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blender-archive/source/blender/blenkernel/intern/scene.c
Janne Karhu bff893a420 Unified effector functionality for particles, cloth and softbody
* Unified scene wide gravity (currently in scene buttons) 
  instead of each simulation having it's own gravity.
* Weight parameters for all effectors and an effector group 
  setting.
* Every effector can use noise.
* Most effectors have "shapes" point, plane, surface, every point.
	- "Point" is most like the old effectors and uses the 
	  effector location as the effector point.
	- "Plane" uses the closest point on effectors local xy-plane 
	  as the effector point.
	- "Surface" uses the closest point on an effector object's 
	  surface as the effector point.
	- "Every Point" uses every point in a mesh effector object 
	  as an effector point.
	- The falloff is calculated from this point, so for example 
	  with "surface" shape and "use only negative z axis" it's 
	  possible to apply force only "inside" the effector object.
* Spherical effector is now renamed as "force" as it's no longer 
  just spherical.
* New effector parameter "flow", which makes the effector act as 
  surrounding air velocity, so the resulting force is 
  proportional to the velocity difference of the point and "air 
  velocity". For example a wind field with flow=1.0 results in 
  proper non-accelerating wind.
* New effector fields "turbulence", which creates nice random 
  flow paths, and "drag", which slows the points down.
* Much improved vortex field.
* Effectors can now effect particle rotation as well as location.
* Use full, or only positive/negative z-axis to apply force 
  (note. the z-axis is the surface normal in the case of 
  effector shape "surface")
* New "force field" submenu in add menu, which adds an empty 
  with the chosen effector (curve object for corve guides).
* Other dynamics should be quite easy to add to the effector 
  system too if wanted.
* "Unified" doesn't mean that force fields give the exact same results for 
  particles, softbody & cloth, since their final effect depends on many external 
  factors, like for example the surface area of the effected faces.

Code changes
* Subversion bump for correct handling of global gravity.
* Separate ui py file for common dynamics stuff.
* Particle settings updating is flushed with it's id through 
  DAG_id_flush_update(..).
  
Known issues
* Curve guides don't yet have all ui buttons in place, but they 
  should work none the less.
* Hair dynamics don't yet respect force fields.

Other changes
* Particle emission defaults now to frames 1-200 with life of 50 
  frames to fill the whole default timeline.
* Many particles drawing related crashes fixed.
* Sometimes particles didn't update on first frame properly.
* Hair with object/group visualization didn't work properly.
* Memory leaks with PointCacheID lists (Genscher, remember to 
  free pidlists after use :).
2009-09-30 22:10:14 +00:00

871 lines
21 KiB
C

/* scene.c
*
*
* $Id$
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <stdio.h>
#include <string.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifndef WIN32
