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Blender
V2.59
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00001 /* scene.c 00002 * 00003 * 00004 * $Id: scene.c 37363 2011-06-10 10:13:50Z campbellbarton $ 00005 * 00006 * ***** BEGIN GPL LICENSE BLOCK ***** 00007 * 00008 * This program is free software; you can redistribute it and/or 00009 * modify it under the terms of the GNU General Public License 00010 * as published by the Free Software Foundation; either version 2 00011 * of the License, or (at your option) any later version. 00012 * 00013 * This program is distributed in the hope that it will be useful, 00014 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00015 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00016 * GNU General Public License for more details. 00017 * 00018 * You should have received a copy of the GNU General Public License 00019 * along with this program; if not, write to the Free Software Foundation, 00020 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00021 * 00022 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. 00023 * All rights reserved. 00024 * 00025 * The Original Code is: all of this file. 00026 * 00027 * Contributor(s): none yet. 00028 * 00029 * ***** END GPL LICENSE BLOCK ***** 00030 */ 00031 00037 #include <stddef.h> 00038 #include <stdio.h> 00039 #include <string.h> 00040 00041 #ifndef WIN32 00042 #include <unistd.h> 00043 #else 00044 #include <io.h> 00045 #endif 00046 00047 #include "MEM_guardedalloc.h" 00048 00049 #include "DNA_anim_types.h" 00050 #include "DNA_group_types.h" 00051 #include "DNA_object_types.h" 00052 #include "DNA_scene_types.h" 00053 #include "DNA_screen_types.h" 00054 #include "DNA_sequence_types.h" 00055 00056 #include "BLI_math.h" 00057 #include "BLI_blenlib.h" 00058 #include "BLI_utildefines.h" 00059 00060 #include "BKE_anim.h" 00061 #include "BKE_animsys.h" 00062 #include "BKE_depsgraph.h" 00063 #include "BKE_global.h" 00064 #include "BKE_group.h" 00065 #include "BKE_idprop.h" 00066 #include "BKE_library.h" 00067 #include "BKE_main.h" 00068 #include "BKE_node.h" 00069 #include "BKE_object.h" 00070 #include "BKE_paint.h" 00071 #include "BKE_pointcache.h" 00072 #include "BKE_scene.h" 00073 #include "BKE_sequencer.h" 00074 #include "BKE_world.h" 00075 00076 #include "BKE_sound.h" 00077 00078 //XXX #include "BIF_previewrender.h" 00079 //XXX #include "BIF_editseq.h" 00080 00081 //XXX #include "nla.h" 00082 00083 #ifdef WIN32 00084 #else 00085 #include <sys/time.h> 00086 #endif 00087 00088 void free_avicodecdata(AviCodecData *acd) 00089 { 00090 if (acd) { 00091 if (acd->lpFormat){ 00092 MEM_freeN(acd->lpFormat); 00093 acd->lpFormat = NULL; 00094 acd->cbFormat = 0; 00095 } 00096 if (acd->lpParms){ 00097 MEM_freeN(acd->lpParms); 00098 acd->lpParms = NULL; 00099 acd->cbParms = 0; 00100 } 00101 } 00102 } 00103 00104 void free_qtcodecdata(QuicktimeCodecData *qcd) 00105 { 00106 if (qcd) { 00107 if (qcd->cdParms){ 00108 MEM_freeN(qcd->cdParms); 00109 qcd->cdParms = NULL; 00110 qcd->cdSize = 0; 00111 } 00112 } 00113 } 00114 00115 Scene *copy_scene(Scene *sce, int type) 00116 { 00117 Scene *scen; 00118 ToolSettings *ts; 00119 Base *base, *obase; 00120 00121 if(type == SCE_COPY_EMPTY) { 00122 ListBase lb; 00123 scen= add_scene(sce->id.name+2); 00124 00125 lb= scen->r.layers; 00126 scen->r= sce->r; 00127 scen->r.layers= lb; 00128 } 00129 else { 00130 scen= copy_libblock(sce); 00131 BLI_duplicatelist(&(scen->base), &(sce->base)); 00132 00133 clear_id_newpoins(); 00134 00135 id_us_plus((ID *)scen->world); 00136 id_us_plus((ID *)scen->set); 00137 id_us_plus((ID *)scen->gm.dome.warptext); 00138 00139 scen->ed= NULL; 00140 scen->theDag= NULL; 00141 scen->obedit= NULL; 00142 scen->toolsettings= MEM_dupallocN(sce->toolsettings); 00143 scen->stats= NULL; 00144 scen->fps_info= NULL; 00145 00146 ts= scen->toolsettings; 00147 if(ts) { 00148 if(ts->vpaint) { 00149 ts->vpaint= MEM_dupallocN(ts->vpaint); 00150 ts->vpaint->paintcursor= NULL; 00151 ts->vpaint->vpaint_prev= NULL; 00152 ts->vpaint->wpaint_prev= NULL; 00153 copy_paint(&ts->vpaint->paint, &ts->vpaint->paint); 00154 } 00155 