|
return (int)(r->simplify_particles*num);
|
|
else
|
|
return num;
|
|
}
|
|
|
|
int get_render_shadow_samples(RenderData *r, int samples)
|
|
{
|
|
if(G.rt == 1 && (r->mode & R_SIMPLIFY) && samples > 0)
|
|
return MIN2(r->simplify_shadowsamples, samples);
|
|
else
|
|
return samples;
|
|
}
|
|
|
|
float get_render_aosss_error(RenderData *r, float error)
|
|
{
|
|
if(G.rt == 1 && (r->mode & R_SIMPLIFY))
|
|
return ((1.0f-r->simplify_aosss)*10.0f + 1.0f)*error;
|
|
else
|
|
return error;
|
|
}
|
|
|
|
void free_dome_warp_text(struct Text *txt)
|
|
{
|
|
Scene *scene;
|
|
|
|
scene = G.main->scene.first;
|
|
while(scene) {
|
|
if (scene->r.dometext == txt)
|
|
scene->r.dometext = NULL;
|
|
scene = scene->id.next;
|
|
}
|
|
}
|