#include <unistd.h>
#else
#include <io.h>
#endif
#include "MEM_guardedalloc.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_color_types.h"
#include "DNA_constraint_types.h"
#include "DNA_curve_types.h"
#include "DNA_group_types.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_meta_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_texture_types.h"
#include "DNA_userdef_types.h"
#include "BKE_action.h"
#include "BKE_anim.h"
#include "BKE_animsys.h"
#include "BKE_armature.h"
#include "BKE_colortools.h"
#include "BKE_colortools.h"
#include "BKE_constraint.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_group.h"
#include "BKE_ipo.h"
#include "BKE_idprop.h"
#include "BKE_image.h"
#include "BKE_key.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_scene.h"
#include "BKE_sequence.h"
#include "BKE_world.h"
#include "BKE_utildefines.h"
//XXX #include "BIF_previewrender.h"
//XXX #include "BIF_editseq.h"
#ifndef DISABLE_PYTHON
#include "BPY_extern.h"
#endif
#include "BLI_arithb.h"
#include "BLI_blenlib.h"
//XXX #include "nla.h"
#ifdef WIN32
#else
#include <sys/time.h>
#endif
void free_avicodecdata(AviCodecData *acd)
{
if (acd) {
if (acd->lpFormat){
MEM_freeN(acd->lpFormat);
acd->lpFormat = NULL;
acd->cbFormat = 0;
}
if (acd->lpParms){
MEM_freeN(acd->lpParms);
acd->lpParms = NULL;
acd->cbParms = 0;
}
}
}
void free_qtcodecdata(QuicktimeCodecData *qcd)
{
if (qcd) {
if (qcd->cdParms){
MEM_freeN(qcd->cdParms);
qcd->cdParms = NULL;
qcd->cdSize = 0;
}
}
}
Scene *copy_scene(Main *bmain, Scene *sce, int type)
{
Scene *scen;
ToolSettings *ts;
Base *base, *obase;
if(type == SCE_COPY_EMPTY) {
ListBase lb;
scen= add_scene(sce->id.name+2);
lb= scen->r.layers;
scen->r= sce->r;
scen->r.layers= lb;
}
else {
scen= copy_libblock(sce);
BLI_duplicatelist(&(scen->base), &(sce->base));
clear_id_newpoins();
id_us_plus((ID *)scen->world);
id_us_plus((ID *)scen->set);
id_us_plus((ID *)scen->ima);
id_us_plus((ID *)scen->gm.dome.warptext);
scen->ed= NULL;
scen->theDag= NULL;
scen->obedit= NULL;
scen->toolsettings= MEM_dupallocN(sce->toolsettings);
scen->stats= NULL;
ts= scen->toolsettings;
if(ts) {
if(ts->vpaint) {
ts->vpaint= MEM_dupallocN(ts->vpaint);
ts->vpaint->paintcursor= NULL;
ts->vpaint->vpaint_prev= NULL;
ts->vpaint->wpaint_prev= NULL;
copy_paint(&ts->vpaint->paint, &ts->vpaint->paint);
}
if(ts->wpaint) {
ts->wpaint= MEM_dupallocN(ts->wpaint);
ts->wpaint->paintcursor= NULL;
ts->wpaint->vpaint_prev= NULL;
ts->wpaint->wpaint_prev= NULL;
copy_paint(&ts->wpaint->paint, &ts->wpaint->paint);
}
if(ts->sculpt) {
ts->sculpt= MEM_dupallocN(ts->sculpt);
copy_paint(&ts->sculpt->paint, &ts->sculpt->paint);
}
copy_paint(&ts->imapaint.paint, &ts->imapaint.paint);
ts->imapaint.paintcursor= NULL;
ts->particle.paintcursor= NULL;
}
BLI_duplicatelist(&(scen->markers), &(sce->markers));
BLI_duplicatelist(&(scen->transform_spaces), &(sce->transform_spaces));
BLI_duplicatelist(&(scen->r.layers), &(sce->r.layers));
BKE_keyingsets_copy(&(scen->keyingsets), &(sce->keyingsets));
scen->nodetree= ntreeCopyTree(sce->nodetree, 0);
obase= sce->base.first;
base= scen->base.first;
while(base) {
id_us_plus(&base->object->id);
if(obase==sce->basact) scen->basact= base;
