The depsgraph was always created within a fixed evaluation context. Passing both risks the depsgraph and evaluation context not matching, and it complicates the Python API where we'd have to expose both which is not so easy to understand. This also removes the global evaluation context in main, which assumed there to be a single active scene and view layer. Differential Revision: https://developer.blender.org/D3152
390 lines
10 KiB
C
390 lines
10 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is 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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/** \file blender/blenkernel/intern/group.c
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* \ingroup bke
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*/
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_group_types.h"
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#include "DNA_material_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_particle_types.h"
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#include "BLI_blenlib.h"
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#include "BLI_utildefines.h"
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#include "BKE_collection.h"
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#include "BKE_global.h"
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#include "BKE_group.h"
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#include "BKE_icons.h"
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#include "BKE_layer.h"
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#include "BKE_library.h"
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#include "BKE_main.h"
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#include "BKE_object.h"
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#include "BKE_scene.h"
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#include "DEG_depsgraph.h"
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/** Free (or release) any data used by this group (does not free the group itself). */
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void BKE_group_free(Group *group)
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{
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/* No animdata here. */
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BKE_previewimg_free(&group->preview);
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if (group->view_layer != NULL) {
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BKE_view_layer_free(group->view_layer);
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group->view_layer = NULL;
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}
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if (group->collection != NULL) {
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BKE_collection_master_free(&group->id, false);
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MEM_freeN(group->collection);
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group->collection = NULL;
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}
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}
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/**
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* Run when adding new groups or during doversion.
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*/
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void BKE_group_init(Group *group)
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{
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group->collection = MEM_callocN(sizeof(SceneCollection), __func__);
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BLI_strncpy(group->collection->name, "Master Collection", sizeof(group->collection->name));
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group->view_layer = BKE_view_layer_group_add(group);
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/* Unlink the master collection. */
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BKE_collection_unlink(group->view_layer, group->view_layer->layer_collections.first);
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/* Create and link a new default collection. */
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SceneCollection *defaut_collection = BKE_collection_add(&group->id, NULL, COLLECTION_TYPE_GROUP_INTERNAL, NULL);
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BKE_collection_link(group->view_layer, defaut_collection);
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}
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Group *BKE_group_add(Main *bmain, const char *name)
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{
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Group *group;
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group = BKE_libblock_alloc(bmain, ID_GR, name, 0);
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id_us_min(&group->id);
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id_us_ensure_real(&group->id);
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group->layer = (1 << 20) - 1;
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group->preview = NULL;
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BKE_group_init(group);
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return group;
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}
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/**
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* Only copy internal data of Group ID from source to already allocated/initialized destination.
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* You probably nerver want to use that directly, use id_copy or BKE_id_copy_ex for typical needs.
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*
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* WARNING! This function will not handle ID user count!
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*
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* \param flag Copying options (see BKE_library.h's LIB_ID_COPY_... flags for more).
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*/
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void BKE_group_copy_data(Main *UNUSED(bmain), Group *group_dst, const Group *group_src, const int flag)
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{
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/* We never handle usercount here for own data. */
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const int flag_subdata = flag | LIB_ID_CREATE_NO_USER_REFCOUNT;
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/* Do not copy group's preview (same behavior as for objects). */
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if ((flag & LIB_ID_COPY_NO_PREVIEW) == 0 && false) { /* XXX TODO temp hack */
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BKE_previewimg_id_copy(&group_dst->id, &group_src->id);
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}
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else {
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group_dst->preview = NULL;
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}
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group_dst->collection = MEM_dupallocN(group_src->collection);
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SceneCollection *master_collection_src = BKE_collection_master(&group_src->id);
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SceneCollection *master_collection_dst = BKE_collection_master(&group_dst->id);
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/* Recursively creates a new SceneCollection tree. */
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BKE_collection_copy_data(master_collection_dst, master_collection_src,
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flag_subdata);
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group_dst->view_layer = MEM_dupallocN(group_src->view_layer);
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BKE_view_layer_copy_data(group_dst->view_layer, group_src->view_layer,
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master_collection_dst, master_collection_src,
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flag_subdata);
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}
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Group *BKE_group_copy(Main *bmain, const Group *group)
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{
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Group *group_copy;
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BKE_id_copy_ex(bmain, &group->id, (ID **)&group_copy, 0, false);
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return group_copy;
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}
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void BKE_group_make_local(Main *bmain, Group *group, const bool lib_local)
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{
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BKE_id_make_local_generic(bmain, &group->id, true, lib_local);
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}
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/* external */
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static bool group_object_add_internal(Group *group, Object *ob)
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{
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if (group == NULL || ob == NULL) {
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return false;
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}
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/* For now always add to master collection of the group. */
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SceneCollection *scene_collection = GROUP_MASTER_COLLECTION(group);
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/* If the object has been added already it returns false. */
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if (BKE_collection_object_add(&group->id, scene_collection, ob) == false) {
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return false;
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}
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id_us_ensure_real(&ob->id);
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return true;
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}
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bool BKE_group_object_add(Group *group, Object *object)
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{
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if (group_object_add_internal(group, object)) {
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if ((object->flag & OB_FROMGROUP) == 0) {
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object->flag |= OB_FROMGROUP;
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}
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return true;
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}
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else {
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return false;
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}
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}
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/* also used for (ob == NULL) */
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static bool group_object_unlink_internal(Group *group, Object *ob)
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{
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if (group == NULL) {
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return false;
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}
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if (BKE_collections_object_remove(NULL, &group->id, ob, false)) {
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return true;
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}
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return false;
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}
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static bool group_object_cyclic_check_internal(Object *object, Group *group)
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{
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if (object->dup_group) {
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Group *dup_group = object->dup_group;
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if ((dup_group->id.tag & LIB_TAG_DOIT) == 0) {
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/* Cycle already exists in groups, let's prevent further crappyness */
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return true;