if(ts->wpaint) { 00156 ts->wpaint= MEM_dupallocN(ts->wpaint); 00157 ts->wpaint->paintcursor= NULL; 00158 ts->wpaint->vpaint_prev= NULL; 00159 ts->wpaint->wpaint_prev= NULL; 00160 copy_paint(&ts->wpaint->paint, &ts->wpaint->paint); 00161 } 00162 if(ts->sculpt) { 00163 ts->sculpt= MEM_dupallocN(ts->sculpt); 00164 copy_paint(&ts->sculpt->paint, &ts->sculpt->paint); 00165 } 00166 00167 copy_paint(&ts->imapaint.paint, &ts->imapaint.paint); 00168 ts->imapaint.paintcursor= NULL; 00169 00170 ts->particle.paintcursor= NULL; 00171 } 00172 00173 BLI_duplicatelist(&(scen->markers), &(sce->markers)); 00174 BLI_duplicatelist(&(scen->transform_spaces), &(sce->transform_spaces)); 00175 BLI_duplicatelist(&(scen->r.layers), &(sce->r.layers)); 00176 BKE_keyingsets_copy(&(scen->keyingsets), &(sce->keyingsets)); 00177 00178 if(sce->nodetree) { 00179 scen->nodetree= ntreeCopyTree(sce->nodetree); /* copies actions */ 00180 ntreeSwitchID(scen->nodetree, &sce->id, &scen->id); 00181 } 00182 00183 obase= sce->base.first; 00184 base= scen->base.first; 00185 while(base) { 00186 id_us_plus(&base->object->id); 00187 if(obase==sce->basact) scen->basact= base; 00188 00189 obase= obase->next; 00190 base= base->next; 00191 } 00192 } 00193 00194 /* make a private copy of the avicodecdata */ 00195 if(sce->r.avicodecdata) { 00196 scen->r.avicodecdata = MEM_dupallocN(sce->r.avicodecdata); 00197 scen->r.avicodecdata->lpFormat = MEM_dupallocN(scen->r.avicodecdata->lpFormat); 00198 scen->r.avicodecdata->lpParms = MEM_dupallocN(scen->r.avicodecdata->lpParms); 00199 } 00200 00201 /* make a private copy of the qtcodecdata */ 00202 if(sce->r.qtcodecdata) { 00203 scen->r.qtcodecdata = MEM_dupallocN(sce->r.qtcodecdata); 00204 scen->r.qtcodecdata->cdParms = MEM_dupallocN(scen->r.qtcodecdata->cdParms); 00205 } 00206 00207 if(sce->r.ffcodecdata.properties) { /* intentionally check scen not sce. */ 00208 scen->r.ffcodecdata.properties= IDP_CopyProperty(sce->r.ffcodecdata.properties); 00209 } 00210 00211 /* NOTE: part of SCE_COPY_LINK_DATA and SCE_COPY_FULL operations 00212 * are done outside of blenkernel with ED_objects_single_users! */ 00213 00214 /* camera */ 00215 if(type == SCE_COPY_LINK_DATA || type == SCE_COPY_FULL) { 00216 ID_NEW(scen->camera); 00217 } 00218 00219 /* before scene copy */ 00220 sound_create_scene(scen); 00221 00222 /* world */ 00223 if(type == SCE_COPY_FULL) { 00224 BKE_copy_animdata_id_action((ID *)scen); 00225 if(scen->world) { 00226 id_us_plus((ID *)scen->world); 00227 scen->world= copy_world(scen->world); 00228 BKE_copy_animdata_id_action((ID *)scen->world); 00229 } 00230 00231 if(sce->ed) { 00232 scen->ed= MEM_callocN( sizeof(Editing), "addseq"); 00233 scen->ed->seqbasep= &scen->ed->seqbase; 00234 seqbase_dupli_recursive(sce, scen, &scen->ed->seqbase, &sce->ed->seqbase, SEQ_DUPE_ALL); 00235 } 00236 } 00237 00238 return scen; 00239 } 00240 00241 /* do not free scene itself */ 00242 void free_scene(Scene *sce) 00243 { 00244 Base *base; 00245 00246 base= sce->base.first; 00247 while(base) { 00248 base->object->id.us--; 00249 base= base->next; 00250 } 00251 /* do not free objects! */ 00252 00253 if(sce->gpd) { 00254 #if 0 // removed since this can be invalid memory when freeing everything 00255 // since the grease pencil data is free'd before the scene. 00256 // since grease pencil data is not (yet?), shared between objects 00257 // its probably safe not to do this, some save and reload will free this. 00258 sce->gpd->id.us--; 00259 #endif 00260 sce->gpd= NULL; 00261 } 00262 00263 BLI_freelistN(&sce->base); 00264 seq_free_editing(sce); 00265 00266 BKE_free_animdata((ID *)sce); 00267 BKE_keyingsets_free(&sce->keyingsets); 00268 00269 if (sce->r.avicodecdata) { 00270 free_avicodecdata(sce->r.avicodecdata); 00271 MEM_freeN(sce->r.avicodecdata); 00272 sce->r.avicodecdata = NULL; 00273 } 00274 if (sce->r.qtcodecdata) { 00275 free_qtcodecdata(sce->r.qtcodecdata); 00276 MEM_freeN(sce->r.qtcodecdata); 00277 sce->r.qtcodecdata = NULL; 00278 } 00279 if (sce->r.ffcodecdata.properties) { 00280 IDP_FreeProperty(sce->r.ffcodecdata.properties); 00281 MEM_freeN(sce->r.ffcodecdata.properties); 00282 