There has been quite a bit of fuss about particle dupliobject rotation in 2.59, so here are some changes to make things work a bit more consistently and predictably in 2.60. Much of the confusion has been about what the "Initial rotation" for particles actually means. Simply put it's just a vector that that the particles (and the dupliobjects) are aligned to and around which they can be rotated with the phase controls. I've now renamed these controls under a label "Rotation axis". In 2.59 and previous versions the dupliobject's global x-axis was aligned to the particle rotation axis for non-hair particles. This meant that the object's own rotation (in addition to the particle rotation) could effect the dupliobjects' rotations. This old behavior can still be used with the "Rotation" option in the particle render panel when object/group is set as the visualization. This option is also activated automatically for old files to maintain backwards compatibility. Now the default dupliobject rotations ignore the object's own rotation completely and align the object's tracking axis to the particle rotation axis. The tracking axis can be found under the Object tab -> Animation Hacks panel. In 2.58 the way of calculating the rotation for hair didn't work as intended and enabled many non-functional combinations of options. For this reason I removed most of the rotation options for hair in 2.59. Now the options have been reimplemented better and the dupliobject's tracking axis is aligned to the hair direction by default (Rotation axis = Velocity / Hair). All the other axis options work too along with the phase controls.
1669 lines
44 KiB
C
1669 lines
44 KiB
C
/*
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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., 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/anim.c
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* \ingroup bke
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*/
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#include <stdio.h>
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#include <math.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_editVert.h"
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#include "BLI_math.h"
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#include "BLI_rand.h"
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#include "BLI_utildefines.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_group_types.h"
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#include "DNA_key_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_vfont_types.h"
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#include "BKE_animsys.h"
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#include "BKE_curve.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_depsgraph.h"
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#include "BKE_font.h"
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#include "BKE_group.h"
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#include "BKE_global.h"
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#include "BKE_key.h"
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#include "BKE_lattice.h"
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#include "BKE_main.h"
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#include "BKE_mesh.h"
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#include "BKE_object.h"
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#include "BKE_particle.h"
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#include "BKE_scene.h"
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#include "BKE_utildefines.h"
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#include "BKE_depsgraph.h"
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#include "BKE_anim.h"
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// XXX bad level call...
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/* --------------------- */
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/* forward declarations */
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static void object_duplilist_recursive(ID *id, Scene *scene, Object *ob, ListBase *duplilist, float par_space_mat[][4], int level, int animated);
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/* ******************************************************************** */
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/* Animation Visualisation */
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/* Initialise the default settings for animation visualisation */
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void animviz_settings_init(bAnimVizSettings *avs)
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{
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/* sanity check */
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if (avs == NULL)
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return;
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/* ghosting settings */
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avs->ghost_bc= avs->ghost_ac= 10;
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avs->ghost_sf= 1; // xxx - take from scene instead?
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avs->ghost_ef= 250; // xxx - take from scene instead?
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avs->ghost_step= 1;
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/* path settings */
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avs->path_bc= avs->path_ac= 10;
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avs->path_sf= 1; // xxx - take from scene instead?
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avs->path_ef= 250; // xxx - take from scene instead?
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avs->path_viewflag= (MOTIONPATH_VIEW_KFRAS|MOTIONPATH_VIEW_KFNOS);
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avs->path_step= 1;
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}
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/* ------------------- */
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/* Free the given motion path's cache */
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void animviz_free_motionpath_cache(bMotionPath *mpath)
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{
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/* sanity check */
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if (mpath == NULL)
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return;
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/* free the path if necessary */
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if (mpath->points)
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MEM_freeN(mpath->points);
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/* reset the relevant parameters */
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mpath->points= NULL;
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mpath->length= 0;
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}
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/* Free the given motion path instance and its data
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* NOTE: this frees the motion path given!
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*/
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void animviz_free_motionpath(bMotionPath *mpath)
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{
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/* sanity check */
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if (mpath == NULL)
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return;
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/* free the cache first */
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animviz_free_motionpath_cache(mpath);
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/* now the instance itself */
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MEM_freeN(mpath);
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}
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/* ------------------- */
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/* Setup motion paths for the given data
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* - scene: current scene (for frame ranges, etc.)
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* - ob: object to add paths for (must be provided)
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* - pchan: posechannel to add paths for (optional; if not provided, object-paths are assumed)
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*/
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bMotionPath *animviz_verify_motionpaths(Scene *scene, Object *ob, bPoseChannel *pchan)
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{
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bAnimVizSettings *avs;
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bMotionPath *mpath, **dst;
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/* sanity checks */
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if (ELEM(NULL, scene, ob))
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return NULL;
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/* get destination data */
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if (pchan) {
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/* paths for posechannel - assume that posechannel belongs to the object */
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avs= &ob->pose->avs;
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dst= &pchan->mpath;
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}
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else {
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/* paths for object */
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avs= &ob->avs;
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dst= &ob->mpath;
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}
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/* avoid 0 size allocs */
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if (avs->path_sf >= avs->path_ef) {
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return NULL;
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}
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/* if there is already a motionpath, just return that,
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* but provided it's settings are ok
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*/
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if (*dst != NULL) {
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mpath= *dst;
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/* if range is not invalid, and/or length is set ok, just return */
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if ((mpath->start_frame != mpath->end_frame) && (mpath->length > 0))
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return mpath;
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}
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else {
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/* create a new motionpath, and assign it */
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mpath= MEM_callocN(sizeof(bMotionPath), "bMotionPath");
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*dst= mpath;
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}
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/* set settings from the viz settings */
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mpath->start_frame= avs->path_sf;
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mpath->end_frame= avs->path_ef;
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mpath->length= mpath->end_frame - mpath->start_frame;
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if (avs->path_bakeflag & MOTIONPATH_BAKE_HEADS)
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mpath->flag |= MOTIONPATH_FLAG_BHEAD;
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else
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mpath->flag &= ~MOTIONPATH_FLAG_BHEAD;
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/* allocate a cache */
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mpath->points= MEM_callocN(sizeof(bMotionPathVert)*mpath->length, "bMotionPathVerts");
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/* tag viz settings as currently having some path(s) which use it */
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avs->path_bakeflag |= MOTIONPATH_BAKE_HAS_PATHS;
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/* return it */
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return mpath;
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}
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/* ------------------- */
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/* Motion path needing to be baked (mpt) */
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typedef struct MPathTarget {
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struct MPathTarget *next, *prev;
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bMotionPath *mpath; /* motion path in question */
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Object *ob; /* source object */
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bPoseChannel *pchan; /* source posechannel (if applicable) */
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} MPathTarget;
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/* ........ */
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/* get list of motion paths to be baked for the given object
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* - assumes the given list is ready to be used
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*/
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// TODO: it would be nice in future to be able to update objects dependant on these bones too?