obase= obase->next;
base= base->next;
}
}
/* make a private copy of the avicodecdata */
if(sce->r.avicodecdata) {
scen->r.avicodecdata = MEM_dupallocN(sce->r.avicodecdata);
scen->r.avicodecdata->lpFormat = MEM_dupallocN(scen->r.avicodecdata->lpFormat);
scen->r.avicodecdata->lpParms = MEM_dupallocN(scen->r.avicodecdata->lpParms);
}
/* make a private copy of the qtcodecdata */
if(sce->r.qtcodecdata) {
scen->r.qtcodecdata = MEM_dupallocN(sce->r.qtcodecdata);
scen->r.qtcodecdata->cdParms = MEM_dupallocN(scen->r.qtcodecdata->cdParms);
}
/* NOTE: part of SCE_COPY_LINK_DATA and SCE_COPY_FULL operations
* are done outside of blenkernel with ED_objects_single_users! */
/* camera */
if(type == SCE_COPY_LINK_DATA || type == SCE_COPY_FULL) {
ID_NEW(scen->camera);
}
/* world */
if(type == SCE_COPY_FULL) {
if(scen->world) {
id_us_plus((ID *)scen->world);
scen->world= copy_world(scen->world);
}
}
return scen;
}
/* do not free scene itself */
void free_scene(Scene *sce)
{
Base *base;
base= sce->base.first;
while(base) {
base->object->id.us--;
base= base->next;
}
/* do not free objects! */
if(sce->gpd) {
sce->gpd->id.us--;
sce->gpd= NULL;
}
BLI_freelistN(&sce->base);
seq_free_editing(sce);
BKE_free_animdata((ID *)sce);
BKE_keyingsets_free(&sce->keyingsets);
if (sce->r.avicodecdata) {
free_avicodecdata(sce->r.avicodecdata);
MEM_freeN(sce->r.avicodecdata);
sce->r.avicodecdata = NULL;
}
if (sce->r.qtcodecdata) {
free_qtcodecdata(sce->r.qtcodecdata);
MEM_freeN(sce->r.qtcodecdata);
sce->r.qtcodecdata = NULL;
}
if (sce->r.ffcodecdata.properties) {
IDP_FreeProperty(sce->r.ffcodecdata.properties);
MEM_freeN(sce->r.ffcodecdata.properties);
sce->r.ffcodecdata.properties = NULL;
}
BLI_freelistN(&sce->markers);
BLI_freelistN(&sce->transform_spaces);
BLI_freelistN(&sce->r.layers);
if(sce->toolsettings) {
if(sce->toolsettings->vpaint) {
free_paint(&sce->toolsettings->vpaint->paint);
MEM_freeN(sce->toolsettings->vpaint);
}
if(sce->toolsettings->wpaint) {
free_paint(&sce->toolsettings->wpaint->paint);
MEM_freeN(sce->toolsettings->wpaint);
}
if(sce->toolsettings->sculpt) {
free_paint(&sce->toolsettings->sculpt->paint);
MEM_freeN(sce->toolsettings->sculpt);
}
free_paint(&sce->toolsettings->imapaint.paint);
MEM_freeN(sce->toolsettings);
sce->toolsettings = NULL;
}
if (sce->theDag) {
free_forest(sce->theDag);
MEM_freeN(sce->theDag);
}
if(sce->nodetree) {
ntreeFreeTree(sce->nodetree);
MEM_freeN(sce->nodetree);
}
if(sce->stats)
MEM_freeN(sce->stats);
}
Scene *add_scene(char *name)
{
Scene *sce;
ParticleEditSettings *pset;
int a;
sce= alloc_libblock(&G.main->scene, ID_SCE, name);
sce->lay= 1;
sce->r.mode= R_GAMMA|R_OSA|R_SHADOW|R_SSS|R_ENVMAP|R_RAYTRACE;
sce->r.cfra= 1;
sce->r.sfra= 1;
sce->r.efra= 250;
sce->r.xsch= 1920;
sce->r.ysch= 1080;
sce->r.xasp= 1;
sce->r.yasp= 1;
sce->r.xparts= 8;
sce->r.yparts= 8;
sce->r.size= 25;
sce->r.planes= 24;
sce->r.quality= 90;
sce->r.framapto= 100;
sce->r.images= 100;
sce->r.framelen= 1.0;
sce->r.frs_sec= 25;
sce->r.frs_sec_base= 1;
sce->r.ocres = 128;
sce->r.color_mgt_flag |= R_COLOR_MANAGEMENT;
sce->r.bake_mode= 1; /* prevent to include render stuff here */
sce->r.bake_filter= 8;
sce->r.bake_osa= 5;