sce->r.ffcodecdata.properties = NULL; 00283 } 00284 00285 BLI_freelistN(&sce->markers); 00286 BLI_freelistN(&sce->transform_spaces); 00287 BLI_freelistN(&sce->r.layers); 00288 00289 if(sce->toolsettings) { 00290 if(sce->toolsettings->vpaint) { 00291 free_paint(&sce->toolsettings->vpaint->paint); 00292 MEM_freeN(sce->toolsettings->vpaint); 00293 } 00294 if(sce->toolsettings->wpaint) { 00295 free_paint(&sce->toolsettings->wpaint->paint); 00296 MEM_freeN(sce->toolsettings->wpaint); 00297 } 00298 if(sce->toolsettings->sculpt) { 00299 free_paint(&sce->toolsettings->sculpt->paint); 00300 MEM_freeN(sce->toolsettings->sculpt); 00301 } 00302 free_paint(&sce->toolsettings->imapaint.paint); 00303 00304 MEM_freeN(sce->toolsettings); 00305 sce->toolsettings = NULL; 00306 } 00307 00308 if (sce->theDag) { 00309 free_forest(sce->theDag); 00310 MEM_freeN(sce->theDag); 00311 } 00312 00313 if(sce->nodetree) { 00314 ntreeFreeTree(sce->nodetree); 00315 MEM_freeN(sce->nodetree); 00316 } 00317 00318 if(sce->stats) 00319 MEM_freeN(sce->stats); 00320 if(sce->fps_info) 00321 MEM_freeN(sce->fps_info); 00322 00323 sound_destroy_scene(sce); 00324 } 00325 00326 Scene *add_scene(const char *name) 00327 { 00328 Main *bmain= G.main; 00329 Scene *sce; 00330 ParticleEditSettings *pset; 00331 int a; 00332 00333 sce= alloc_libblock(&bmain->scene, ID_SCE, name); 00334 sce->lay= sce->layact= 1; 00335 00336 sce->r.mode= R_GAMMA|R_OSA|R_SHADOW|R_SSS|R_ENVMAP|R_RAYTRACE; 00337 sce->r.cfra= 1; 00338 sce->r.sfra= 1; 00339 sce->r.efra= 250; 00340 sce->r.frame_step= 1; 00341 sce->r.xsch= 1920; 00342 sce->r.ysch= 1080; 00343 sce->r.xasp= 1; 00344 sce->r.yasp= 1; 00345 sce->r.xparts= 8; 00346 sce->r.yparts= 8; 00347 sce->r.mblur_samples= 1; 00348 sce->r.filtertype= R_FILTER_MITCH; 00349 sce->r.size= 50; 00350 sce->r.planes= 24; 00351 sce->r.imtype= R_PNG; 00352 sce->r.quality= 90; 00353 sce->r.displaymode= R_OUTPUT_AREA; 00354 sce->r.framapto= 100; 00355 sce->r.images= 100; 00356 sce->r.framelen= 1.0; 00357 sce->r.blurfac= 0.5; 00358 sce->r.frs_sec= 24; 00359 sce->r.frs_sec_base= 1; 00360 sce->r.edgeint= 10; 00361 sce->r.ocres = 128; 00362 sce->r.color_mgt_flag |= R_COLOR_MANAGEMENT; 00363 sce->r.gauss= 1.0; 00364 00365 /* deprecated but keep for upwards compat */ 00366 sce->r.postgamma= 1.0; 00367 sce->r.posthue= 0.0; 00368 sce->r.postsat= 1.0; 00369 00370 sce->r.bake_mode= 1; /* prevent to include render stuff here */ 00371 sce->r.bake_filter= 2; 00372 sce->r.bake_osa= 5; 00373 sce->r.bake_flag= R_BAKE_CLEAR; 00374 sce->r.bake_normal_space= R_BAKE_SPACE_TANGENT; 00375 sce->r.scemode= R_DOCOMP|R_DOSEQ|R_EXTENSION; 00376 sce->r.stamp= R_STAMP_TIME|R_STAMP_FRAME|R_STAMP_DATE|R_STAMP_CAMERA|R_STAMP_SCENE|R_STAMP_FILENAME|R_STAMP_RENDERTIME; 00377 sce->r.stamp_font_id= 12; 00378 sce->r.fg_stamp[0]= sce->r.fg_stamp[1]= sce->r.fg_stamp[2]= 0.8f; 00379 sce->r.fg_stamp[3]= 1.0f; 00380 sce->r.bg_stamp[0]= sce->r.bg_stamp[1]= sce->r.bg_stamp[2]= 0.0f; 00381 sce->r.bg_stamp[3]= 0.25f; 00382 sce->r.raytrace_options = R_RAYTRACE_USE_INSTANCES; 00383 00384 sce->r.seq_prev_type= OB_SOLID; 00385 sce->r.seq_rend_type= OB_SOLID; 00386 sce->r.seq_flag= R_SEQ_GL_PREV; 00387 00388 sce->r.threads= 1; 00389 00390 sce->r.simplify_subsurf= 6; 00391 sce->r.simplify_particles= 1.0f; 00392 sce->r.simplify_shadowsamples= 16; 00393 sce->r.simplify_aosss= 1.0f; 00394 00395 sce->r.cineonblack= 95; 00396 sce->r.cineonwhite= 685; 00397 sce->r.cineongamma= 1.7f; 00398 00399 sce->r.border.xmin= 0.0f; 00400 sce->r.border.ymin= 0.0f; 00401 sce->r.border.xmax= 1.0f; 00402 sce->r.border.ymax= 1.0f; 00403 00404 sce->toolsettings = MEM_callocN(sizeof(struct ToolSettings),"Tool Settings Struct"); 00405 sce->toolsettings->cornertype=1; 00406 sce->toolsettings->degr = 90; 00407 sce->toolsettings->step = 9; 00408 sce->toolsettings->turn = 1; 00409 sce->toolsettings->extr_offs = 1; 00410 sce->toolsettings->doublimit = 0.001; 00411 sce->toolsettings->segments = 32; 00412 sce->toolsettings->rings = 32; 00413 sce->toolsettings->vertices = 32; 00414 sce->toolsettings->editbutflag = 1; 00415 sce->toolsettings->uvcalc_radius = 1.0f; 00416 sce->toolsettings->uvcalc_cubesize = 1.0f; 00417 sce->toolsettings->uvcalc_mapdir = 1; 00418 sce->toolsettings->uvcalc_mapalign = 1; 00419 sce->toolsettings->unwrapper = 1; 00420 sce->toolsettings->select_thresh= 0.01f; 00421 sce->toolsettings->jointrilimit = 0.8f; 00422 00423 sce->toolsettings->selectmode= SCE_SELECT_VERTEX; 00424 sce->toolsettings->uv_selectmode= UV_SELECT_VERTEX; 00425 sce->toolsettings->normalsize= 0.1; 00426 sce->toolsettings->autokey_mode= U.autokey_mode; 00427 00428 sce->toolsettings->skgen_resolution = 100; 00429 sce->toolsettings->skgen_threshold_internal = 0.01f; 00430 sce->toolsettings->skgen_threshold_external = 0.01f; 00431 sce->toolsettings->skgen_angle_limit = 45.0f; 00432 sce->toolsettings->skgen_length_ratio = 1.3f; 00433 sce->toolsettings->skgen_length_limit = 1.5f; 00434 sce->toolsettings->skgen_correlation_limit = 0.98f; 00435 sce->toolsettings->skgen_symmetry_limit = 0.1f; 00436 sce->toolsettings->skgen_postpro = SKGEN_SMOOTH; 00437 sce->toolsettings->skgen_postpro_passes = 1; 00438 sce->toolsettings->skgen_options = SKGEN_FILTER_INTERNAL|SKGEN_FILTER_EXTERNAL|SKGEN_FILTER_SMART|SKGEN_HARMONIC|SKGEN_SUB_CORRELATION|SKGEN_STICK_TO_EMBEDDING; 00439 sce->toolsettings->skgen_subdivisions[0] = SKGEN_SUB_CORRELATION; 00440 sce->toolsettings->skgen_subdivisions[1] = SKGEN_SUB_LENGTH; 00441 sce->toolsettings->skgen_subdivisions[2] = SKGEN_SUB_ANGLE; 00442 00443 sce->toolsettings->proportional_size = 1.0f; 00444 00445 sce->physics_settings.gravity[0] = 0.0f; 00446 sce->physics_settings.gravity[1] = 0.0f; 00447 sce->physics_settings.gravity[2] = -9.81f; 00448 sce->physics_settings.flag = PHYS_GLOBAL_GRAVITY; 00449 00450 sce->unit.scale_length = 1.0f; 00451 00452 pset= &sce->toolsettings->particle; 00453 pset->flag= PE_KEEP_LENGTHS|PE_LOCK_FIRST|PE_DEFLECT_EMITTER|PE_AUTO_VELOCITY; 00454 pset->emitterdist= 0.25f; 00455 pset->totrekey= 5; 00456 pset->totaddkey= 5; 00457 pset->brushtype= PE_BRUSH_NONE; 00458 pset->draw_step= 2; 00459 pset->fade_frames= 2; 00460 pset->selectmode= SCE_SELECT_PATH; 00461 for(a=0; a<PE_TOT_BRUSH; a++) { 00462 pset->brush[a].strength= 0.5; 00463 pset->brush[a].size= 50; 00464 pset->brush[a].step= 10; 00465 pset->brush[a].count= 10; 00466 } 00467 pset->brush[PE_BRUSH_CUT].strength= 100; 00468 00469 sce->r.ffcodecdata.audio_mixrate = 44100; 00470 sce->r.ffcodecdata.audio_volume = 1.0f; 00471 sce->r.ffcodecdata.audio_bitrate = 192; 00472 00473 BLI_strncpy(sce->r.engine, "BLENDER_RENDER", sizeof(sce->r.engine)); 00474 00475 sce->audio.distance_model = 2.0; 00476 sce->audio.doppler_factor = 1.0; 00477 sce->audio.speed_of_sound = 343.3; 00478 00479 BLI_strncpy(sce->r.pic, U.renderdir, sizeof(sce->r.pic)); 00480 00481 BLI_init_rctf(&sce->r.safety, 0.1f, 0.9f, 0.1f, 0.9f); 00482 sce->r.osa= 8; 00483 00484 /* note; in header_info.c the scene copy happens..., if you add more to renderdata it has to be checked there */ 00485 scene_add_render_layer(sce); 00486 00487 /* game data */ 00488 sce->gm.stereoflag = STEREO_NOSTEREO; 00489 sce->gm.stereomode = STEREO_ANAGLYPH; 00490 sce->gm.eyeseparation = 0.10; 00491 00492 sce->gm.dome.angle = 180; 00493 sce->gm.dome.mode = DOME_FISHEYE; 00494 sce->gm.dome.res = 4; 00495 sce->gm.dome.resbuf = 1.0f; 00496 sce->gm.dome.tilt = 0; 00497 00498 sce->gm.xplay= 640; 00499 sce->gm.yplay= 480; 00500 sce->gm.freqplay= 60; 00501 sce->gm.depth= 32; 00502 00503 sce->gm.gravity= 9.8f; 00504 sce->gm.physicsEngine= WOPHY_BULLET; 00505 sce->gm.mode = 32; //XXX ugly harcoding, still not sure we should drop mode. 32 == 1 << 5 == use_occlusion_culling 00506 sce->gm.occlusionRes = 128; 00507 sce->gm.ticrate = 60; 00508 sce->gm.maxlogicstep = 5; 00509 sce->gm.physubstep = 1; 00510 sce->gm.maxphystep = 5; 00511 00512 sce->gm.flag = GAME_DISPLAY_LISTS; 00513 sce->gm.matmode = GAME_MAT_MULTITEX; 00514 00515 sound_create_scene(sce); 00516 00517 return sce; 00518 } 00519 00520 Base *object_in_scene(Object *ob, Scene *sce) 00521 { 00522 Base *base; 00523 00524 base= sce->base.first; 00525 while(base) { 00526 if(base->object == ob) return base; 00527 base= base->next; 00528 } 00529 return NULL; 00530 } 00531 00532 void set_scene_bg(Main *bmain, Scene *scene) 00533 { 00534 Scene *sce; 00535 Base *base; 00536 Object *ob; 00537 Group *group; 00538 GroupObject *go; 00539 int flag; 00540 00541 /* check for cyclic sets, for reading old files but also for definite security (py?) */ 00542 scene_check_setscene(bmain, scene); 00543 00544 /* can happen when switching modes in other scenes */ 00545 if(scene->obedit && !