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void animviz_get_object_motionpaths(Object *ob, ListBase *targets)
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{
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MPathTarget *mpt;
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/* object itself first */
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if ((ob->avs.recalc & ANIMVIZ_RECALC_PATHS) && (ob->mpath)) {
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/* new target for object */
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mpt= MEM_callocN(sizeof(MPathTarget), "MPathTarget Ob");
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BLI_addtail(targets, mpt);
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mpt->mpath= ob->mpath;
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mpt->ob= ob;
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}
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/* bones */
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if ((ob->pose) && (ob->pose->avs.recalc & ANIMVIZ_RECALC_PATHS)) {
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bArmature *arm= ob->data;
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bPoseChannel *pchan;
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for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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if ((pchan->bone) && (arm->layer & pchan->bone->layer) && (pchan->mpath)) {
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/* new target for bone */
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mpt= MEM_callocN(sizeof(MPathTarget), "MPathTarget PoseBone");
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BLI_addtail(targets, mpt);
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mpt->mpath= pchan->mpath;
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mpt->ob= ob;
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mpt->pchan= pchan;
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}
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}
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}
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}
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/* ........ */
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/* Note on evaluation optimisations:
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* Optimisations currently used here play tricks with the depsgraph in order to try and
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* evaluate as few objects as strictly necessary to get nicer performance under standard
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* production conditions. For those people who really need the accurate version,
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* disable the ifdef (i.e. 1 -> 0) and comment out the call to motionpaths_calc_optimise_depsgraph()
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*/
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/* tweak the object ordering to trick depsgraph into making MotionPath calculations run faster */
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static void motionpaths_calc_optimise_depsgraph(Scene *scene, ListBase *targets)
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{
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Base *base, *baseNext;
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MPathTarget *mpt;
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/* make sure our temp-tag isn't already in use */
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for (base= scene->base.first; base; base= base->next)
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base->object->flag &= ~BA_TEMP_TAG;
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/* for each target, dump its object to the start of the list if it wasn't moved already */
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for (mpt= targets->first; mpt; mpt= mpt->next) {
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for (base=scene->base.first; base; base=baseNext) {
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baseNext = base->next;
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if ((base->object == mpt->ob) && !(mpt->ob->flag & BA_TEMP_TAG)) {
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BLI_remlink(&scene->base, base);
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BLI_addhead(&scene->base, base);
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mpt->ob->flag |= BA_TEMP_TAG;
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break; // we really don't need to continue anymore once this happens, but this line might really 'break'
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}
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}
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}
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/* "brew me a list that's sorted a bit faster now depsy" */
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DAG_scene_sort(G.main, scene);
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}
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/* update scene for current frame */
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static void motionpaths_calc_update_scene(Scene *scene)
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{
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#if 1 // 'production' optimisations always on
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Base *base, *last=NULL;
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/* only stuff that moves or needs display still */
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DAG_scene_update_flags(G.main, scene, scene->lay, TRUE);
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/* find the last object with the tag
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* - all those afterwards are assumed to not be relevant for our calculations
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*/
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// optimise further by moving out...
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for (base=scene->base.first; base; base=base->next) {
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if (base->object->flag & BA_TEMP_TAG)
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last = base;
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}
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/* perform updates for tagged objects */
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// XXX: this will break if rigs depend on scene or other data that
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// is animated but not attached to/updatable from objects
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for (base=scene->base.first; base; base=base->next) {
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/* update this object */
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object_handle_update(scene, base->object);
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/* if this is the last one we need to update, let's stop to save some time */
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if (base == last)
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break;
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}
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#else // original, 'always correct' version
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/* do all updates
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* - if this is too slow, resort to using a more efficient way
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* that doesn't force complete update, but for now, this is the
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* most accurate way!
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*/
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scene_update_for_newframe(G.main, scene, scene->lay); // XXX this is the best way we can get anything moving
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#endif
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}
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/* ........ */
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/* perform baking for the targets on the current frame */
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static void motionpaths_calc_bake_targets(Scene *scene, ListBase *targets)
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{
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MPathTarget *mpt;
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/* for each target, check if it can be baked on the current frame */
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for (mpt= targets->first; mpt; mpt= mpt->next) {
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bMotionPath *mpath= mpt->mpath;
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bMotionPathVert *mpv;
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/* current frame must be within the range the cache works for
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* - is inclusive of the first frame, but not the last otherwise we get buffer overruns
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*/
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if ((CFRA < mpath->start_frame) || (CFRA >= mpath->end_frame))
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continue;
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/* get the relevant cache vert to write to */
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mpv= mpath->points + (CFRA - mpath->start_frame);
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/* pose-channel or object path baking? */
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if (mpt->pchan) {
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/* heads or tails */
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if (mpath->flag & MOTIONPATH_FLAG_BHEAD) {
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VECCOPY(mpv->co, mpt->pchan->pose_head);
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}
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else {
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VECCOPY(mpv->co, mpt->pchan->pose_tail);
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}
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/* result must be in worldspace */
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mul_m4_v3(mpt->ob->obmat, mpv->co);
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}
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else {
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/* worldspace object location */
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VECCOPY(mpv->co, mpt->ob->obmat[3]);
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}
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}
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}
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/* Perform baking of the given object's and/or its bones' transforms to motion paths
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* - scene: current scene
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* - ob: object whose flagged motionpaths should get calculated
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* - recalc: whether we need to
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*/
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// TODO: include reports pointer?
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void animviz_calc_motionpaths(Scene *scene, ListBase *targets)
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{
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MPathTarget *mpt;
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int sfra, efra;
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int cfra;
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/* sanity check */
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if (ELEM(NULL, targets, targets->first))
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return;
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/* set frame values */
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cfra = CFRA;
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sfra = efra = cfra;
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// TODO: this method could be improved...
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// 1) max range for standard baking
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// 2) minimum range for recalc baking (i.e. between keyframes, but how?)