sce->r.bake_flag= R_BAKE_CLEAR;
sce->r.bake_normal_space= R_BAKE_SPACE_TANGENT;
sce->r.scemode= R_DOCOMP|R_DOSEQ|R_EXTENSION;
sce->r.stamp= R_STAMP_TIME|R_STAMP_FRAME|R_STAMP_DATE|R_STAMP_SCENE|R_STAMP_CAMERA;
sce->r.threads= 1;
sce->r.simplify_subsurf= 6;
sce->r.simplify_particles= 1.0f;
sce->r.simplify_shadowsamples= 16;
sce->r.simplify_aosss= 1.0f;
sce->r.cineonblack= 95;
sce->r.cineonwhite= 685;
sce->r.cineongamma= 1.7f;
sce->toolsettings = MEM_callocN(sizeof(struct ToolSettings),"Tool Settings Struct");
sce->toolsettings->cornertype=1;
sce->toolsettings->degr = 90;
sce->toolsettings->step = 9;
sce->toolsettings->turn = 1;
sce->toolsettings->extr_offs = 1;
sce->toolsettings->doublimit = 0.001;
sce->toolsettings->segments = 32;
sce->toolsettings->rings = 32;
sce->toolsettings->vertices = 32;
sce->toolsettings->editbutflag = 1;
sce->toolsettings->uvcalc_radius = 1.0f;
sce->toolsettings->uvcalc_cubesize = 1.0f;
sce->toolsettings->uvcalc_mapdir = 1;
sce->toolsettings->uvcalc_mapalign = 1;
sce->toolsettings->unwrapper = 1;
sce->toolsettings->select_thresh= 0.01f;
sce->toolsettings->jointrilimit = 0.8f;
sce->toolsettings->selectmode= SCE_SELECT_VERTEX;
sce->toolsettings->normalsize= 0.1;
sce->toolsettings->autokey_mode= U.autokey_mode;
sce->toolsettings->skgen_resolution = 100;
sce->toolsettings->skgen_threshold_internal = 0.01f;
sce->toolsettings->skgen_threshold_external = 0.01f;
sce->toolsettings->skgen_angle_limit = 45.0f;
sce->toolsettings->skgen_length_ratio = 1.3f;
sce->toolsettings->skgen_length_limit = 1.5f;
sce->toolsettings->skgen_correlation_limit = 0.98f;
sce->toolsettings->skgen_symmetry_limit = 0.1f;
sce->toolsettings->skgen_postpro = SKGEN_SMOOTH;
sce->toolsettings->skgen_postpro_passes = 1;
sce->toolsettings->skgen_options = SKGEN_FILTER_INTERNAL|SKGEN_FILTER_EXTERNAL|SKGEN_FILTER_SMART|SKGEN_HARMONIC|SKGEN_SUB_CORRELATION|SKGEN_STICK_TO_EMBEDDING;
sce->toolsettings->skgen_subdivisions[0] = SKGEN_SUB_CORRELATION;
sce->toolsettings->skgen_subdivisions[1] = SKGEN_SUB_LENGTH;
sce->toolsettings->skgen_subdivisions[2] = SKGEN_SUB_ANGLE;
sce->toolsettings->proportional_size = 1.0f;
sce->physics_settings.gravity[0] = 0.0f;
sce->physics_settings.gravity[1] = 0.0f;
sce->physics_settings.gravity[2] = -9.81f;
sce->physics_settings.flag = PHYS_GLOBAL_GRAVITY;
sce->unit.scale_length = 1.0f;
pset= &sce->toolsettings->particle;
pset->flag= PE_KEEP_LENGTHS|PE_LOCK_FIRST|PE_DEFLECT_EMITTER|PE_AUTO_VELOCITY;
pset->emitterdist= 0.25f;
pset->totrekey= 5;
pset->totaddkey= 5;
pset->brushtype= PE_BRUSH_NONE;
pset->draw_step= 2;
pset->fade_frames= 2;
for(a=0; a<PE_TOT_BRUSH; a++) {
pset->brush[a].strength= 50;
pset->brush[a].size= 50;
pset->brush[a].step= 10;
}
pset->brush[PE_BRUSH_CUT].strength= 100;
sce->jumpframe = 10;
sce->r.ffcodecdata.audio_mixrate = 44100;
sce->audio.distance_model = 2.0;
sce->audio.doppler_factor = 1.0;
sce->audio.speed_of_sound = 343.3;
strcpy(sce->r.backbuf, "//backbuf");
strcpy(sce->r.pic, U.renderdir);
BLI_init_rctf(&sce->r.safety, 0.1f, 0.9f, 0.1f, 0.9f);
sce->r.osa= 8;
/* note; in header_info.c the scene copy happens..., if you add more to renderdata it has to be checked there */
scene_add_render_layer(sce);