(scene->obedit->mode & OB_MODE_EDIT)) 00546 scene->obedit= NULL; 00547 00548 /* deselect objects (for dataselect) */ 00549 for(ob= bmain->object.first; ob; ob= ob->id.next) 00550 ob->flag &= ~(SELECT|OB_FROMGROUP); 00551 00552 /* group flags again */ 00553 for(group= bmain->group.first; group; group= group->id.next) { 00554 go= group->gobject.first; 00555 while(go) { 00556 if(go->ob) go->ob->flag |= OB_FROMGROUP; 00557 go= go->next; 00558 } 00559 } 00560 00561 /* sort baselist */ 00562 DAG_scene_sort(bmain, scene); 00563 00564 /* ensure dags are built for sets */ 00565 for(sce= scene->set; sce; sce= sce->set) 00566 if(sce->theDag==NULL) 00567 DAG_scene_sort(bmain, sce); 00568 00569 /* copy layers and flags from bases to objects */ 00570 for(base= scene->base.first; base; base= base->next) { 00571 ob= base->object; 00572 ob->lay= base->lay; 00573 00574 /* group patch... */ 00575 base->flag &= ~(OB_FROMGROUP); 00576 flag= ob->flag & (OB_FROMGROUP); 00577 base->flag |= flag; 00578 00579 /* not too nice... for recovering objects with lost data */ 00580 //if(ob->pose==NULL) base->flag &= ~OB_POSEMODE; 00581 ob->flag= base->flag; 00582 00583 ob->ctime= -1234567.0; /* force ipo to be calculated later */ 00584 } 00585 /* no full animation update, this to enable render code to work (render code calls own animation updates) */ 00586 } 00587 00588 /* called from creator.c */ 00589 Scene *set_scene_name(Main *bmain, const char *name) 00590 { 00591 Scene *sce= (Scene *)find_id("SC", name); 00592 if(sce) { 00593 set_scene_bg(bmain, sce); 00594 printf("Scene switch: '%s' in file: '%s'\n", name, G.main->name); 00595 return sce; 00596 } 00597 00598 printf("Can't find scene: '%s' in file: '%s'\n", name, G.main->name); 00599 return NULL; 00600 } 00601 00602 void unlink_scene(Main *bmain, Scene *sce, Scene *newsce) 00603 { 00604 Scene *sce1; 00605 bScreen *sc; 00606 00607 /* check all sets */ 00608 for(sce1= bmain->scene.first; sce1; sce1= sce1->id.next) 00609 if(sce1->set == sce) 00610 sce1->set= NULL; 00611 00612 /* check all sequences */ 00613 clear_scene_in_allseqs(bmain, sce); 00614 00615 /* check render layer nodes in other scenes */ 00616 clear_scene_in_nodes(bmain, sce); 00617 00618 /* al screens */ 00619 for(sc= bmain->screen.first; sc; sc= sc->id.next) 00620 if(sc->scene == sce) 00621 sc->scene= newsce; 00622 00623 free_libblock(&bmain->scene, sce); 00624 } 00625 00626 /* used by metaballs 00627 * doesnt return the original duplicated object, only dupli's 00628 */ 00629 int next_object(Scene **scene, int val, Base **base, Object **ob) 00630 { 00631 static ListBase *duplilist= NULL; 00632 static DupliObject *dupob; 00633 static int fase= F_START, in_next_object= 0; 00634 int run_again=1; 00635 00636 /* init */ 00637 if(val==0) { 00638 fase= F_START; 00639 dupob= NULL; 00640 00641 /* XXX particle systems with metas+dupligroups call this recursively */ 00642 /* see bug #18725 */ 00643 if(in_next_object) { 00644 printf("ERROR: MetaBall generation called recursively, not supported\n"); 00645 00646 return F_ERROR; 00647 } 00648 } 00649 else { 00650 in_next_object= 1; 00651 00652 /* run_again is set when a duplilist has been ended */ 00653 while(run_again) { 00654 run_again= 0; 00655 00656 /* the first base */ 00657 if(fase==F_START) { 00658 *base= (*scene)->base.first; 00659 if(*base) { 00660 *ob= (*base)->object; 00661 fase= F_SCENE; 00662 } 00663 else { 00664 /* exception: empty scene */ 00665 while((*scene)->set) { 00666 (*scene)= (*scene)->set; 00667 if((*scene)->base.first) { 00668 *base= (*scene)->base.first; 00669 *ob= (*base)->object; 00670 fase= F_SCENE; 00671 break; 00672 } 00673 } 00674 } 00675 } 00676 else { 00677 if(*base && fase!