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blender-archive/source/blender/blenkernel/intern/anim.c
Brecht Van Lommel c2eeae8e64 - Further fixes for duplivert rendering inside a dupligroup.
- Fix for integer overflow when allocating a lot of particles
  (9 million * 8 keys * sizeof cache key).
2008-01-04 21:12:48 +00:00

983 lines
24 KiB
C

/** anim.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 <math.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_rand.h"
#include "DNA_listBase.h"
#include "DNA_curve_types.h"
#include "DNA_effect_types.h"
#include "DNA_group_types.h"
#include "DNA_key_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_particle_types.h"
#include "DNA_scene_types.h"
#include "DNA_view3d_types.h"
#include "DNA_vfont_types.h"
#include "BKE_anim.h"
#include "BKE_DerivedMesh.h"
#include "BKE_displist.h"
#include "BKE_effect.h"
#include "BKE_font.h"
#include "BKE_group.h"
#include "BKE_global.h"
#include "BKE_ipo.h"
#include "BKE_key.h"
#include "BKE_lattice.h"
#include "BKE_main.h"
#include "BKE_object.h"
#include "BKE_particle.h"
#include "BKE_utildefines.h"
#include "BKE_bad_level_calls.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#define MAX_DUPLI_RECUR 4
static void object_duplilist_recursive(ID *id, Object *ob, ListBase *duplilist, float (*par_space_mat)[][4], int level);
void free_path(Path *path)
{
if(path->data) MEM_freeN(path->data);
MEM_freeN(path);
}
void calc_curvepath(Object *ob)
{
BevList *bl;
BevPoint *bevp, *bevpn, *bevpfirst, *bevplast, *tempbevp;
Curve *cu;
Nurb *nu;
Path *path;
float *fp, *dist, *maxdist, x, y, z;
float fac, d=0, fac1, fac2;
int a, tot, cycl=0;
float *ft;
/* in a path vertices are with equal differences: path->len = number of verts */
/* NOW WITH BEVELCURVE!!! */
if(ob==NULL || ob->type != OB_CURVE) return;
cu= ob->data;
if(ob==G.obedit) nu= editNurb.first;
else nu= cu->nurb.first;
if(cu->path) free_path(cu->path);
cu->path= NULL;
bl= cu->bev.first;
if(bl==NULL || !bl->nr) return;
cu->path=path= MEM_callocN(sizeof(Path), "path");
/* if POLY: last vertice != first vertice */
cycl= (bl->poly!= -1);
if(cycl) tot= bl->nr;
else tot= bl->nr-1;
path->len= tot+1;
/* exception: vector handle paths and polygon paths should be subdivided at least a factor resolu */
if(path->len<nu->resolu*nu->pntsu) path->len= nu->resolu*nu->pntsu;
dist= (float *)MEM_mallocN((tot+1)*4, "calcpathdist");
/* all lengths in *dist */
bevp= bevpfirst= (BevPoint *)(bl+1);
fp= dist;
*fp= 0;
for(a=0; a<tot; a++) {
fp++;
if(cycl && a==tot-1) {
x= bevpfirst->x - bevp->x;
y= bevpfirst->y - bevp->y;
z= bevpfirst->z - bevp->z;
}
else {
tempbevp = bevp+1;
x= (tempbevp)->x - bevp->x;
y= (tempbevp)->y - bevp->y;
z= (tempbevp)->z - bevp->z;
}
*fp= *(fp-1)+ (float)sqrt(x*x+y*y+z*z);
bevp++;
}
path->totdist= *fp;
/* the path verts in path->data */
/* now also with TILT value */
ft= path->data = (float *)MEM_callocN(16*path->len, "pathdata");
bevp= bevpfirst;
bevpn= bevp+1;
bevplast= bevpfirst + (bl->nr-1);
fp= dist+1;
maxdist= dist+tot;
fac= 1.0f/((float)path->len-1.0f);
fac = fac * path->totdist;