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for (mpt= targets->first; mpt; mpt= mpt->next) {
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/* try to increase area to do (only as much as needed) */
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sfra= MIN2(sfra, mpt->mpath->start_frame);
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efra= MAX2(efra, mpt->mpath->end_frame);
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}
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if (efra <= sfra) return;
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/* optimise the depsgraph for faster updates */
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// TODO: whether this is used should depend on some setting for the level of optimisations used
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motionpaths_calc_optimise_depsgraph(scene, targets);
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/* calculate path over requested range */
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for (CFRA=sfra; CFRA<=efra; CFRA++) {
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/* update relevant data for new frame */
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motionpaths_calc_update_scene(scene);
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/* perform baking for targets */
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motionpaths_calc_bake_targets(scene, targets);
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}
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/* reset original environment */
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CFRA= cfra;
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motionpaths_calc_update_scene(scene);
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/* clear recalc flags from targets */
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for (mpt= targets->first; mpt; mpt= mpt->next) {
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bAnimVizSettings *avs;
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/* get pointer to animviz settings for each target */
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if (mpt->pchan)
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avs= &mpt->ob->pose->avs;
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else
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avs= &mpt->ob->avs;
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/* clear the flag requesting recalculation of targets */
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avs->recalc &= ~ANIMVIZ_RECALC_PATHS;
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}
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}
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|
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/* ******************************************************************** */
|
|
/* Curve Paths - for curve deforms and/or curve following */
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|
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/* free curve path data
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* NOTE: frees the path itself!
|
|
* NOTE: this is increasingly innacurate with non-uniform BevPoint subdivisions [#24633]
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*/
|
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void free_path(Path *path)
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{
|
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if(path->data) MEM_freeN(path->data);
|
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MEM_freeN(path);
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}
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|
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/* calculate a curve-deform path for a curve
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|
* - only called from displist.c -> do_makeDispListCurveTypes
|
|
*/
|
|
void calc_curvepath(Object *ob)
|
|
{
|
|
BevList *bl;
|
|
BevPoint *bevp, *bevpn, *bevpfirst, *bevplast;
|
|
PathPoint *pp;
|
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Curve *cu;
|
|
Nurb *nu;
|
|
Path *path;
|
|
float *fp, *dist, *maxdist, xyz[3];
|
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float fac, d=0, fac1, fac2;
|
|
int a, tot, cycl=0;
|
|
ListBase *nurbs;
|
|
|
|
/* in a path vertices are with equal differences: path->len = number of verts */
|
|
/* NOW WITH BEVELCURVE!!! */
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|
|
|
if(ob==NULL || ob->type != OB_CURVE) return;
|
|
cu= ob->data;
|
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|
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nurbs= BKE_curve_nurbs(cu);
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|
nu= nurbs->first;
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if(cu->path) free_path(cu->path);
|
|
cu->path= NULL;
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|
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bl= cu->bev.first;
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if(bl==NULL || !bl->nr) return;
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cu->path=path= MEM_callocN(sizeof(Path), "calc_curvepath");
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|
|
/* if POLY: last vertice != first vertice */
|
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cycl= (bl->poly!= -1);
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|
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if(cycl) tot= bl->nr;
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else tot= bl->nr-1;
|
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|
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path->len= tot+1;
|
|
/* exception: vector handle paths and polygon paths should be subdivided at least a factor resolu */
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|
if(path->len<nu->resolu*SEGMENTSU(nu)) path->len= nu->resolu*SEGMENTSU(nu);
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|
|
|
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)
|
|
sub_v3_v3v3(xyz, bevpfirst->vec, bevp->vec);
|
|
else
|
|
sub_v3_v3v3(xyz, (bevp+1)->vec, bevp->vec);
|
|
|
|
*fp= *(fp-1)+len_v3(xyz);
|
|
bevp++;
|
|
}
|
|
|
|
path->totdist= *fp;
|
|
|
|
/* the path verts in path->data */
|
|
/* now also with TILT value */
|
|
pp= path->data = (PathPoint *)MEM_callocN(sizeof(PathPoint)*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;
|
|
|
|
interp_v3_v3v3(pp->vec, bevp->vec, bevpn->vec, fac2);
|
|
pp->vec[3]= fac1*bevp->alfa + fac2*bevpn->alfa;
|
|
pp->radius= fac1*bevp->radius + fac2*bevpn->radius;
|
|
pp->weight= fac1*bevp->weight + fac2*bevpn->weight;
|
|
interp_qt_qtqt(pp->quat, bevp->quat, bevpn->quat, fac2);