=F_DUPLI) { 00678 *base= (*base)->next; 00679 if(*base) *ob= (*base)->object; 00680 else { 00681 if(fase==F_SCENE) { 00682 /* (*scene) is finished, now do the set */ 00683 while((*scene)->set) { 00684 (*scene)= (*scene)->set; 00685 if((*scene)->base.first) { 00686 *base= (*scene)->base.first; 00687 *ob= (*base)->object; 00688 break; 00689 } 00690 } 00691 } 00692 } 00693 } 00694 } 00695 00696 if(*base == NULL) fase= F_START; 00697 else { 00698 if(fase!=F_DUPLI) { 00699 if( (*base)->object->transflag & OB_DUPLI) { 00700 /* groups cannot be duplicated for mballs yet, 00701 this enters eternal loop because of 00702 makeDispListMBall getting called inside of group_duplilist */ 00703 if((*base)->object->dup_group == NULL) { 00704 duplilist= object_duplilist((*scene), (*base)->object); 00705 00706 dupob= duplilist->first; 00707 00708 if(!dupob) 00709 free_object_duplilist(duplilist); 00710 } 00711 } 00712 } 00713 /* handle dupli's */ 00714 if(dupob) { 00715 00716 copy_m4_m4(dupob->ob->obmat, dupob->mat); 00717 00718 (*base)->flag |= OB_FROMDUPLI; 00719 *ob= dupob->ob; 00720 fase= F_DUPLI; 00721 00722 dupob= dupob->next; 00723 } 00724 else if(fase==F_DUPLI) { 00725 fase= F_SCENE; 00726 (*base)->flag &= ~OB_FROMDUPLI; 00727 00728 for(dupob= duplilist->first; dupob; dupob= dupob->next) { 00729 copy_m4_m4(dupob->ob->obmat, dupob->omat); 00730 } 00731 00732 free_object_duplilist(duplilist); 00733 duplilist= NULL; 00734 run_again= 1; 00735 } 00736 } 00737 } 00738 } 00739 00740 /* if(ob && *ob) { 00741 printf("Scene: '%s', '%s'\n", (*scene)->id.name+2, (*ob)->id.name+2); 00742 } */ 00743 00744 /* reset recursion test */ 00745 in_next_object= 0; 00746 00747 return fase; 00748 } 00749 00750 Object *scene_find_camera(Scene *sc) 00751 { 00752 Base *base; 00753 00754 for (base= sc->base.first; base; base= base->next) 00755 if (base->object->type==OB_CAMERA) 00756 return base->object; 00757 00758 return NULL; 00759 } 00760 00761 #ifdef DURIAN_CAMERA_SWITCH 00762 Object *scene_camera_switch_find(Scene *scene) 00763 { 00764 TimeMarker *m; 00765 int cfra = scene->r.cfra; 00766 int frame = -(MAXFRAME + 1); 00767 Object *camera= NULL; 00768 00769 for (m= scene->markers.first; m; m= m->next) { 00770 if(m->camera && (m->camera->restrictflag & OB_RESTRICT_RENDER)==0 && (m->frame <= cfra) && (m->frame > frame)) { 00771 camera= m->camera; 00772 frame= m->frame; 00773 00774 if(frame == cfra) 00775 break; 00776 00777 } 00778 } 00779 return camera; 00780 } 00781 #endif 00782 00783 int scene_camera_switch_update(Scene *scene) 00784 { 00785 #ifdef DURIAN_CAMERA_SWITCH 00786 Object *camera= scene_camera_switch_find(scene); 00787 if(camera) { 00788 scene->camera= camera; 00789 return 1; 00790 } 00791 #endif 00792 return 0; 00793 } 00794 00795 char *scene_find_marker_name(Scene *scene, int frame) 00796 { 00797 ListBase *markers= &scene->markers; 00798 TimeMarker *m1, *m2; 00799 00800 /* search through markers for match */ 00801 for (m1=markers->first, m2=markers->last; m1 && m2; m1=m1->next, m2=m2->prev) { 00802 if (m1->frame==frame) 00803 return m1->name; 00804 00805 if (m1 == m2) 00806 break; 00807 00808 if (m2->frame==frame) 00809 return m2->name; 00810 } 00811 00812 return NULL; 00813 } 00814 00815 /* return the current marker for this frame, 00816 we can have more then 1 marker per frame, this just returns the first :/ */ 00817 char *scene_find_last_marker_name(Scene *scene, int frame) 00818 { 00819 TimeMarker *marker, *best_marker = NULL; 00820 int best_frame = -MAXFRAME*2; 00821 for (marker= scene->markers.first; marker; marker= marker->next) { 00822 if (marker->frame==frame) { 00823 return marker->name; 00824 } 00825 00826 if ( marker->frame > best_frame && marker->frame < frame) { 00827 best_marker = marker; 00828 best_frame = marker->frame; 00829 } 00830 } 00831 00832 return best_marker ? best_marker->name : NULL; 00833 } 00834 00835 00836 Base *scene_add_base(Scene *sce, Object *ob) 00837 { 00838 Base *b= MEM_callocN(sizeof(*b), "scene_add_base"); 00839 BLI_addhead(&sce->base, b); 00840 00841 b->object= ob; 00842 b->flag= ob->flag; 00843 b->lay= ob->lay; 00844 00845 return b; 00846 } 00847 00848 void scene_deselect_all(Scene *sce) 