for(a=0; a<path->len; a++) {
d= ((float)a)*fac;
/* we're looking for location (distance) 'd' in the array */
while((d>= *fp) && fp<maxdist) {
fp++;
if(bevp<bevplast) bevp++;
bevpn= bevp+1;
if(bevpn>bevplast) {
if(cycl) bevpn= bevpfirst;
else bevpn= bevplast;
}
}
fac1= *(fp)- *(fp-1);
fac2= *(fp)-d;
fac1= fac2/fac1;
fac2= 1.0f-fac1;
ft[0]= fac1*bevp->x+ fac2*(bevpn)->x;
ft[1]= fac1*bevp->y+ fac2*(bevpn)->y;
ft[2]= fac1*bevp->z+ fac2*(bevpn)->z;
ft[3]= fac1*bevp->alfa+ fac2*(bevpn)->alfa;
ft+= 4;
}
MEM_freeN(dist);
}
int interval_test(int min, int max, int p1, int cycl)
{
if(cycl) {
if( p1 < min)
p1= ((p1 -min) % (max-min+1)) + max+1;
else if(p1 > max)
p1= ((p1 -min) % (max-min+1)) + min;
}
else {
if(p1 < min) p1= min;
else if(p1 > max) p1= max;
}
return p1;
}
/* warning, *vec needs FOUR items! */
/* ctime is normalized range <0-1> */
int where_on_path(Object *ob, float ctime, float *vec, float *dir) /* returns OK */
{
Curve *cu;
Nurb *nu;
BevList *bl;
Path *path;
float *fp, *p0, *p1, *p2, *p3, fac;
float data[4];
int cycl=0, s0, s1, s2, s3;
if(ob==NULL || ob->type != OB_CURVE) return 0;
cu= ob->data;
if(cu->path==NULL || cu->path->data==NULL) {
printf("no path!\n");
}
path= cu->path;
fp= path->data;
/* test for cyclic */
bl= cu->bev.first;
if (!bl->nr) return 0;
if(bl && bl->poly> -1) cycl= 1;
ctime *= (path->len-1);
s1= (int)floor(ctime);
fac= (float)(s1+1)-ctime;
/* path->len is corected for cyclic */
s0= interval_test(0, path->len-1-cycl, s1-1, cycl);
s1= interval_test(0, path->len-1-cycl, s1, cycl);
s2= interval_test(0, path->len-1-cycl, s1+1, cycl);
s3= interval_test(0, path->len-1-cycl, s1+2, cycl);
p0= fp + 4*s0;
p1= fp + 4*s1;
p2= fp + 4*s2;
p3= fp + 4*s3;
/* note, commented out for follow constraint */
//if(cu->flag & CU_FOLLOW) {
set_afgeleide_four_ipo(1.0f-fac, data, KEY_BSPLINE);
dir[0]= data[0]*p0[0] + data[1]*p1[0] + data[2]*p2[0] + data[3]*p3[0] ;
dir[1]= data[0]*p0[1] + data[1]*p1[1] + data[2]*p2[1] + data[3]*p3[1] ;
dir[2]= data[0]*p0[2] + data[1]*p1[2] + data[2]*p2[2] + data[3]*p3[2] ;
/* make compatible with vectoquat */
dir[0]= -dir[0];
dir[1]= -dir[1];
dir[2]= -dir[2];
//}
nu= cu->nurb.first;
/* make sure that first and last frame are included in the vectors here */
if((nu->type & 7)==CU_POLY) set_four_ipo(1.0f-fac, data, KEY_LINEAR);
else if((nu->type & 7)==CU_BEZIER) set_four_ipo(1.0f-fac, data, KEY_LINEAR);
else if(s0==s1 || p2==p3) set_four_ipo(1.0f-fac, data, KEY_CARDINAL);
else set_four_ipo(1.0f-fac, data, KEY_BSPLINE);
vec[0]= data[0]*p0[0] + data[1]*p1[0] + data[2]*p2[0] + data[3]*p3[0] ;
vec[1]= data[0]*p0[1] + data[1]*p1[1] + data[2]*p2[1] + data[3]*p3[1] ;
vec[2]= data[0]*p0[2] + data[1]*p1[2] + data[2]*p2[2] + data[3]*p3[2] ;
vec[3]= data[0]*p0[3] + data[1]*p1[3] + data[2]*p2[3] + data[3]*p3[3] ;
return 1;
}
/* ****************** DUPLICATOR ************** */
static DupliObject *new_dupli_object(ListBase *lb, Object *ob, float mat[][4], int lay, int index, int type)
{
DupliObject *dob= MEM_callocN(sizeof(DupliObject), "dupliobject");
BLI_addtail(lb, dob);
dob->ob= ob;
Mat4CpyMat4(dob->mat, mat);
Mat4CpyMat4(dob->omat, ob->obmat);