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}
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/* flag the object to identify cyclic dependencies in further dupli groups */
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dup_group->id.tag &= ~LIB_TAG_DOIT;
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if (dup_group == group)
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return true;
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else {
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FOREACH_GROUP_OBJECT_BEGIN(dup_group, group_object)
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{
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if (group_object_cyclic_check_internal(group_object, dup_group)) {
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return true;
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}
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}
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FOREACH_GROUP_OBJECT_END;
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}
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/* un-flag the object, it's allowed to have the same group multiple times in parallel */
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dup_group->id.tag |= LIB_TAG_DOIT;
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}
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return false;
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}
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bool BKE_group_object_cyclic_check(Main *bmain, Object *object, Group *group)
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{
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/* first flag all groups */
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BKE_main_id_tag_listbase(&bmain->group, LIB_TAG_DOIT, true);
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return group_object_cyclic_check_internal(object, group);
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}
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bool BKE_group_object_unlink(Group *group, Object *object)
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{
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if (group_object_unlink_internal(group, object)) {
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/* object can be NULL */
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if (object && BKE_group_object_find(NULL, object) == NULL) {
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object->flag &= ~OB_FROMGROUP;
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}
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return true;
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}
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else {
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return false;
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}
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}
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bool BKE_group_object_exists(Group *group, Object *ob)
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{
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if (group == NULL || ob == NULL) {
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return false;
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}
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else {
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return (BLI_findptr(&group->view_layer->object_bases, ob, offsetof(Base, object)));
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}
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}
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Group *BKE_group_object_find(Group *group, Object *ob)
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{
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if (group)
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group = group->id.next;
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else
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group = G.main->group.first;
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while (group) {
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if (BKE_group_object_exists(group, ob))
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return group;
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group = group->id.next;
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}
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return NULL;
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}
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bool BKE_group_is_animated(Group *group, Object *UNUSED(parent))
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{
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FOREACH_GROUP_OBJECT_BEGIN(group, object)
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{
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if (object->proxy) {
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return true;
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}
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}
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FOREACH_GROUP_OBJECT_END;
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return false;
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}
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#if 0 // add back when timeoffset & animsys work again
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/* only replaces object strips or action when parent nla instructs it */
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/* keep checking nla.c though, in case internal structure of strip changes */
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static void group_replaces_nla(Object *parent, Object *target, char mode)
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{
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static ListBase nlastrips = {NULL, NULL};
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static bAction *action = NULL;
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static bool done = false;
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bActionStrip *strip, *nstrip;
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if (mode == 's') {
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for (strip = parent->nlastrips.first; strip; strip = strip->next) {
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if (strip->object == target) {
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if (done == 0) {
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/* clear nla & action from object */
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nlastrips = target->nlastrips;
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BLI_listbase_clear(&target->nlastrips);
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action = target->action;
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target->action = NULL;
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target->nlaflag |= OB_NLA_OVERRIDE;
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done = true;
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}
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nstrip = MEM_dupallocN(strip);
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BLI_addtail(&target->nlastrips, nstrip);
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}
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}
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}
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else if (mode == 'e') {
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if (done) {
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BLI_freelistN(&target->nlastrips);
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target->nlastrips = nlastrips;
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target->action = action;
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BLI_listbase_clear(&nlastrips); /* not needed, but yah... :) */
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action = NULL;
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done = false;
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}
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}
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}
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#endif
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/* puts all group members in local timing system, after this call
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* you can draw everything, leaves tags in objects to signal it needs further updating */
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/* note: does not work for derivedmesh and render... it recreates all again in convertblender.c */
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void BKE_group_handle_recalc_and_update(struct Depsgraph *depsgraph, Scene *scene, Object *UNUSED(parent), Group *group)
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{
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#if 0 /* warning, isn't clearing the recalc flag on the object which causes it to run all the time,
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* not just on frame change.
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* This isn't working because the animation data is only re-evaluated on frame change so commenting for now
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* but when its enabled at some point it will need to be changed so as not to update so much - campbell */
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/* if animated group... */
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if (parent->nlastrips.first) {
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int cfrao;
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/* switch to local time */
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cfrao = scene->r.cfra;
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/* we need a DAG per group... */
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for (go = group->gobject.first; go; go = go->next) {
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if (go->ob && go->recalc) {
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go->ob->recalc = go->recalc;
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group_replaces_nla(parent, go->ob, 's');
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BKE_object_handle_update(depsgraph, scene, go->ob);
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group_replaces_nla(parent, go->ob, 'e');
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/* leave recalc tags in case group members are in normal scene */
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go->ob->recalc = go->recalc;
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}
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}
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/* restore */
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scene->r.cfra = cfrao;
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}
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else
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#endif
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{
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/* only do existing tags, as set by regular depsgraph */
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FOREACH_GROUP_OBJECT_BEGIN(group, object)
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{
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if (object->id.recalc & ID_RECALC_ALL) {
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BKE_object_handle_update(depsgraph, scene, object);
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}
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}
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FOREACH_GROUP_OBJECT_END;
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}
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}
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/* ******** Dependency graph evaluation ******** */
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void BKE_group_eval_view_layers(struct Depsgraph *depsgraph,
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Group *group)
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{
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DEG_debug_print_eval(__func__, group->id.name, group);
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BKE_layer_eval_view_layer(depsgraph, &group->id, group->view_layer);
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}
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