|
|
normalize_qt(pp->quat);
|
|
|
|
pp++;
|
|
}
|
|
|
|
MEM_freeN(dist);
|
|
}
|
|
|
|
|
|
/* is this only used internally?*/
|
|
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;
|
|
}
|
|
|
|
|
|
/* calculate the deformation implied by the curve path at a given parametric position, and returns whether this operation succeeded
|
|
* - *vec needs FOUR items!
|
|
* - ctime is normalized range <0-1>
|
|
*/
|
|
int where_on_path(Object *ob, float ctime, float *vec, float *dir, float *quat, float *radius, float *weight) /* returns OK */
|
|
{
|
|
Curve *cu;
|
|
Nurb *nu;
|
|
BevList *bl;
|
|
Path *path;
|
|
PathPoint *pp, *p0, *p1, *p2, *p3;
|
|
float 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");
|
|
return 0;
|
|
}
|
|
path= cu->path;
|
|
pp= path->data;
|
|
|
|
/* test for cyclic */
|
|
bl= cu->bev.first;
|
|
if (!bl) return 0;
|
|
if (!bl->nr) return 0;
|
|
if(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= pp + s0;
|
|
p1= pp + s1;
|
|
p2= pp + s2;
|
|
p3= pp + s3;
|
|
|
|
/* note, commented out for follow constraint */
|
|
//if(cu->flag & CU_FOLLOW) {
|
|
|
|
key_curve_tangent_weights(1.0f-fac, data, KEY_BSPLINE);
|
|
|
|
interp_v3_v3v3v3v3(dir, p0->vec, p1->vec, p2->vec, p3->vec, data);
|
|
|
|
/* make compatible with vectoquat */
|
|
negate_v3(dir);
|
|
//}
|
|
|
|
nu= cu->nurb.first;
|
|
|
|
/* make sure that first and last frame are included in the vectors here */
|
|
if(nu->type == CU_POLY) key_curve_position_weights(1.0f-fac, data, KEY_LINEAR);
|
|
else if(nu->type == CU_BEZIER) key_curve_position_weights(1.0f-fac, data, KEY_LINEAR);
|
|
else if(s0==s1 || p2==p3) key_curve_position_weights(1.0f-fac, data, KEY_CARDINAL);
|
|
else key_curve_position_weights(1.0f-fac, data, KEY_BSPLINE);
|
|
|
|
vec[0]= data[0]*p0->vec[0] + data[1]*p1->vec[0] + data[2]*p2->vec[0] + data[3]*p3->vec[0] ; /* X */
|
|
vec[1]= data[0]*p0->vec[1] + data[1]*p1->vec[1] + data[2]*p2->vec[1] + data[3]*p3->vec[1] ; /* Y */
|
|
vec[2]= data[0]*p0->vec[2] + data[1]*p1->vec[2] + data[2]*p2->vec[2] + data[3]*p3->vec[2] ; /* Z */
|
|
vec[3]= data[0]*p0->vec[3] + data[1]*p1->vec[3] + data[2]*p2->vec[3] + data[3]*p3->vec[3] ; /* Tilt, should not be needed since we have quat still used */
|
|
|
|
if (quat) {
|
|
float totfac, q1[4], q2[4];
|
|
|
|
totfac= data[0]+data[3];
|
|
if(totfac>FLT_EPSILON) interp_qt_qtqt(q1, p0->quat, p3->quat, data[3] / totfac);
|
|
else QUATCOPY(q1, p1->quat);
|
|
|
|
totfac= data[1]+data[2];
|
|
if(totfac>FLT_EPSILON) interp_qt_qtqt(q2, p1->quat, p2->quat, data[2] / totfac);
|
|
else QUATCOPY(q2, p3->quat);
|
|
|
|
totfac = data[0]+data[1]+data[2]+data[3];
|
|
if(totfac>FLT_EPSILON) interp_qt_qtqt(quat, q1, q2, (data[1]+data[2]) / totfac);
|
|
else QUATCOPY(quat, q2);
|
|
}
|
|
|
|
if(radius)
|
|
*radius= data[0]*p0->radius + data[1]*p1->radius + data[2]*p2->radius + data[3]*p3->radius;
|
|
|
|
if(weight)
|
|
*weight= data[0]*p0->weight + data[1]*p1->weight + data[2]*p2->weight + data[3]*p3->weight;
|
|
|
|
return 1;
|
|
}
|
|
|
|
/* ******************************************************************** */
|
|
/* Dupli-Geometry */
|
|
|
|
static DupliObject *new_dupli_object(ListBase *lb, Object *ob, float mat[][4], int lay, int index, int type, int animated)
|
|
{
|
|
DupliObject *dob= MEM_callocN(sizeof(DupliObject), "dupliobject");
|
|
|
|
BLI_addtail(lb, dob);
|
|
dob->ob= ob;
|
|
copy_m4_m4(dob->mat, mat);
|
|
copy_m4_m4(dob->omat, ob->obmat);
|
|
dob->origlay= ob->lay;
|
|
dob->index= index;
|
|
dob->type= type;
|
|
dob->animated= (type == OB_DUPLIGROUP) && animated;
|
|
ob->lay= lay;
|
|
|
|
return dob;
|
|
}
|
|
|
|
static void group_duplilist(ListBase *lb, Scene *scene, Object *ob, int level, int animated)
|
|
{
|
|
DupliObject *dob;
|
|
Group *group;
|
|
GroupObject *go;
|
|
float mat[4][4], tmat[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(scene, ob, group);
|
|
animated= animated || group_is_animated(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) {
|
|
|
|
/* group dupli offset, should apply after everything else */
|
|
if(!is_zero_v3(group->dupli_ofs)) {
|
|
copy_m4_m4(tmat, go->ob->obmat);
|
|
sub_v3_v3v3(tmat[3], tmat[3], group->dupli_ofs);
|
|
mul_m4_m4m4(mat, tmat, ob->obmat);
|
|
}
|
|
else {
|
|
mul_m4_m4m4(mat, go->ob->obmat, ob->obmat);
|
|
}
|
|
|
|
dob= new_dupli_object(lb, go->ob, mat, ob->lay, 0, OB_DUPLIGROUP, animated);
|
|
|
|
/* check the group instance and object layers match, also that the object visible flags are ok. */
|
|
if( (dob->origlay & group->layer)==0 ||
|
|
(G.rendering==0 && dob->ob->restrictflag & OB_RESTRICT_VIEW) ||
|
|
(G.rendering && dob->ob->restrictflag & OB_RESTRICT_RENDER)
|
|
) {
|
|
dob->no_draw= 1;
|
|
}
|
|
else {
|
|
dob->no_draw= 0;
|
|
}
|
|
|
|
if(go->ob->transflag & OB_DUPLI) {
|
|
copy_m4_m4(dob->ob->obmat, dob->mat);
|
|
object_duplilist_recursive(&group->id, scene, go->ob, lb, ob->obmat, level+1, animated);
|
|
copy_m4_m4(dob->ob->obmat, dob->omat);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void frames_duplilist(ListBase *lb, Scene *scene, Object *ob, int level, int animated)
|
|
{
|
|
extern int enable_cu_speed; /* object.c */
|
|
Object copyob = {{NULL}};
|
|
int cfrao = scene->r.cfra;
|
|
|
|
/* simple prevention of too deep nested groups */
|
|
if (level > MAX_DUPLI_RECUR) return;
|
|
|
|
/* if we don't have any data/settings which will lead to object movement,
|
|
* don't waste time trying, as it will all look the same...
|
|
*/
|
|
if (ob->parent==NULL && ob->constraints.first==NULL && ob->adt==NULL)
|
|
return;
|
|
|
|
/* make a copy of the object's original data (before any dupli-data overwrites it)
|
|
* as we'll need this to keep track of unkeyed data
|
|
* - this doesn't take into account other data that can be reached from the object,
|
|
* for example it's shapekeys or bones, hence the need for an update flush at the end
|
|
*/
|
|
copyob = *ob;
|
|
|
|
/* duplicate over the required range */
|
|
if (ob->transflag & OB_DUPLINOSPEED) enable_cu_speed= 0;
|
|
|
|
for (scene->r.cfra= ob->dupsta; scene->r.cfra<=ob->dupend; scene->r.cfra++) {
|
|
short ok= 1;
|
|
|
|
/* - dupoff = how often a frames within the range shouldn't be made into duplis
|
|
* - dupon = the length of each "skipping" block in frames
|
|
*/
|
|
if (ob->dupoff) {
|
|
ok= scene->r.cfra - ob->dupsta;
|
|
ok= ok % (ob->dupon+ob->dupoff);
|
|
ok= (ok < ob->dupon);
|
|
}
|
|
|
|
if (ok) {
|
|
DupliObject *dob;
|
|
|
|
/* WARNING: doing animation updates in this way is not terribly accurate, as the dependencies
|
|
* and/or other objects which may affect this object's transforms are not updated either.
|
|
* However, this has always been the way that this worked (i.e. pre 2.5), so I guess that it'll be fine!