dob->origlay= ob->lay;
dob->index= index;
dob->type= type;
ob->lay= lay;
return dob;
}
static void group_duplilist(ListBase *lb, Object *ob, int level)
{
DupliObject *dob;
Group *group;
GroupObject *go;
float mat[4][4];
if(ob->dup_group==NULL) return;
group= ob->dup_group;
/* simple preventing of too deep nested groups */
if(level>MAX_DUPLI_RECUR) return;
/* handles animated groups, and */
/* we need to check update for objects that are not in scene... */
group_handle_recalc_and_update(ob, group);
for(go= group->gobject.first; go; go= go->next) {
/* note, if you check on layer here, render goes wrong... it still deforms verts and uses parent imat */
if(go->ob!=ob) {
Mat4MulMat4(mat, go->ob->obmat, ob->obmat);
dob= new_dupli_object(lb, go->ob, mat, ob->lay, 0, OB_DUPLIGROUP);
dob->no_draw= (dob->origlay & group->layer)==0;
if(go->ob->transflag & OB_DUPLI) {
Mat4CpyMat4(dob->ob->obmat, dob->mat);
object_duplilist_recursive((ID *)group, go->ob, lb, &ob->obmat, level+1);
Mat4CpyMat4(dob->ob->obmat, dob->omat);
}
}
}
}
static void frames_duplilist(ListBase *lb, Object *ob, int level)
{
extern int enable_cu_speed; /* object.c */
Object copyob;
int cfrao, ok;
/* simple preventing of too deep nested groups */
if(level>MAX_DUPLI_RECUR) return;
cfrao= G.scene->r.cfra;
if(ob->parent==NULL && ob->track==NULL && ob->ipo==NULL && ob->constraints.first==NULL) return;
if(ob->transflag & OB_DUPLINOSPEED) enable_cu_speed= 0;
copyob= *ob; /* store transform info */
for(G.scene->r.cfra= ob->dupsta; G.scene->r.cfra<=ob->dupend; G.scene->r.cfra++) {
ok= 1;
if(ob->dupoff) {
ok= G.scene->r.cfra - ob->dupsta;
ok= ok % (ob->dupon+ob->dupoff);
if(ok < ob->dupon) ok= 1;
else ok= 0;
}
if(ok) {
do_ob_ipo(ob);
where_is_object_time(ob, (float)G.scene->r.cfra);
new_dupli_object(lb, ob, ob->obmat, ob->lay, G.scene->r.cfra, OB_DUPLIFRAMES);
}
}
*ob= copyob; /* restore transform info */
G.scene->r.cfra= cfrao;
enable_cu_speed= 1;
}
struct vertexDupliData {
ID *id; /* scene or group, for recursive loops */
int level;
ListBase *lb;
float pmat[4][4];
float obmat[4][4]; /* Only used for dupliverts inside dupligroups, where the ob->obmat is modified */
Object *ob, *par;
};
static void vertex_dupli__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
{
struct vertexDupliData *vdd= userData;
float vec[3], *q2, mat[3][3], tmat[4][4], obmat[4][4];
VECCOPY(vec, co);
Mat4MulVecfl(vdd->pmat, vec);
VecSubf(vec, vec, vdd->pmat[3]);
VecAddf(vec, vec, vdd->obmat[3]);
Mat4CpyMat4(obmat, vdd->obmat);
VECCOPY(obmat[3], vec);
if(vdd->par->transflag & OB_DUPLIROT) {
if(no_f) {
vec[0]= -no_f[0]; vec[1]= -no_f[1]; vec[2]= -no_f[2];
}
else if(no_s) {
vec[0]= -no_s[0]; vec[1]= -no_s[1]; vec[2]= -no_s[2];
}
q2= vectoquat(vec, vdd->ob->trackflag, vdd->ob->upflag);
QuatToMat3(q2, mat);
Mat4CpyMat4(tmat, obmat);
Mat4MulMat43(obmat, tmat, mat);
}
new_dupli_object(vdd->lb, vdd->ob, obmat, vdd->par->lay, index, OB_DUPLIVERTS);
if(vdd->ob->transflag & OB_DUPLI) {
float tmpmat[4][4];
Mat4CpyMat4(tmpmat, vdd->ob->obmat);
Mat4CpyMat4(vdd->ob->obmat, obmat); /* pretend we are really this mat */
