diff options
author | Ton Roosendaal <ton@blender.org> | 2005-12-11 16:23:30 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2005-12-11 16:23:30 +0300 |
commit | d7bee8c1172f5d1f27fa51c740b0ae2d29996caf (patch) | |
tree | 3f9546167324da0880bab5c7daec1e853575f242 /source/blender/blenkernel/intern/group.c | |
parent | 485dd1d37673d229db9062d8cad98e624d79c8ec (diff) |
Big commit with work on Groups & Libraries:
-> Any Group Duplicate now can get local timing and local NLA override. This
enables to control the entire animation system of the Group.
Two methods for this have been implemented.
1) The quick way: just give the duplicator a "Startframe" offset.
2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator
to override NLA/action of any Grouped Object.
For "Group NLA" to work, an ActionStrip needs to know which Object in a
group it controls. On adding a strip, the code checks if an Action was
already used by an Object in the Group, and assigns it automatic to that
Object.
You can also set this in the Nkey "Properties" panel for the strip.
Change in NLA: the SHIFT+A "Add strip" command now always adds strips to
the active Object. (It used to check where mouse was). This allows to add
NLA strips to Objects that didn't have actions/nla yet.
Important note: In Blender, duplicates are fully procedural and generated
on the fly for each redraw. This means that redraw speed equals to stepping
through frames, when using animated Duplicated Groups.
-> Recoded entire duplicator system
The old method was antique and clumsy, using globals and full temporal
copies of Object. The new system is nicer in control, faster, and since it
doesn't use temporal object copies anymore, it works better with Derived
Mesh and DisplayList and rendering.
By centralizing the code for duplicating, more options can be easier added.
Features to note:
- Duplicates now draw selected/unselected based on its Duplicator setting.
- Same goes for the drawtype (wire, solid, selection outline, etc)
- Duplicated Groups can be normally selected too
Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a
listing of all groups, allowing to add Group instances immediate.
-> Library System
- SHIFT+F4 data browse now shows the entire path for linked data
- Outliner draws Library Icons to denote linked data
- Outliner operation added: "Make Local" for library data.
- Outliner now also draws Groups in regular view, allowing to unlink too.
-> Fixes
- depsgraph missed signal update for bone-parented Objects
- on reading file, the entire database was tagged to "recalc" fully,
causing unnecessary slowdown on reading.
Might have missed stuff... :)
Diffstat (limited to 'source/blender/blenkernel/intern/group.c')
-rw-r--r-- | source/blender/blenkernel/intern/group.c | 151 |
1 files changed, 145 insertions, 6 deletions
diff --git a/source/blender/blenkernel/intern/group.c b/source/blender/blenkernel/intern/group.c index 0ae6208c9de..5e2d0d6fc6d 100644 --- a/source/blender/blenkernel/intern/group.c +++ b/source/blender/blenkernel/intern/group.c @@ -32,19 +32,24 @@ #include "MEM_guardedalloc.h" -#include "DNA_ID.h" +#include "DNA_action_types.h" +#include "DNA_effect_types.h" #include "DNA_group_types.h" -#include "DNA_object_types.h" +#include "DNA_ID.h" #include "DNA_ipo_types.h" +#include "DNA_material_types.h" +#include "DNA_object_types.h" +#include "DNA_nla_types.h" +#include "DNA_scene_types.h" #include "BLI_blenlib.h" -#include "BKE_global.h" -#include "BKE_main.h" -#include "BKE_library.h" +#include "BKE_global.h" #include "BKE_group.h" -#include "BKE_object.h" #include "BKE_ipo.h" +#include "BKE_library.h" +#include "BKE_main.h" +#include "BKE_object.h" #ifdef HAVE_CONFIG_H #include <config.h> @@ -68,6 +73,34 @@ void free_group(Group *group) } } +void unlink_group(Group *group) +{ + Material *ma; + Object *ob; + + for(ma= G.main->mat.first; ma; ma= ma->id.next) { + if(ma->group==group) + ma->group= NULL; + } + for(ob= G.main->object.first; ob; ob= ob->id.next) { + bActionStrip *strip; + PartEff *paf; + + if(ob->dup_group==group) + ob->dup_group= NULL; + for(strip= ob->nlastrips.first; strip; strip= strip->next) { + if(strip->object==ob) + strip->object= NULL; + } + for(paf= ob->effect.first; paf; paf= paf->next) { + if(paf->type==EFF_PARTICLE) { + if(paf->group) + paf->group= NULL; + } + } + } +} + Group *add_group() { Group *group; @@ -150,3 +183,109 @@ void group_tag_recalc(Group *group) } } +/* 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= 0; + 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= 1; + } + 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= 0; + } + } +} + + +/* 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 */ +void group_handle_recalc_and_update(Object *parent, Group *group) +{ + GroupObject *go; + + /* if animated group... */ + if(parent->sf != 0.0f || parent->nlastrips.first) { + int cfrao; + + /* switch to local time */ + cfrao= G.scene->r.cfra; + G.scene->r.cfra -= (int)parent->sf; + + /* 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'); + object_handle_update(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 */ + G.scene->r.cfra= cfrao; + } + else { + /* 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) { + object_handle_update(go->ob); + } + } + } + } +} + +Object *group_get_member_with_action(Group *group, bAction *act) +{ + GroupObject *go; + + if(group==NULL || act==NULL) return NULL; + + for(go= group->gobject.first; go; go= go->next) { + if(go->ob) { + if(go->ob->action==act) + return go->ob; + if(go->ob->nlastrips.first) { + bActionStrip *strip; + + for(strip= go->ob->nlastrips.first; strip; strip= strip->next) { + if(strip->act==act) + return go->ob; + } + } + } + } + return NULL; +} |