|
|
*/
|
|
BKE_animsys_evaluate_animdata(scene, &ob->id, ob->adt, (float)scene->r.cfra, ADT_RECALC_ANIM); /* ob-eval will do drivers, so we don't need to do them */
|
|
where_is_object_time(scene, ob, (float)scene->r.cfra);
|
|
|
|
dob= new_dupli_object(lb, ob, ob->obmat, ob->lay, scene->r.cfra, OB_DUPLIFRAMES, animated);
|
|
copy_m4_m4(dob->omat, copyob.obmat);
|
|
}
|
|
}
|
|
|
|
enable_cu_speed= 1;
|
|
|
|
/* reset frame to original frame, then re-evaluate animation as above
|
|
* as 2.5 animation data may have far-reaching consequences
|
|
*/
|
|
scene->r.cfra= cfrao;
|
|
|
|
BKE_animsys_evaluate_animdata(scene, &ob->id, ob->adt, (float)scene->r.cfra, ADT_RECALC_ANIM); /* ob-eval will do drivers, so we don't need to do them */
|
|
where_is_object_time(scene, ob, (float)scene->r.cfra);
|
|
|
|
/* but, to make sure unkeyed object transforms are still sane,
|
|
* let's copy object's original data back over
|
|
*/
|
|
*ob = copyob;
|
|
}
|
|
|
|
typedef struct vertexDupliData {
|
|
ID *id; /* scene or group, for recursive loops */
|
|
int level;
|
|
int animated;
|
|
ListBase *lb;
|
|
float pmat[4][4];
|
|
float obmat[4][4]; /* Only used for dupliverts inside dupligroups, where the ob->obmat is modified */
|
|
Scene *scene;
|
|
Object *ob, *par;
|
|
float (*orco)[3];
|
|
} vertexDupliData;
|
|
|
|
/* ------------- */
|
|
|
|
static void vertex_dupli__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
|
|
{
|
|
DupliObject *dob;
|
|
vertexDupliData *vdd= userData;
|
|
float vec[3], q2[4], mat[3][3], tmat[4][4], obmat[4][4];
|
|
int origlay;
|
|
|
|
mul_v3_m4v3(vec, vdd->pmat, co);
|
|
sub_v3_v3(vec, vdd->pmat[3]);
|
|
add_v3_v3(vec, vdd->obmat[3]);
|
|
|
|
copy_m4_m4(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];
|
|
}
|
|
|
|
vec_to_quat( q2,vec, vdd->ob->trackflag, vdd->ob->upflag);
|
|
|
|
quat_to_mat3( mat,q2);
|
|
copy_m4_m4(tmat, obmat);
|
|
mul_m4_m4m3(obmat, tmat, mat);
|
|
}
|
|
|
|
origlay = vdd->ob->lay;
|
|
|
|
dob= new_dupli_object(vdd->lb, vdd->ob, obmat, vdd->par->lay, index, OB_DUPLIVERTS, vdd->animated);
|
|
|
|
/* restore the original layer so that each dupli will have proper dob->origlay */
|
|
vdd->ob->lay = origlay;
|
|
|
|
if(vdd->orco)
|
|
VECCOPY(dob->orco, vdd->orco[index]);
|
|
|
|
if(vdd->ob->transflag & OB_DUPLI) {
|
|
float tmpmat[4][4];
|
|
copy_m4_m4(tmpmat, vdd->ob->obmat);
|
|
copy_m4_m4(vdd->ob->obmat, obmat); /* pretend we are really this mat */
|
|
object_duplilist_recursive((ID *)vdd->id, vdd->scene, vdd->ob, vdd->lb, obmat, vdd->level+1, vdd->animated);
|
|
copy_m4_m4(vdd->ob->obmat, tmpmat);
|
|
}
|
|
}
|
|
|
|
static void vertex_duplilist(ListBase *lb, ID *id, Scene *scene, Object *par, float par_space_mat[][4], int level, int animated)
|
|
{
|
|
Object *ob, *ob_iter;
|
|
Mesh *me= par->data;
|
|
Base *base = NULL;
|
|
DerivedMesh *dm;
|
|
vertexDupliData vdd;
|
|
Scene *sce = NULL;
|
|
Group *group = NULL;
|
|
GroupObject * go = NULL;
|
|
EditMesh *em;
|
|
float vec[3], no[3], pmat[4][4];
|
|
int totvert, a, oblay;
|
|
unsigned int lay;
|
|
|
|
copy_m4_m4(pmat, par->obmat);
|
|
|
|
/* simple preventing of too deep nested groups */
|
|
if(level>MAX_DUPLI_RECUR) return;
|
|
|
|
em = BKE_mesh_get_editmesh(me);
|
|
|
|
if(em) {
|
|
dm= editmesh_get_derived_cage(scene, par, em, CD_MASK_BAREMESH);
|
|
BKE_mesh_end_editmesh(me, em);
|
|
} else
|
|
dm= mesh_get_derived_deform(scene, par, CD_MASK_BAREMESH);
|
|
|
|
if(G.rendering) {
|
|
vdd.orco= (float(*)[3])get_mesh_orco_verts(par);
|
|
transform_mesh_orco_verts(me, vdd.orco, me->totvert, 0);
|
|
}
|
|
else
|
|
vdd.orco= NULL;
|
|
|
|
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 && scene->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)
|
|
mul_m4_m4m4(vdd.obmat, ob->obmat, par_space_mat);
|
|
else
|
|
copy_m4_m4(vdd.obmat, ob->obmat);
|
|
|
|
vdd.id= id;
|
|
vdd.level= level;
|
|
vdd.animated= animated;
|
|
vdd.lb= lb;
|
|
vdd.ob= ob;
|
|
vdd.scene= scene;
|
|
vdd.par= par;
|
|
copy_m4_m4(vdd.pmat, pmat);
|
|
|
|
/* mballs have a different dupli handling */
|
|
if(ob->type!=OB_MBALL) ob->flag |= OB_DONE; /* doesnt render */
|
|
|
|
if(me->edit_mesh) {
|
|
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);
|
|
}
|
|
}
|
|
if(sce) {
|
|
/* Set proper layer in case of scene looping,
|
|
* in case of groups the object layer will be
|
|
* changed when it's duplicated due to the
|
|
* group duplication.