object_duplilist_recursive((ID *)vdd->id, vdd->ob, vdd->lb, &obmat, vdd->level+1);
Mat4CpyMat4(vdd->ob->obmat, tmpmat);
}
}
static void vertex_duplilist(ListBase *lb, ID *id, Object *par, float (*par_space_mat)[][4], int level)
{
Object *ob, *ob_iter;
Base *base = NULL;
float vec[3], no[3], pmat[4][4];
int lay, totvert, a, oblay;
DerivedMesh *dm;
struct vertexDupliData vdd;
Scene *sce = NULL;
Group *group = NULL;
GroupObject * go = NULL;
Mat4CpyMat4(pmat, par->obmat);
/* simple preventing of too deep nested groups */
if(level>MAX_DUPLI_RECUR) return;
if(par==G.obedit)
dm= editmesh_get_derived_cage(CD_MASK_BAREMESH);
else
dm = mesh_get_derived_deform(par, CD_MASK_BAREMESH);
totvert = dm->getNumVerts(dm);
/* having to loop on scene OR group objects is NOT FUN */
if (GS(id->name) == ID_SCE) {
sce = (Scene *)id;
lay= sce->lay;
base= sce->base.first;
} else {
group = (Group *)id;
lay= group->layer;
go = group->gobject.first;
}
/* Start looping on Scene OR Group objects */
while (base || go) {
if (sce) {
ob_iter= base->object;
oblay = base->lay;
} else {
ob_iter= go->ob;
oblay = ob_iter->lay;
}
if (lay & oblay && G.obedit!=ob_iter) {
ob=ob_iter->parent;
while(ob) {
if(ob==par) {
ob = ob_iter;
/* End Scene/Group object loop, below is generic */
/* par_space_mat - only used for groups so we can modify the space dupli's are in
when par_space_mat is NULL ob->obmat can be used instead of ob__obmat
*/
if (par_space_mat) {
Mat4MulMat4(vdd.obmat, ob->obmat, *par_space_mat);
} else {
Mat4CpyMat4(vdd.obmat, ob->obmat);
}
vdd.id= id;
vdd.level= level;
vdd.lb= lb;
vdd.ob= ob;
vdd.par= par;
Mat4CpyMat4(vdd.pmat, pmat);
/* mballs have a different dupli handling */
if(ob->type!=OB_MBALL) ob->flag |= OB_DONE; /* doesnt render */
if(par==G.obedit) {
dm->foreachMappedVert(dm, vertex_dupli__mapFunc, (void*) &vdd);
}
else {
for(a=0; a<totvert; a++) {
dm->getVertCo(dm, a, vec);
dm->getVertNo(dm, a, no);
vertex_dupli__mapFunc(&vdd, a, vec, no, NULL);
}
}
break;
}
ob= ob->parent;
}
}
if (sce) base= base->next; /* scene loop */
else go= go->next; /* group loop */
}
dm->release(dm);
}
static void face_duplilist(ListBase *lb, ID *id, Object *par, float (*par_space_mat)[][4], int level)
{
Object *ob, *ob_iter;
Base *base = NULL;
DerivedMesh *dm;
MFace *mface;
MVert *mvert;
float pmat[4][4], imat[3][3];
int lay, oblay, totface, a;
Scene *sce = NULL;
Group *group = NULL;
GroupObject *go = NULL;
float ob__obmat[4][4]; /* needed for groups where the object matrix needs to be modified */
/* simple preventing of too deep nested groups */
if(level>MAX_DUPLI_RECUR) return;
Mat4CpyMat4(pmat, par->obmat);
if(par==G.obedit) {
int totvert;
dm= editmesh_get_derived_cage(CD_MASK_BAREMESH);
totface= dm->getNumFaces(dm);
mface= MEM_mallocN(sizeof(MFace)*totface, "mface temp");
dm->copyFaceArray(dm, mface);
totvert= dm->getNumVerts(dm);
mvert= MEM_mallocN(sizeof(MVert)*totvert, "mvert temp");
dm->copyVertArray(dm, mvert);
}
else {
dm = mesh_get_derived_deform(par, CD_MASK_BAREMESH);
totface= dm->getNumFaces(dm);
mface= dm->getFaceArray(dm);
mvert= dm->getVertArray(dm);
}