00849 { 00850 Base *b; 00851 00852 for (b= sce->base.first; b; b= b->next) { 00853 b->flag&= ~SELECT; 00854 b->object->flag= b->flag; 00855 } 00856 } 00857 00858 void scene_select_base(Scene *sce, Base *selbase) 00859 { 00860 scene_deselect_all(sce); 00861 00862 selbase->flag |= SELECT; 00863 selbase->object->flag= selbase->flag; 00864 00865 sce->basact= selbase; 00866 } 00867 00868 /* checks for cycle, returns 1 if it's all OK */ 00869 int scene_check_setscene(Main *bmain, Scene *sce) 00870 { 00871 Scene *scene; 00872 int a, totscene; 00873 00874 if(sce->set==NULL) return 1; 00875 00876 totscene= 0; 00877 for(scene= bmain->scene.first; scene; scene= scene->id.next) 00878 totscene++; 00879 00880 for(a=0, scene=sce; scene->set; scene=scene->set, a++) { 00881 /* more iterations than scenes means we have a cycle */ 00882 if(a > totscene) { 00883 /* the tested scene gets zero'ed, that's typically current scene */ 00884 sce->set= NULL; 00885 return 0; 00886 } 00887 } 00888 00889 return 1; 00890 } 00891 00892 /* This function is needed to cope with fractional frames - including two Blender rendering features 00893 * mblur (motion blur that renders 'subframes' and blurs them together), and fields rendering. */ 00894 00895 /* see also bsystem_time in object.c */ 00896 float BKE_curframe(Scene *scene) 00897 { 00898 float ctime = scene->r.cfra; 00899 ctime+= scene->r.subframe; 00900 ctime*= scene->r.framelen; 00901 00902 return ctime; 00903 } 00904 00905 /* drivers support/hacks 00906 * - this method is called from scene_update_tagged_recursive(), so gets included in viewport + render 00907 * - these are always run since the depsgraph can't handle non-object data 00908 * - these happen after objects are all done so that we can read in their final transform values, 00909 * though this means that objects can't refer to scene info for guidance... 00910 */ 00911 static void scene_update_drivers(Main *UNUSED(bmain), Scene *scene) 00912 { 00913 float ctime = BKE_curframe(scene); 00914 00915 /* scene itself */ 00916 if (scene->adt && scene->adt->drivers.first) { 00917 BKE_animsys_evaluate_animdata(&scene->id, scene->adt, ctime, ADT_RECALC_DRIVERS); 00918 } 00919 00920 /* world */ 00921 // TODO: what about world textures? but then those have nodes too... 00922 if (scene->world) { 00923 ID *wid = (ID *)scene->world; 00924 AnimData *adt= BKE_animdata_from_id(wid); 00925 00926 if (adt && adt->drivers.first) 00927 BKE_animsys_evaluate_animdata(wid, adt, ctime, ADT_RECALC_DRIVERS); 00928 } 00929 00930 /* nodes */ 00931 if (scene->nodetree) { 00932 ID *nid = (ID *)scene->nodetree; 00933 AnimData *adt= BKE_animdata_from_id(nid); 00934 00935 if (adt && adt->drivers.first) 00936 BKE_animsys_evaluate_animdata(nid, adt, ctime, ADT_RECALC_DRIVERS); 00937 } 00938 } 00939 00940 static void scene_update_tagged_recursive(Main *bmain, Scene *scene, Scene *scene_parent) 00941 { 00942 Base *base; 00943 00944 00945 scene->customdata_mask= scene_parent->customdata_mask; 00946 00947 /* sets first, we allow per definition current scene to have 00948 dependencies on sets, but not the other way around. */ 00949 if (scene->set) 00950 scene_update_tagged_recursive(bmain, scene->set, scene_parent); 00951 00952 /* scene objects */ 00953 for (base= scene->base.first; base; base= base->next) { 00954 Object *ob= base->object; 00955 00956 object_handle_update(scene_parent, ob); 00957 00958 if(ob->dup_group && (ob->transflag & OB_DUPLIGROUP)) 00959 group_handle_recalc_and_update(scene_parent, ob, ob->dup_group); 00960 00961 /* always update layer, so that animating layers works */ 00962 base->lay= ob->lay; 00963 } 00964 00965 /* scene drivers... */ 00966 scene_update_drivers(bmain, scene); 00967 } 00968 00969 /* this is called in main loop, doing tagged updates before redraw */ 00970 void scene_update_tagged(Main *bmain, Scene *scene) 00971 { 00972 DAG_ids_flush_tagged(bmain); 00973 00974 scene->physics_settings.quick_cache_step= 0; 00975 00976 /* update all objects: drivers, matrices, displists, etc. flags set 00977 by depgraph or manual, no layer check here, gets correct flushed */ 00978 00979 