|
|
*/
|
|
ob->lay = vdd.par->lay;
|
|
}
|
|
|
|
break;
|
|
}
|
|
ob= ob->parent;
|
|
}
|
|
}
|
|
if (sce) base= base->next; /* scene loop */
|
|
else go= go->next; /* group loop */
|
|
}
|
|
|
|
if(vdd.orco)
|
|
MEM_freeN(vdd.orco);
|
|
dm->release(dm);
|
|
}
|
|
|
|
static void face_duplilist(ListBase *lb, ID *id, Scene *scene, Object *par, float par_space_mat[][4], int level, int animated)
|
|
{
|
|
Object *ob, *ob_iter;
|
|
Base *base = NULL;
|
|
DupliObject *dob;
|
|
DerivedMesh *dm;
|
|
Mesh *me= par->data;
|
|
MTFace *mtface;
|
|
MFace *mface;
|
|
MVert *mvert;
|
|
float pmat[4][4], imat[3][3], (*orco)[3] = NULL, w;
|
|
int lay, oblay, totface, a;
|
|
Scene *sce = NULL;
|
|
Group *group = NULL;
|
|
GroupObject *go = NULL;
|
|
EditMesh *em;
|
|
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;
|
|
|
|
copy_m4_m4(pmat, par->obmat);
|
|
|
|
em = BKE_mesh_get_editmesh(me);
|
|
if(em) {
|
|
int totvert;
|
|
|
|
dm= editmesh_get_derived_cage(scene, par, em, 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);
|
|
|
|
BKE_mesh_end_editmesh(me, em);
|
|
}
|
|
else {
|
|
dm = mesh_get_derived_deform(scene, par, CD_MASK_BAREMESH);
|
|
|
|
totface= dm->getNumFaces(dm);
|
|
mface= dm->getFaceArray(dm);
|
|
mvert= dm->getVertArray(dm);
|
|
}
|
|
|
|
if(G.rendering) {
|
|
|
|
orco= (float(*)[3])get_mesh_orco_verts(par);
|
|
transform_mesh_orco_verts(me, orco, me->totvert, 0);
|
|
mtface= me->mtface;
|
|
}
|
|
else {
|
|
orco= NULL;
|
|
mtface= NULL;
|
|
}
|
|
|
|
/* 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 && scene->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)
|
|
mul_m4_m4m4(ob__obmat, ob->obmat, par_space_mat);
|
|
else
|
|
copy_m4_m4(ob__obmat, ob->obmat);
|
|
|
|
copy_m3_m4(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++) {
|
|
int mv1 = mface[a].v1;
|
|
int mv2 = mface[a].v2;
|
|
int mv3 = mface[a].v3;
|
|
int mv4 = mface[a].v4;
|
|
float *v1= mvert[mv1].co;
|
|
float *v2= mvert[mv2].co;
|
|
float *v3= mvert[mv3].co;
|
|
float *v4= (mv4)? mvert[mv4].co: NULL;
|
|
float cent[3], quat[4], mat[3][3], mat3[3][3], tmat[4][4], obmat[4][4];
|
|
|
|
/* translation */
|
|
if(v4)
|
|
cent_quad_v3(cent, v1, v2, v3, v4);
|
|
else
|
|
cent_tri_v3(cent, v1, v2, v3);
|
|
mul_m4_v3(pmat, cent);
|
|
|
|
sub_v3_v3v3(cent, cent, pmat[3]);
|
|
add_v3_v3(cent, ob__obmat[3]);
|
|
|
|
copy_m4_m4(obmat, ob__obmat);
|
|
|
|
VECCOPY(obmat[3], cent);
|
|
|
|
/* rotation */
|
|
tri_to_quat( quat,v1, v2, v3);
|
|
quat_to_mat3( mat,quat);
|
|
|
|
/* scale */
|
|
if(par->transflag & OB_DUPLIFACES_SCALE) {
|
|
float size= v4? area_quad_v3(v1, v2, v3, v4): area_tri_v3(v1, v2, v3);
|
|
size= sqrtf(size) * par->dupfacesca;
|
|
mul_m3_fl(mat, size);
|
|
}
|
|
|
|
copy_m3_m3(mat3, mat);
|
|
mul_m3_m3m3(mat, imat, mat3);
|
|
|
|
copy_m4_m4(tmat, obmat);
|
|
mul_m4_m4m3(obmat, tmat, mat);
|
|
|
|
dob= new_dupli_object(lb, ob, obmat, par->lay, a, OB_DUPLIFACES, animated);
|
|
if(G.rendering) {
|
|
w= (mv4)? 0.25f: 1.0f/3.0f;
|
|
|
|
if(orco) {
|
|
madd_v3_v3v3fl(dob->orco, dob->orco, orco[mv1], w);
|
|
madd_v3_v3v3fl(dob->orco, dob->orco, orco[mv2], w);
|
|
madd_v3_v3v3fl(dob->orco, dob->orco, orco[mv3], w);
|
|
if(mv4)
|
|
madd_v3_v3v3fl(dob->orco, dob->orco, orco[mv4], w);
|
|
}
|
|
|
|
if(mtface) {
|
|
dob->uv[0] += w*mtface[a].uv[0][0];
|
|
dob->uv[1] += w*mtface[a].uv[0][1];
|
|
dob->uv[0] += w*mtface[a].uv[1][0];
|
|
dob->uv[1] += w*mtface[a].uv[1][1];
|
|
dob->uv[0] += w*mtface[a].uv[2][0];
|
|
dob->uv[1] += w*mtface[a].uv[2][1];
|
|
|
|
if(mv4) {
|
|
dob->uv[0] += w*mtface[a].uv[3][0];
|
|
dob->uv[1] += w*mtface[a].uv[3][1];
|
|
}
|
|
}
|
|
}
|
|
|
|
if(ob->transflag & OB_DUPLI) {
|
|
float tmpmat[4][4];
|
|
copy_m4_m4(tmpmat, ob->obmat);
|
|
copy_m4_m4(ob->obmat, obmat); /* pretend we are really this mat */
|
|
object_duplilist_recursive((ID *)id, scene, ob, lb, ob->obmat, level+1, animated);
|
|
copy_m4_m4(ob->obmat, tmpmat);
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
ob= ob->parent;
|
|
}
|
|
}
|
|
if (sce) base= base->next; /* scene loop */
|
|
else go= go->next; /* group loop */
|
|
}
|
|
|
|
if(em) {
|
|
MEM_freeN(mface);
|
|
MEM_freeN(mvert);
|
|
}
|
|
|
|
if(orco)
|
|
MEM_freeN(orco);
|
|
|
|
dm->release(dm);
|
|
}
|
|
|
|
static void new_particle_duplilist(ListBase *lb, ID *id, Scene *scene, Object *par, float par_space_mat[][4], ParticleSystem *psys, int level, int animated)
|
|
{
|
|
GroupObject *go;
|
|
Object *ob=NULL, **oblist=NULL, obcopy, *obcopylist=NULL;
|
|
DupliObject *dob;
|
|
ParticleDupliWeight *dw;
|
|
ParticleSettings *part;
|
|
ParticleData *pa;
|
|
ChildParticle *cpa=NULL;
|
|
ParticleKey state;
|
|
ParticleCacheKey *cache;
|
|
float ctime, pa_time, scale = 1.0f;
|
|
float tmat[4][4], mat[4][4], pamat[4][4], vec[3], size=0.0;
|
|
float (*obmat)[4], (*oldobmat)[4];
|
|
int a, b, counter, hair = 0;
|
|
int totpart, totchild, totgroup=0 /*, pa_num */;
|
|
|
|
int no_draw_flag = PARS_UNEXIST;
|
|
|
|
if(psys==NULL) return;
|
|
|
|
/* simple preventing of too deep nested groups */
|
|
if(level>MAX_DUPLI_RECUR) return;
|
|
|
|
part=psys->part;
|
|
|
|
if(part==NULL)
|
|
return;
|
|
|
|
if(!psys_check_enabled(par, psys))
|
|
return;
|
|
|
|
if(G.rendering == 0)
|
|
no_draw_flag |= PARS_NO_DISP;
|
|
|
|
ctime = bsystem_time(scene, par, (float)scene->r.cfra, 0.0);
|
|
|
|
totpart = psys->totpart;
|
|
totchild = psys->totchild;
|
|
|
|
BLI_srandom(31415926 + psys->seed);
|
|
|
|
if((psys->renderdata || part->draw_as==PART_DRAW_REND) && ELEM(part->ren_as, PART_DRAW_OB, PART_DRAW_GR)) {
|
|
ParticleSimulationData sim= {NULL};
|
|
sim.scene= scene;
|
|
sim.ob= par;
|
|
sim.psys= psys;
|
|
sim.psmd= psys_get_modifier(par, psys);