/* having to loop on scene OR group objects is NOT FUN */
if (GS(id->name) == ID_SCE) {
sce = (Scene *)id;
lay= sce->lay;
base= sce->base.first;
} else {
group = (Group *)id;
lay= group->layer;
go = group->gobject.first;
}
/* Start looping on Scene OR Group objects */
while (base || go) {
if (sce) {
ob_iter= base->object;
oblay = base->lay;
} else {
ob_iter= go->ob;
oblay = ob_iter->lay;
}
if (lay & oblay && G.obedit!=ob_iter) {
ob=ob_iter->parent;
while(ob) {
if(ob==par) {
ob = ob_iter;
/* End Scene/Group object loop, below is generic */
/* par_space_mat - only used for groups so we can modify the space dupli's are in
when par_space_mat is NULL ob->obmat can be used instead of ob__obmat
*/
if (par_space_mat) {
Mat4MulMat4(ob__obmat, ob->obmat, *par_space_mat);
} else {
Mat4CpyMat4(ob__obmat, ob->obmat);
}
Mat3CpyMat4(imat, ob->parentinv);
/* mballs have a different dupli handling */
if(ob->type!=OB_MBALL) ob->flag |= OB_DONE; /* doesnt render */
for(a=0; a<totface; a++) {
float *v1= mvert[ mface[a].v1 ].co;
float *v2= mvert[ mface[a].v2 ].co;
float *v3= mvert[ mface[a].v3 ].co;
float *v4= mface[a].v4?mvert[ mface[a].v4 ].co:NULL;
float cent[3], quat[4], mat[3][3], mat3[3][3], tmat[4][4], obmat[4][4];
/* translation */
if(v4)
CalcCent4f(cent, v1, v2, v3, v4);
else
CalcCent3f(cent, v1, v2, v3);
Mat4MulVecfl(pmat, cent);
VecSubf(cent, cent, pmat[3]);
VecAddf(cent, cent, ob__obmat[3]);
Mat4CpyMat4(obmat, ob__obmat);
VECCOPY(obmat[3], cent);
/* rotation */
triatoquat(v1, v2, v3, quat);
QuatToMat3(quat, mat);
/* scale */
if(par->transflag & OB_DUPLIFACES_SCALE) {
float size= v4?AreaQ3Dfl(v1, v2, v3, v4):AreaT3Dfl(v1, v2, v3);
size= sqrt(size) * par->dupfacesca;
Mat3MulFloat(mat[0], size);
}
Mat3CpyMat3(mat3, mat);
Mat3MulMat3(mat, imat, mat3);
Mat4CpyMat4(tmat, obmat);
Mat4MulMat43(obmat, tmat, mat);
new_dupli_object(lb, ob, obmat, lay, a, OB_DUPLIFACES);
if(ob->transflag & OB_DUPLI) {
float tmpmat[4][4];
Mat4CpyMat4(tmpmat, ob->obmat);
Mat4CpyMat4(ob->obmat, obmat); /* pretend we are really this mat */
object_duplilist_recursive((ID *)id, ob, lb, &ob->obmat, level+1);
Mat4CpyMat4(ob->obmat, tmpmat);
}
}
break;
}
ob= ob->parent;
}
}
if (sce) base= base->next; /* scene loop */
else go= go->next; /* group loop */
}
if(par==G.obedit) {
MEM_freeN(mface);
MEM_freeN(mvert);
}
dm->release(dm);
}
static void new_particle_duplilist(ListBase *lb, ID *id, Object *par, ParticleSystem *psys, int level)
{
GroupObject *go;
Object *ob, **oblist=0;
ParticleSettings *part;
ParticleData *pa;
ParticleKey state;
float ctime, pa_time;
float tmat[4][4], mat[3][3], obrotmat[3][3], parotmat[3][3], size=0.0;
float xvec[3] = {-1.0, 0.0, 0.0}, *q;
int lay, a, k, step_nbr = 0, counter;
int totpart, totchild, totgroup=0, pa_num;
if(psys==0) return;
/* simple preventing of too deep nested groups */
if(level>MAX_DUPLI_RECUR) return;
if (GS(id->name)!=ID_SCE) return; /* No support for groups YET! TODO */
part=psys->part;
if(part==0) return;
ctime = bsystem_time(par, (float)G.scene->r.cfra, 0.0);
totpart = psys->totpart;
totchild = psys->totchild;
BLI_srandom(31415926 + psys->seed);