/* game data */
sce->gm.stereoflag = STEREO_NOSTEREO;
sce->gm.stereomode = STEREO_ANAGLYPH;
sce->gm.dome.angle = 180;
sce->gm.dome.mode = DOME_FISHEYE;
sce->gm.dome.res = 4;
sce->gm.dome.resbuf = 1.0f;
sce->gm.dome.tilt = 0;
sce->gm.xplay= 800;
sce->gm.yplay= 600;
sce->gm.freqplay= 60;
sce->gm.depth= 32;
sce->gm.gravity= 9.8f;
sce->gm.physicsEngine= WOPHY_BULLET;
sce->gm.mode = 32; //XXX ugly harcoding, still not sure we should drop mode. 32 == 1 << 5 == use_occlusion_culling
sce->gm.occlusionRes = 128;
sce->gm.ticrate = 60;
sce->gm.maxlogicstep = 5;
sce->gm.physubstep = 1;
sce->gm.maxphystep = 5;
sce->gm.flag = GAME_DISPLAY_LISTS;
sce->gm.matmode = GAME_MAT_MULTITEX;
return sce;
}
Base *object_in_scene(Object *ob, Scene *sce)
{
Base *base;
base= sce->base.first;
while(base) {
if(base->object == ob) return base;
base= base->next;
}
return NULL;
}
void set_scene_bg(Scene *scene)
{
Scene *sce;
Base *base;
Object *ob;
Group *group;
GroupObject *go;
int flag;
/* check for cyclic sets, for reading old files but also for definite security (py?) */
scene_check_setscene(scene);
/* deselect objects (for dataselect) */
for(ob= G.main->object.first; ob; ob= ob->id.next)
ob->flag &= ~(SELECT|OB_FROMGROUP);
/* group flags again */
for(group= G.main->group.first; group; group= group->id.next) {
go= group->gobject.first;
while(go) {
if(go->ob) go->ob->flag |= OB_FROMGROUP;
go= go->next;
}
}
/* sort baselist */
DAG_scene_sort(scene);
/* ensure dags are built for sets */
for(sce= scene->set; sce; sce= sce->set)
if(sce->theDag==NULL)
DAG_scene_sort(sce);
/* copy layers and flags from bases to objects */
for(base= scene->base.first; base; base= base->next) {
ob= base->object;
ob->lay= base->lay;
/* group patch... */
base->flag &= ~(OB_FROMGROUP);
flag= ob->flag & (OB_FROMGROUP);
base->flag |= flag;
/* not too nice... for recovering objects with lost data */
//if(ob->pose==NULL) base->flag &= ~OB_POSEMODE;
ob->flag= base->flag;
ob->ctime= -1234567.0; /* force ipo to be calculated later */
}
/* no full animation update, this to enable render code to work (render code calls own animation updates) */
}
/* called from creator.c */
void set_scene_name(char *name)
{
Scene *sce;
for (sce= G.main->scene.first; sce; sce= sce->id.next) {
if (BLI_streq(name, sce->id.name+2)) {
set_scene_bg(sce);
return;
}
}
//XXX error("Can't find scene: %s", name);
}
void unlink_scene(Main *bmain, Scene *sce, Scene *newsce)
{
Scene *sce1;
bScreen *sc;
/* check all sets */
for(sce1= bmain->scene.first; sce1; sce1= sce1->id.next)
if(sce1->set == sce)
sce1->set= NULL;
/* check all sequences */
clear_scene_in_allseqs(sce);
/* check render layer nodes in other scenes */
clear_scene_in_nodes(bmain, sce);
/* al screens */
for(sc= bmain->screen.first; sc; sc= sc->id.next)
if(sc->scene == sce)
sc->scene= newsce;
free_libblock(&bmain->scene, sce);
}
/* used by metaballs
* doesnt return the original duplicated object, only dupli's
*/
int next_object(Scene *scene, int val, Base **base, Object **ob)
{
static ListBase *duplilist= NULL;
static DupliObject *dupob;
static int fase= F_START, in_next_object= 0;
int run_again=1;
/* init */
if(val==0) {
fase= F_START;