|
|
/* make sure emitter imat is in global coordinates instead of render view coordinates */
|
|
invert_m4_m4(par->imat, par->obmat);
|
|
|
|
/* first check for loops (particle system object used as dupli object) */
|
|
if(part->ren_as == PART_DRAW_OB) {
|
|
if(ELEM(part->dup_ob, NULL, par))
|
|
return;
|
|
}
|
|
else { /*PART_DRAW_GR */
|
|
if(part->dup_group == NULL || part->dup_group->gobject.first == NULL)
|
|
return;
|
|
|
|
for(go=part->dup_group->gobject.first; go; go=go->next)
|
|
if(go->ob == par)
|
|
return;
|
|
}
|
|
|
|
/* if we have a hair particle system, use the path cache */
|
|
if(part->type == PART_HAIR) {
|
|
if(psys->flag & PSYS_HAIR_DONE)
|
|
hair= (totchild == 0 || psys->childcache) && psys->pathcache;
|
|
if(!hair)
|
|
return;
|
|
|
|
/* we use cache, update totchild according to cached data */
|
|
totchild = psys->totchildcache;
|
|
totpart = psys->totcached;
|
|
}
|
|
|
|
psys_check_group_weights(part);
|
|
|
|
psys->lattice = psys_get_lattice(&sim);
|
|
|
|
/* gather list of objects or single object */
|
|
if(part->ren_as==PART_DRAW_GR) {
|
|
group_handle_recalc_and_update(scene, par, part->dup_group);
|
|
|
|
if(part->draw & PART_DRAW_COUNT_GR) {
|
|
for(dw=part->dupliweights.first; dw; dw=dw->next)
|
|
totgroup += dw->count;
|
|
}
|
|
else {
|
|
for(go=part->dup_group->gobject.first; go; go=go->next)
|
|
totgroup++;
|
|
}
|
|
|
|
/* we also copy the actual objects to restore afterwards, since
|
|
* where_is_object_time will change the object which breaks transform */
|
|
oblist = MEM_callocN(totgroup*sizeof(Object *), "dupgroup object list");
|
|
obcopylist = MEM_callocN(totgroup*sizeof(Object), "dupgroup copy list");
|
|
|
|
|
|
if(part->draw & PART_DRAW_COUNT_GR && totgroup) {
|
|
dw = part->dupliweights.first;
|
|
|
|
for(a=0; a<totgroup; dw=dw->next) {
|
|
for(b=0; b<dw->count; b++, a++) {
|
|
oblist[a] = dw->ob;
|
|
obcopylist[a] = *dw->ob;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
go = part->dup_group->gobject.first;
|
|
for(a=0; a<totgroup; a++, go=go->next) {
|
|
oblist[a] = go->ob;
|
|
obcopylist[a] = *go->ob;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
ob = part->dup_ob;
|
|
obcopy = *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) {
|
|
/* handle parent particle */
|
|
if(pa->flag & no_draw_flag)
|
|
continue;
|
|
|
|
/* pa_num = pa->num; */ /* UNUSED */
|
|
pa_time = pa->time;
|
|
size = pa->size;
|
|
}
|
|
else {
|
|
/* handle child particle */
|
|
cpa = &psys->child[a - totpart];
|
|
|
|
/* pa_num = a; */ /* UNUSED */
|
|
pa_time = psys->particles[cpa->parent].time;
|
|
size = psys_get_child_size(psys, cpa, ctime, NULL);
|
|
}
|
|
|
|
/* some hair paths might be non-existent so they can't be used for duplication */
|
|
if(hair &&
|
|
((a < totpart && psys->pathcache[a]->steps < 0) ||
|
|
(a >= totpart && psys->childcache[a-totpart]->steps < 0)))
|
|
continue;
|
|
|
|
if(part->ren_as==PART_DRAW_GR) {
|
|
/* prevent divide by zero below [#28336] */
|
|
if(totgroup == 0)
|
|
continue;
|
|
|
|
/* for groups, pick the object based on settings */
|
|
if(part->draw&PART_DRAW_RAND_GR)
|
|
b= BLI_rand() % totgroup;
|
|
else
|
|
b= a % totgroup;
|
|
|
|
ob = oblist[b];
|
|
obmat = oblist[b]->obmat;
|
|
oldobmat = obcopylist[b].obmat;
|
|
}
|
|
else {
|
|
obmat= ob->obmat;
|
|
oldobmat= obcopy.obmat;
|
|
}
|
|
|
|
if(hair) {
|
|
/* hair we handle separate and compute transform based on hair keys */
|
|
if(a < totpart) {
|
|
cache = psys->pathcache[a];
|
|
psys_get_dupli_path_transform(&sim, pa, NULL, cache, pamat, &scale);
|
|
}
|
|
else {
|
|
cache = psys->childcache[a-totpart];
|
|
psys_get_dupli_path_transform(&sim, NULL, cpa, cache, pamat, &scale);
|
|
}
|
|
|
|
VECCOPY(pamat[3], cache->co);
|
|
pamat[3][3]= 1.0f;
|
|
|
|
}
|
|
else {
|
|
/* first key */
|
|
state.time = ctime;
|
|
if(psys_get_particle_state(&sim, a, &state, 0) == 0) {
|
|
continue;
|
|
}
|
|
else {
|
|
float tquat[4];
|
|
normalize_qt_qt(tquat, state.rot);
|
|
quat_to_mat4(pamat, tquat);
|
|
copy_v3_v3(pamat[3], state.co);
|
|
pamat[3][3]= 1.0f;
|
|
}
|
|
}
|
|
|
|
if(part->ren_as==PART_DRAW_GR && psys->part->draw & PART_DRAW_WHOLE_GR) {
|
|
for(go= part->dup_group->gobject.first, b=0; go; go= go->next, b++) {
|
|
|
|
/* group dupli offset, should apply after everything else */
|
|
if(!is_zero_v3(part->dup_group->dupli_ofs)) {
|
|
copy_m4_m4(tmat, oblist[b]->obmat);
|
|
sub_v3_v3v3(tmat[3], tmat[3], part->dup_group->dupli_ofs);
|
|
mul_m4_m4m4(tmat, tmat, pamat);
|
|
}
|
|
else {
|
|
mul_m4_m4m4(tmat, oblist[b]->obmat, pamat);
|
|
}
|
|
|
|
mul_mat3_m4_fl(tmat, size*scale);
|
|
if(par_space_mat)
|
|
mul_m4_m4m4(mat, tmat, par_space_mat);
|
|
else
|
|
copy_m4_m4(mat, tmat);
|
|
|
|
dob= new_dupli_object(lb, go->ob, mat, par->lay, counter, OB_DUPLIPARTS, animated);
|
|
copy_m4_m4(dob->omat, obcopylist[b].obmat);
|
|
if(G.rendering)
|
|
psys_get_dupli_texture(psys, part, sim.psmd, pa, cpa, dob->uv, dob->orco);
|
|
}
|
|
}
|
|
else {
|
|
/* to give ipos in object correct offset */
|
|
where_is_object_time(scene, ob, ctime-pa_time);
|
|
|
|
VECCOPY(vec, obmat[3]);
|
|
obmat[3][0] = obmat[3][1] = obmat[3][2] = 0.0f;
|
|
|
|
/* particle rotation uses x-axis as the aligned axis, so pre-rotate the object accordingly */
|
|
if((part->draw & PART_DRAW_ROTATE_OB) == 0) {
|
|
float xvec[3], q[4];
|
|
xvec[0] = -1.f;
|
|
xvec[1] = xvec[2] = 0;
|
|
vec_to_quat(q, xvec, ob->trackflag, ob->upflag);
|
|
quat_to_mat4(obmat, q);
|
|
obmat[3][3]= 1.0f;
|
|
}
|
|
|
|
/* Normal particles and cached hair live in global space so we need to
|
|
* remove the real emitter's transformation before 2nd order duplication.