scene_update_tagged_recursive(bmain, scene, scene); 00980 00981 /* recalc scene animation data here (for sequencer) */ 00982 { 00983 AnimData *adt= BKE_animdata_from_id(&scene->id); 00984 float ctime = BKE_curframe(scene); 00985 00986 if (adt && (adt->recalc & ADT_RECALC_ANIM)) 00987 BKE_animsys_evaluate_animdata(&scene->id, adt, ctime, 0); 00988 } 00989 00990 if (scene->physics_settings.quick_cache_step) 00991 BKE_ptcache_quick_cache_all(bmain, scene); 00992 00993 /* in the future this should handle updates for all datablocks, not 00994 only objects and scenes. - brecht */ 00995 } 00996 00997 /* applies changes right away, does all sets too */ 00998 void scene_update_for_newframe(Main *bmain, Scene *sce, unsigned int lay) 00999 { 01000 float ctime = BKE_curframe(sce); 01001 Scene *sce_iter; 01002 01003 /* clear animation overrides */ 01004 // XXX TODO... 01005 01006 for(sce_iter= sce; sce_iter; sce_iter= sce_iter->set) { 01007 if(sce_iter->theDag==NULL) 01008 DAG_scene_sort(bmain, sce_iter); 01009 } 01010 01011 01012 /* Following 2 functions are recursive 01013 * so dont call within 'scene_update_tagged_recursive' */ 01014 DAG_scene_update_flags(bmain, sce, lay, TRUE); // only stuff that moves or needs display still 01015 01016 /* All 'standard' (i.e. without any dependencies) animation is handled here, 01017 * with an 'local' to 'macro' order of evaluation. This should ensure that 01018 * settings stored nestled within a hierarchy (i.e. settings in a Texture block 01019 * can be overridden by settings from Scene, which owns the Texture through a hierarchy 01020 * such as Scene->World->MTex/Texture) can still get correctly overridden. 01021 */ 01022 BKE_animsys_evaluate_all_animation(bmain, ctime); 01023 /*...done with recusrive funcs */ 01024 01025 /* object_handle_update() on all objects, groups and sets */ 01026 scene_update_tagged_recursive(bmain, sce, sce); 01027 } 01028 01029 /* return default layer, also used to patch old files */ 01030 void scene_add_render_layer(Scene *sce) 01031 { 01032 SceneRenderLayer *srl; 01033 // int tot= 1 + BLI_countlist(&sce->r.layers); 01034 01035 srl= MEM_callocN(sizeof(SceneRenderLayer), "new render layer"); 01036 strcpy(srl->name, "RenderLayer"); 01037 BLI_uniquename(&sce->r.layers, srl, "RenderLayer", '.', offsetof(SceneRenderLayer, name), sizeof(srl->name)); 01038 BLI_addtail(&sce->r.layers, srl); 01039 01040 /* note, this is also in render, pipeline.c, to make layer when scenedata doesnt have it */ 01041 srl->lay= (1<<20) -1; 01042 srl->layflag= 0x7FFF; /* solid ztra halo edge strand */ 01043 srl->passflag= SCE_PASS_COMBINED|SCE_PASS_Z; 01044 } 01045 01046 /* render simplification */ 01047 01048 int get_render_subsurf_level(RenderData *r, int lvl) 01049 { 01050 if(r->mode & R_SIMPLIFY) 01051 return MIN2(r->simplify_subsurf, lvl); 01052 else 01053 return lvl; 01054 } 01055 01056 int get_render_child_particle_number(RenderData *r, int num) 01057 { 01058 if(r->mode & R_SIMPLIFY) 01059 return (int)(r->simplify_particles*num); 01060 else 01061 return num; 01062 } 01063 01064 int get_render_shadow_samples(RenderData *r, int samples) 01065 { 01066 if((r->mode & R_SIMPLIFY) && samples > 0) 01067 return MIN2(r->simplify_shadowsamples, samples); 01068 else 01069 return samples; 01070 } 01071 01072 float get_render_aosss_error(RenderData *r, float error) 01073 { 01074 if(r->mode & R_SIMPLIFY) 01075 return ((1.0f-r->simplify_aosss)*10.0f + 1.0f)*error; 01076 else 01077 return error; 01078 } 01079 01080 /* helper function for the SETLOOPER macro */ 01081 Base *_setlooper_base_step(Scene **sce_iter, Base *base) 01082 { 01083 if(base && base->next) { 01084 /* common case, step to the next */ 01085 return base->next; 01086 } 01087 else if(base==NULL && (*sce_iter)->base.first) { 01088 /* first time looping, return the scenes first base */ 01089 return (Base *)(*sce_iter)->base.first; 01090 } 01091 else { 01092 /* reached the end, get the next base in the set */ 01093 while((*sce_iter= (*sce_iter)->set)) { 01094 base= (Base *)(*sce_iter)->base.first; 01095 if(base) { 01096 return base; 01097 } 01098 } 01099 } 01100 01101 return NULL; 01102 }