This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/blenkernel/intern/group.c
Sergey Sharybin fdfa5910b5 Fix #34040: Moving Normal Node with enabled Cycles Material Preview crashes
Issue was caused by couple of circumstances:

- Normal Map node requires tesselated faces to compute tangent space
- All temporary meshes needed for Cycles export were adding to G.main
- Undo pushes would temporary set meshes tessfaces to NULL
- Moving node will cause undo push and tree re-evaluate fr preview

All this leads to threading conflict between preview render and undo
system.

Solved it in  way that all temporary meshes are adding to that exact
Main which was passed to Cycles via BlendData. This required couple
of mechanic changes like adding extra parameter to *_add() functions
and adding some *_ex() functions to make it possible RNA adds objects
to Main passed to new() RNA function.

This was tricky to pass Main to RNA function and IMO that's not so
nice to pass main to function, so ended up with such decision:

- Object.to_mesh() will add temp mesh to G.main
- Added Main.meshes.new_from_object() which does the same as to_mesh,
  but adds temporary mesh to specified Main.

So now all temporary meshes needed for preview render would be added
to preview_main which does not conflict with undo pushes.

Viewport render shall not be an issue because object sync happens from
main thread in this case.

It could be some issues with final render, but that's not so much
likely to happen, so shall be fine.