|
|
*/
|
|
if(par_space_mat && GS(id->name) != ID_GR)
|
|
mul_m4_m4m4(mat, pamat, psys->imat);
|
|
else
|
|
copy_m4_m4(mat, pamat);
|
|
|
|
mul_m4_m4m4(tmat, obmat, mat);
|
|
mul_mat3_m4_fl(tmat, size*scale);
|
|
|
|
if(par_space_mat)
|
|
mul_m4_m4m4(mat, tmat, par_space_mat);
|
|
else
|
|
copy_m4_m4(mat, tmat);
|
|
|
|
if(part->draw & PART_DRAW_GLOBAL_OB)
|
|
add_v3_v3v3(mat[3], mat[3], vec);
|
|
|
|
dob= new_dupli_object(lb, ob, mat, ob->lay, counter, GS(id->name) == ID_GR ? OB_DUPLIGROUP : OB_DUPLIPARTS, animated);
|
|
copy_m4_m4(dob->omat, oldobmat);
|
|
if(G.rendering)
|
|
psys_get_dupli_texture(psys, part, sim.psmd, pa, cpa, dob->uv, dob->orco);
|
|
}
|
|
}
|
|
|
|
/* restore objects since they were changed in where_is_object_time */
|
|
if(part->ren_as==PART_DRAW_GR) {
|
|
for(a=0; a<totgroup; a++)
|
|
*(oblist[a])= obcopylist[a];
|
|
}
|
|
else
|
|
*ob= obcopy;
|
|
}
|
|
|
|
/* clean up */
|
|
if(oblist)
|
|
MEM_freeN(oblist);
|
|
if(obcopylist)
|
|
MEM_freeN(obcopylist);
|
|
|
|
if(psys->lattice) {
|
|
end_latt_deform(psys->lattice);
|
|
psys->lattice = NULL;
|
|
}
|
|
}
|
|
|
|
static Object *find_family_object(Object **obar, char *family, char ch)
|
|
{
|
|
Object *ob;
|
|
int flen;
|
|
|
|
if( obar[(int)ch] ) return obar[(int)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[(int)ch]= ob;
|
|
|
|
return ob;
|
|
}
|
|
|
|
|
|
static void font_duplilist(ListBase *lb, Scene *scene, Object *par, int level, int animated)
|
|
{
|
|
Object *ob, *obar[256]= {NULL};
|
|
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;
|
|
|
|
copy_m4_m4(pmat, par->obmat);
|
|
|
|
/* in par the family name is stored, use this to find the other objects */
|
|
|
|
chartransdata= BKE_text_to_curve(G.main, scene, par, FO_DUPLI);
|
|
if(chartransdata==NULL) return;
|
|
|
|
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;
|
|
|
|
mul_m4_v3(pmat, vec);
|
|
|
|
copy_m4_m4(obmat, par->obmat);
|
|
VECCOPY(obmat[3], vec);
|
|
|
|
new_dupli_object(lb, ob, obmat, par->lay, a, OB_DUPLIVERTS, animated);
|
|
}
|
|
}
|
|
|
|
MEM_freeN(chartransdata);
|
|
}
|
|
|
|
/* ------------- */
|
|
|
|
static void object_duplilist_recursive(ID *id, Scene *scene, Object *ob, ListBase *duplilist, float par_space_mat[][4], int level, int animated)
|
|
{
|
|
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, scene, ob, par_space_mat, psys, level+1, animated);
|
|
}
|
|
else if(ob->transflag & OB_DUPLIVERTS) {
|
|
if(ob->type==OB_MESH) {
|
|
vertex_duplilist(duplilist, id, scene, ob, par_space_mat, level+1, animated);
|
|
}
|
|
else if(ob->type==OB_FONT) {
|
|
if (GS(id->name)==ID_SCE) { /* TODO - support dupligroups */
|
|
font_duplilist(duplilist, scene, ob, level+1, animated);
|
|
}
|
|
}
|
|
}
|
|
else if(ob->transflag & OB_DUPLIFACES) {
|
|
if(ob->type==OB_MESH)
|
|
face_duplilist(duplilist, id, scene, ob, par_space_mat, level+1, animated);
|
|
}
|
|
else if(ob->transflag & OB_DUPLIFRAMES) {
|
|
if (GS(id->name)==ID_SCE) { /* TODO - support dupligroups */
|
|
frames_duplilist(duplilist, scene, ob, level+1, animated);
|
|
}
|
|
} else if(ob->transflag & OB_DUPLIGROUP) {
|
|
DupliObject *dob;
|
|
|
|
group_duplilist(duplilist, scene, ob, level+1, animated); /* now recursive */
|
|
|
|
if (level==0) {
|
|
for(dob= duplilist->first; dob; dob= dob->next)
|
|
if(dob->type == OB_DUPLIGROUP)
|
|
copy_m4_m4(dob->ob->obmat, dob->mat);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Returns a list of DupliObject
|
|
* 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, sce, ob, duplilist, NULL, 0, 0);
|
|
return duplilist;
|
|
}
|
|
|
|
void free_object_duplilist(ListBase *lb)
|
|
{
|
|
DupliObject *dob;
|
|
|
|
/* loop in reverse order, if object is instanced multiple times
|
|
the original layer may not really be original otherwise, proper
|
|
solution is more complicated */
|
|
for(dob= lb->last; dob; dob= dob->prev) {
|
|
dob->ob->lay= dob->origlay;
|
|
copy_m4_m4(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;
|
|
}
|