lay= G.scene->lay;
if((part->draw_as == PART_DRAW_OB && part->dup_ob) ||
(part->draw_as == PART_DRAW_GR && part->dup_group && part->dup_group->gobject.first)) {
if(psys->flag & (PSYS_HAIR_DONE|PSYS_KEYED) && part->draw & PART_DRAW_KEYS)
step_nbr = part->keys_step;
else
step_nbr = 0;
psys->lattice = psys_get_lattice(par, psys);
if(part->draw_as==PART_DRAW_GR) {
group_handle_recalc_and_update(par, part->dup_group);
go= part->dup_group->gobject.first;
while(go) {
go=go->next;
totgroup++;
}
oblist= MEM_callocN(totgroup*sizeof(Object *), "dupgroup object list");
go= part->dup_group->gobject.first;
for(a=0; a<totgroup; a++, go=go->next)
oblist[a]=go->ob;
}
if(totchild==0 || part->draw & PART_DRAW_PARENT)
a=0;
else
a=totpart;
for(pa=psys->particles,counter=0; a<totpart+totchild; a++,pa++,counter++) {
if(a<totpart) {
if(pa->flag & (PARS_UNEXIST+PARS_NO_DISP)) continue;
pa_num=pa->num;
pa_time=pa->time;
size=pa->size;
}
else {
/* TODO: figure these two out */
pa_num = a;
pa_time = psys->particles[psys->child[a - totpart].parent].time;
size=psys_get_child_size(psys, &psys->child[a - totpart], ctime, 0);
}
if(part->draw_as==PART_DRAW_GR) {
if(part->draw&PART_DRAW_RAND_GR)
ob = oblist[BLI_rand() % totgroup];
else if(part->from==PART_FROM_PARTICLE)
ob = oblist[pa_num % totgroup];
else
ob = oblist[a % totgroup];
}
else
ob = part->dup_ob;
for(k=0; k<=step_nbr; k++, counter++) {
if(step_nbr) {
state.time = (float)k / (float)step_nbr;
psys_get_particle_on_path(par, psys, a, &state, 0);
}
else {
state.time = -1.0;
if(psys_get_particle_state(par, psys, a, &state, 0) == 0)
continue;
}
QuatToMat3(state.rot, parotmat);
if(part->draw_as==PART_DRAW_GR && psys->part->draw & PART_DRAW_WHOLE_GR) {
for(go= part->dup_group->gobject.first; go; go= go->next) {
Mat4CpyMat4(tmat, go->ob->obmat);
Mat4MulMat43(tmat, go->ob->obmat, parotmat);
Mat4MulFloat3((float *)tmat, size);
VECADD(tmat[3], go->ob->obmat[3], state.co);
new_dupli_object(lb, go->ob, tmat, par->lay, counter, OB_DUPLIPARTS);
}
}
else {
/* to give ipos in object correct offset */
where_is_object_time(ob, ctime-pa_time);
q = vectoquat(xvec, ob->trackflag, ob->upflag);
QuatToMat3(q, obrotmat);
Mat3MulMat3(mat, parotmat, obrotmat);
Mat4CpyMat4(tmat, ob->obmat);
Mat4MulMat43(tmat, ob->obmat, mat);
Mat4MulFloat3((float *)tmat, size);
VECCOPY(tmat[3], state.co);
new_dupli_object(lb, ob, tmat, par->lay, counter, OB_DUPLIPARTS);
}
}
}
}
if(oblist)
MEM_freeN(oblist);
if(psys->lattice) {
end_latt_deform();
psys->lattice = 0;
}
}
static Object *find_family_object(Object **obar, char *family, char ch)
{
Object *ob;
int flen;
if( obar[ch] ) return obar[ch];
flen= strlen(family);
ob= G.main->object.first;
while(ob) {
if( ob->id.name[flen+2]==ch ) {
if( strncmp(ob->id.name+2, family, flen)==0 ) break;
}
ob= ob->id.next;
}
obar[ch]= ob;
return ob;
}
static void font_duplilist(ListBase *lb, Object *par, int level)
{
Object *ob, *obar[256];
Curve *cu;
struct chartrans *ct, *chartransdata;
float vec[3], obmat[4][4], pmat[4][4], fsize, xof, yof;
int slen, a;
/* simple preventing of too deep nested groups */
if(level>MAX_DUPLI_RECUR) return;