Thanks to Brecht for review!
2013-02-05 12:46:15 +00:00

376 lines
8.6 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/blenkernel/intern/group.c
* \ingroup bke
*/
#include <stdio.h>
#include <string.h>
#include <math.h>
#include "MEM_guardedalloc.h"
#include "DNA_group_types.h"
#include "DNA_material_types.h"
#include "DNA_object_types.h"
#include "DNA_nla_types.h"
#include "DNA_scene_types.h"
#include "DNA_particle_types.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BKE_global.h"
#include "BKE_group.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_object.h"
#include "BKE_scene.h" /* BKE_scene_base_find */
static void free_group_object(GroupObject *go)
{
MEM_freeN(go);
}
void BKE_group_free(Group *group)
{
/* don't free group itself */
GroupObject *go;
while (group->gobject.first) {
go = group->gobject.first;
BLI_remlink(&group->gobject, go);
free_group_object(go);
}
}
void BKE_group_unlink(Group *group)
{
Main *bmain = G.main;
Material *ma;
Object *ob;
Scene *sce;
SceneRenderLayer *srl;
ParticleSystem *psys;
for (ma = bmain->mat.first; ma; ma = ma->id.next) {
if (ma->group == group)
ma->group = NULL;
}
for (ma = bmain->mat.first; ma; ma = ma->id.next) {
if (ma->group == group)
ma->group = NULL;
}
for (sce = bmain->scene.first; sce; sce = sce->id.next) {
Base *base = sce->base.first;
/* ensure objects are not in this group */
for (; base; base = base->next) {
if (rem_from_group(group, base->object, sce, base) && find_group(base->object, NULL) == NULL) {
base->object->flag &= ~OB_FROMGROUP;
base->flag &= ~OB_FROMGROUP;
}
}
for (srl = sce->r.layers.first; srl; srl = srl->next) {
if (srl->light_override == group)
srl->light_override = NULL;
}
}
for (ob = bmain->object.first; ob; ob = ob->id.next) {
if (ob->dup_group == group) {
ob->dup_group = NULL;
}
for (psys = ob->particlesystem.first; psys; psys = psys->next) {
if (psys->part->dup_group == group)
psys->part->dup_group = NULL;
#if 0 /* not used anymore, only keps for readfile.c, no need to account for this */
if (psys->part->eff_group == group)
psys->part->eff_group = NULL;
#endif
}
}
/* group stays in library, but no members */
BKE_group_free(group);
group->id.us = 0;
}
Group *add_group(Main *bmain, const char *name)
{
Group *group;
group = BKE_libblock_alloc(&bmain->group, ID_GR, name);
group->layer = (1 << 20) - 1;
return group;
}
Group *BKE_group_copy(Group *group)
{
Group *groupn;
groupn = MEM_dupallocN(group);
BLI_duplicatelist(&groupn->gobject, &group->gobject);
return groupn;
}
/* external */
static int add_to_group_internal(Group *group, Object *ob)
{
GroupObject *go;
if (group == NULL || ob == NULL) {
return FALSE;
}
/* check if the object has been added already */
if (BLI_findptr(&group->gobject, ob, offsetof(GroupObject, ob))) {
return FALSE;
}
go = MEM_callocN(sizeof(GroupObject), "groupobject");
BLI_addtail(&group->gobject, go);
go->ob = ob;
return TRUE;
}
int add_to_group(Group *group, Object *object, Scene *scene, Base *base)
{
if (add_to_group_internal(group, object)) {
if ((object->flag & OB_FROMGROUP) == 0) {
if (scene && base == NULL)
base = BKE_scene_base_find(scene, object);
object->flag |= OB_FROMGROUP;
if (base)
base->flag |= OB_FROMGROUP;
}
return 1;
}
else {
return 0;
}
}
/* also used for (ob == NULL) */
static int rem_from_group_internal(Group *group, Object *ob)
{
GroupObject *go, *gon;
int removed = 0;
if (group == NULL) return 0;
go = group->gobject.first;
while (go) {
gon = go->next;
if (go->ob == ob) {
BLI_remlink(&group->gobject, go);
free_group_object(go);
removed = 1;
/* should break here since an object being in a group twice cant happen? */
}
go = gon;
}
return removed;
}
int rem_from_group(Group *group, Object *object, Scene *scene, Base *base)
{
if (rem_from_group_internal(group, object)) {
/* object can be NULL */
if (object && find_group(object, NULL) == NULL) {
if (scene && base == NULL)
base = BKE_scene_base_find(scene, object);
object->flag &= ~OB_FROMGROUP;
if (base)
base->flag &= ~OB_FROMGROUP;
}
return 1;
}
else {
return 0;
}
}
int object_in_group(Object *ob, Group *group)
{
if (group == NULL || ob == NULL) {
return FALSE;
}
return (BLI_findptr(&group->gobject, ob, offsetof(GroupObject, ob)) != NULL);
}
Group *find_group(Object *ob, Group *group)
{
if (group)
group = group->id.next;
else
group = G.main->group.first;
while (group) {
if (object_in_group(ob, group))
return group;
group = group->id.next;
}
return NULL;
}
void group_tag_recalc(Group *group)
{
GroupObject *go;
if (group == NULL) return;
for (go = group->gobject.first; go; go = go->next) {
if (go->ob)
go->ob->recalc = go->recalc;
}
}
int group_is_animated(Object *UNUSED(parent), Group *group)
{
GroupObject *go;
#if 0 /* XXX OLD ANIMSYS, NLASTRIPS ARE NO LONGER USED */
if (parent->nlastrips.first)
return 1;
#endif
for (go = group->gobject.first; go; go = go->next)
if (go->ob && go->ob->proxy)
return 1;
return 0;
}
#if 0 // add back when timeoffset & animsys work again
/* only replaces object strips or action when parent nla instructs it */
/* keep checking nla.c though, in case internal structure of strip changes */
static void group_replaces_nla(Object *parent, Object *target, char mode)
{
static ListBase nlastrips = {NULL, NULL};
static bAction *action = NULL;
static int done = FALSE;
bActionStrip *strip, *nstrip;
if (mode == 's') {
for (strip = parent->nlastrips.first; strip; strip = strip->next) {
if (strip->object == target) {
if (done == 0) {
/* clear nla & action from object */
nlastrips = target->nlastrips;
target->nlastrips.first = target->nlastrips.last = NULL;
action = target->action;
target->action = NULL;
target->nlaflag |= OB_NLA_OVERRIDE;
done = TRUE;
}
nstrip = MEM_dupallocN(strip);
BLI_addtail(&target->nlastrips, nstrip);
}
}
}
else if (mode == 'e') {
if (done) {
BLI_freelistN(&target->nlastrips);
target->nlastrips = nlastrips;
target->action = action;
nlastrips.first = nlastrips.last = NULL; /* not needed, but yah... :) */
action = NULL;
done = FALSE;
}
}
}
#endif
/* puts all group members in local timing system, after this call
* you can draw everything, leaves tags in objects to signal it needs further updating */
/* note: does not work for derivedmesh and render... it recreates all again in convertblender.c */
void group_handle_recalc_and_update(Scene *scene, Object *UNUSED(parent), Group *group)
{
GroupObject *go;
#if 0 /* warning, isn't clearing the recalc flag on the object which causes it to run all the time,
* not just on frame change.
* This isn't working because the animation data is only re-evaluated on frame change so commenting for now
* but when its enabled at some point it will need to be changed so as not to update so much - campbell */
/* if animated group... */
if (parent->nlastrips.first) {
int cfrao;
/* switch to local time */
cfrao = scene->r.cfra;
/* we need a DAG per group... */
for (go = group->gobject.first; go; go = go->next) {
if (go->ob && go->recalc) {
go->ob->recalc = go->recalc;
group_replaces_nla(parent, go->ob, 's');
BKE_object_handle_update(scene, go->ob);
group_replaces_nla(parent, go->ob, 'e');
/* leave recalc tags in case group members are in normal scene */
go->ob->recalc = go->recalc;
}
}
/* restore */
scene->r.cfra = cfrao;
}
else
#endif
{
/* only do existing tags, as set by regular depsgraph */
for (go = group->gobject.first; go; go = go->next) {
if (go->ob) {
if (go->ob->recalc) {
BKE_object_handle_update(scene, go->ob);
}
}
}
}
}