dupob= NULL;
/* XXX particle systems with metas+dupligroups call this recursively */
/* see bug #18725 */
if(in_next_object) {
printf("ERROR: MetaBall generation called recursively, not supported\n");
return F_ERROR;
}
}
else {
in_next_object= 1;
/* run_again is set when a duplilist has been ended */
while(run_again) {
run_again= 0;
/* the first base */
if(fase==F_START) {
*base= scene->base.first;
if(*base) {
*ob= (*base)->object;
fase= F_SCENE;
}
else {
/* exception: empty scene */
if(scene->set && scene->set->base.first) {
*base= scene->set->base.first;
*ob= (*base)->object;
fase= F_SET;
}
}
}
else {
if(*base && fase!=F_DUPLI) {
*base= (*base)->next;
if(*base) *ob= (*base)->object;
else {
if(fase==F_SCENE) {
/* scene is finished, now do the set */
if(scene->set && scene->set->base.first) {
*base= scene->set->base.first;
*ob= (*base)->object;
fase= F_SET;
}
}
}
}
}
if(*base == NULL) fase= F_START;
else {
if(fase!=F_DUPLI) {
if( (*base)->object->transflag & OB_DUPLI) {
/* groups cannot be duplicated for mballs yet,
this enters eternal loop because of
makeDispListMBall getting called inside of group_duplilist */
if((*base)->object->dup_group == NULL) {
duplilist= object_duplilist(scene, (*base)->object);
dupob= duplilist->first;
if(!dupob)
free_object_duplilist(duplilist);
}
}
}
/* handle dupli's */
if(dupob) {
Mat4CpyMat4(dupob->ob->obmat, dupob->mat);
(*base)->flag |= OB_FROMDUPLI;
*ob= dupob->ob;
fase= F_DUPLI;
dupob= dupob->next;
}
else if(fase==F_DUPLI) {
fase= F_SCENE;
(*base)->flag &= ~OB_FROMDUPLI;
for(dupob= duplilist->first; dupob; dupob= dupob->next) {
Mat4CpyMat4(dupob->ob->obmat, dupob->omat);
}
free_object_duplilist(duplilist);
duplilist= NULL;
run_again= 1;
}
}
}
}
/* reset recursion test */
in_next_object= 0;
return fase;
}
Object *scene_find_camera(Scene *sc)
{
Base *base;
for (base= sc->base.first; base; base= base->next)
if (base->object->type==OB_CAMERA)
return base->object;
return NULL;
}
Base *scene_add_base(Scene *sce, Object *ob)
{
Base *b= MEM_callocN(sizeof(*b), "scene_add_base");
BLI_addhead(&sce->base, b);
b->object= ob;
b->flag= ob->flag;
b->lay= ob->lay;
return b;
}
void scene_deselect_all(Scene *sce)
{
Base *b;
for (b= sce->base.first; b; b= b->next) {
b->flag&= ~SELECT;
b->object->flag= b->flag;
}
}
void scene_select_base(Scene *sce, Base *selbase)
{
scene_deselect_all(sce);
selbase->flag |= SELECT;
selbase->object->flag= selbase->flag;
sce->basact= selbase;
}
/* checks for cycle, returns 1 if it's all OK */
int scene_check_setscene(Scene *sce)
{
Scene *scene;
int a, totscene;
if(sce->set==NULL) return 1;
totscene= 0;
for(scene= G.main->scene.first; scene; scene= scene->id.next)
totscene++;
for(a=0, scene=sce; scene->set; scene=scene->set, a++) {
/* more iterations than scenes means we have a cycle */
if(a > totscene) {
/* the tested scene gets zero'ed, that's typically current scene */
sce->set= NULL;
return 0;
}
}
return 1;
}
/* This (evil) function is needed to cope with two legacy Blender rendering features
* mblur (motion blur that renders 'subframes' and blurs them together), and fields
* rendering. Thus, the use of ugly globals from object.c
*/
// BAD... EVIL... JUJU...!!!!