Mat4CpyMat4(pmat, par->obmat);
/* in par the family name is stored, use this to find the other objects */
chartransdata= text_to_curve(par, FO_DUPLI);
if(chartransdata==0) return;
memset(obar, 0, 256*sizeof(void *));
cu= par->data;
slen= strlen(cu->str);
fsize= cu->fsize;
xof= cu->xof;
yof= cu->yof;
ct= chartransdata;
for(a=0; a<slen; a++, ct++) {
ob= find_family_object(obar, cu->family, cu->str[a]);
if(ob) {
vec[0]= fsize*(ct->xof - xof);
vec[1]= fsize*(ct->yof - yof);
vec[2]= 0.0;
Mat4MulVecfl(pmat, vec);
Mat4CpyMat4(obmat, par->obmat);
VECCOPY(obmat[3], vec);
new_dupli_object(lb, ob, obmat, par->lay, a, OB_DUPLIVERTS);
}
}
MEM_freeN(chartransdata);
}
/* ***************************** */
static void object_duplilist_recursive(ID *id, Object *ob, ListBase *duplilist, float (*par_space_mat)[][4], int level)
{
if((ob->transflag & OB_DUPLI)==0)
return;
/* Should the dupli's be generated for this object? - Respect restrict flags */
if (G.rendering) {
if (ob->restrictflag & OB_RESTRICT_RENDER) {
return;
}
} else {
if (ob->restrictflag & OB_RESTRICT_VIEW) {
return;
}
}
if(ob->transflag & OB_DUPLIPARTS) {
ParticleSystem *psys = ob->particlesystem.first;
for(; psys; psys=psys->next)
new_particle_duplilist(duplilist, id, ob, psys, level+1);
}
else if(ob->transflag & OB_DUPLIVERTS) {
if(ob->type==OB_MESH) {
vertex_duplilist(duplilist, id, ob, par_space_mat, level+1);
}
else if(ob->type==OB_FONT) {
if (GS(id->name)==ID_SCE) { /* TODO - support dupligroups */
font_duplilist(duplilist, ob, level+1);
}
}
}
else if(ob->transflag & OB_DUPLIFACES) {
if(ob->type==OB_MESH)
face_duplilist(duplilist, id, ob, par_space_mat, level+1);
}
else if(ob->transflag & OB_DUPLIFRAMES) {
if (GS(id->name)==ID_SCE) { /* TODO - support dupligroups */
frames_duplilist(duplilist, ob, level+1);
}
} else if(ob->transflag & OB_DUPLIGROUP) {
DupliObject *dob;
group_duplilist(duplilist, ob, level+1); /* now recursive */
if (level==0) {
for(dob= duplilist->first; dob; dob= dob->next)
if(dob->type == OB_DUPLIGROUP)
Mat4CpyMat4(dob->ob->obmat, dob->mat);
}
}
}
/* note; group dupli's already set transform matrix. see note in group_duplilist() */
ListBase *object_duplilist(Scene *sce, Object *ob)
{
ListBase *duplilist= MEM_mallocN(sizeof(ListBase), "duplilist");
duplilist->first= duplilist->last= NULL;
object_duplilist_recursive((ID *)sce, ob, duplilist, NULL, 0);
return duplilist;
}
void free_object_duplilist(ListBase *lb)
{
DupliObject *dob;
for(dob= lb->first; dob; dob= dob->next) {
dob->ob->lay= dob->origlay;
Mat4CpyMat4(dob->ob->obmat, dob->omat);
}
BLI_freelistN(lb);
MEM_freeN(lb);
}
int count_duplilist(Object *ob)
{
if(ob->transflag & OB_DUPLI) {
if(ob->transflag & OB_DUPLIVERTS) {
if(ob->type==OB_MESH) {
if(ob->transflag & OB_DUPLIVERTS) {
ParticleSystem *psys = ob->particlesystem.first;
int pdup=0;
for(; psys; psys=psys->next)
pdup += psys->totpart;
if(pdup==0){
Mesh *me= ob->data;
return me->totvert;
}
else
return pdup;
}
}
}
else if(ob->transflag & OB_DUPLIFRAMES) {
int tot= ob->dupend - ob->dupsta;
tot/= (ob->dupon+ob->dupoff);
return tot*ob->dupon;
}
}
return 1;
}