// XXX moved here temporarily
float frame_to_float (Scene *scene, int cfra) /* see also bsystem_time in object.c */
{
extern float bluroffs; /* bad stuff borrowed from object.c */
extern float fieldoffs;
float ctime;
ctime= (float)cfra;
ctime+= bluroffs+fieldoffs;
ctime*= scene->r.framelen;
return ctime;
}
static void scene_update(Scene *sce, unsigned int lay)
{
Base *base;
Object *ob;
float ctime = frame_to_float(sce, sce->r.cfra);
if(sce->theDag==NULL)
DAG_scene_sort(sce);
DAG_scene_update_flags(sce, lay); // only stuff that moves or needs display still
/* All 'standard' (i.e. without any dependencies) animation is handled here,
* with an 'local' to 'macro' order of evaluation. This should ensure that
* settings stored nestled within a hierarchy (i.e. settings in a Texture block
* can be overridden by settings from Scene, which owns the Texture through a hierarchy
* such as Scene->World->MTex/Texture) can still get correctly overridden.
*/
BKE_animsys_evaluate_all_animation(G.main, ctime);
for(base= sce->base.first; base; base= base->next) {
ob= base->object;
object_handle_update(sce, ob); // bke_object.h
/* only update layer when an ipo */
// XXX old animation system
//if(ob->ipo && has_ipo_code(ob->ipo, OB_LAY) ) {
// base->lay= ob->lay;
//}
}
}
/* applies changes right away, does all sets too */
void scene_update_for_newframe(Scene *sce, unsigned int lay)
{
Scene *scene= sce;
/* clear animation overrides */
// XXX TODO...
/* sets first, we allow per definition current scene to have dependencies on sets */
for(sce= sce->set; sce; sce= sce->set)
scene_update(sce, lay);
scene_update(scene, lay);
}
/* return default layer, also used to patch old files */
void scene_add_render_layer(Scene *sce)
{
SceneRenderLayer *srl;
int tot= 1 + BLI_countlist(&sce->r.layers);
srl= MEM_callocN(sizeof(SceneRenderLayer), "new render layer");
sprintf(srl->name, "%d RenderLayer", tot);
BLI_addtail(&sce->r.layers, srl);
/* note, this is also in render, pipeline.c, to make layer when scenedata doesnt have it */
srl->lay= (1<<20) -1;
srl->layflag= 0x7FFF; /* solid ztra halo edge strand */
srl->passflag= SCE_PASS_COMBINED|SCE_PASS_Z;
}
/* render simplification */
int get_render_subsurf_level(RenderData *r, int lvl)
{
if(G.rt == 1 && (r->mode & R_SIMPLIFY))
return MIN2(r->simplify_subsurf, lvl);
else
return lvl;
}
int get_render_child_particle_number(RenderData *r, int num)
{
if(G.rt == 1 && (r->mode & R_SIMPLIFY))
return (int)(r->simplify_particles*num);
else
return num;
}
int get_render_shadow_samples(RenderData *r, int samples)
{
if(G.rt == 1 && (r->mode & R_SIMPLIFY) && samples > 0)
return MIN2(r->simplify_shadowsamples, samples);
else
return samples;
}
float get_render_aosss_error(RenderData *r, float error)
{
if(G.rt == 1 && (r->mode & R_SIMPLIFY))
return ((1.0f-r->simplify_aosss)*10.0f + 1.0f)*error;
else
return error;
}