diff options
Diffstat (limited to 'source/blender/blenkernel/intern/object.c')
-rw-r--r-- | source/blender/blenkernel/intern/object.c | 106 |
1 files changed, 62 insertions, 44 deletions
diff --git a/source/blender/blenkernel/intern/object.c b/source/blender/blenkernel/intern/object.c index b65cc408ae5..c24a6d3c791 100644 --- a/source/blender/blenkernel/intern/object.c +++ b/source/blender/blenkernel/intern/object.c @@ -78,7 +78,6 @@ #include "BKE_action.h" #include "BKE_bullet.h" #include "BKE_deform.h" -#include "BKE_depsgraph.h" #include "BKE_DerivedMesh.h" #include "BKE_animsys.h" #include "BKE_anim.h" @@ -91,6 +90,7 @@ #include "BKE_icons.h" #include "BKE_key.h" #include "BKE_lamp.h" +#include "BKE_layer.h" #include "BKE_lattice.h" #include "BKE_library.h" #include "BKE_library_query.h" @@ -103,6 +103,7 @@ #include "BKE_multires.h" #include "BKE_node.h" #include "BKE_object.h" +#include "BKE_object_facemap.h" #include "BKE_paint.h" #include "BKE_particle.h" #include "BKE_pointcache.h" @@ -118,6 +119,10 @@ #include "BKE_camera.h" #include "BKE_image.h" +#include "DEG_depsgraph.h" + +#include "DRW_engine.h" + #ifdef WITH_MOD_FLUID #include "LBM_fluidsim.h" #endif @@ -129,7 +134,7 @@ #include "CCGSubSurf.h" #include "atomic_ops.h" -#include "GPU_material.h" +#include "GPU_lamp.h" /* Vertex parent modifies original BMesh which is not safe for threading. * Ideally such a modification should be handled as a separate DAG update @@ -154,7 +159,7 @@ void BKE_object_workob_clear(Object *workob) void BKE_object_update_base_layer(struct Scene *scene, Object *ob) { - Base *base = scene->base.first; + BaseLegacy *base = scene->base.first; while (base) { if (base->object == ob) base->lay = ob->lay; @@ -401,7 +406,7 @@ void BKE_object_free_caches(Object *object) * guaranteed to be in a known state. */ if (update_flag != 0) { - DAG_id_tag_update(&object->id, update_flag); + DEG_id_tag_update(&object->id, update_flag); } } @@ -418,6 +423,7 @@ void BKE_object_free(Object *ob) MEM_SAFE_FREE(ob->bb); BLI_freelistN(&ob->defbase); + BLI_freelistN(&ob->fmaps); if (ob->pose) { BKE_pose_free_ex(ob->pose, false); ob->pose = NULL; @@ -448,6 +454,16 @@ void BKE_object_free(Object *ob) } GPU_lamp_free(ob); + for (ObjectEngineData *oed = ob->drawdata.first; oed; oed = oed->next) { + if (oed->storage) { + if (oed->free) { + oed->free(oed->storage); + } + MEM_freeN(oed->storage); + } + } + BLI_freelistN(&ob->drawdata); + BKE_sculptsession_free(ob); BLI_freelistN(&ob->pc_ids); @@ -464,6 +480,9 @@ void BKE_object_free(Object *ob) } BKE_previewimg_free(&ob->preview); + + /* don't free, let the base free it */ + ob->base_collection_properties = NULL; } /* actual check for internal data, not context or flags */ @@ -683,23 +702,26 @@ Object *BKE_object_add_only_object(Main *bmain, int type, const char *name) /* general add: to scene, with layer from area and default name */ /* creates minimum required data, but without vertices etc. */ Object *BKE_object_add( - Main *bmain, Scene *scene, + Main *bmain, Scene *scene, SceneLayer *sl, int type, const char *name) { Object *ob; Base *base; + LayerCollection *lc; ob = BKE_object_add_only_object(bmain, type, name); ob->data = BKE_object_obdata_add_from_type(bmain, type, name); - ob->lay = scene->lay; - - base = BKE_scene_base_add(scene, ob); - BKE_scene_base_deselect_all(scene); - BKE_scene_base_select(scene, base); - DAG_id_tag_update_ex(bmain, &ob->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME); + lc = BKE_layer_collection_get_active_ensure(scene, sl); + + BKE_collection_object_add(scene, lc->scene_collection, ob); + base = BKE_scene_layer_base_find(sl, ob); + BKE_scene_layer_base_deselect_all(sl); + BKE_scene_layer_base_select(sl, base); + + DEG_id_tag_update_ex(bmain, &ob->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME); return ob; } @@ -794,9 +816,9 @@ static LodLevel *lod_level_select(Object *ob, const float camera_position[3]) return current; } -bool BKE_object_lod_is_usable(Object *ob, Scene *scene) +bool BKE_object_lod_is_usable(Object *ob, SceneLayer *sl) { - bool active = (scene) ? ob == OBACT : false; + bool active = (sl) ? ob == OBACT_NEW : false; return (ob->mode == OB_MODE_OBJECT || !active); } @@ -810,11 +832,11 @@ void BKE_object_lod_update(Object *ob, const float camera_position[3]) } } -static Object *lod_ob_get(Object *ob, Scene *scene, int flag) +static Object *lod_ob_get(Object *ob, SceneLayer *sl, int flag) { LodLevel *current = ob->currentlod; - if (!current || !BKE_object_lod_is_usable(ob, scene)) + if (!current || !BKE_object_lod_is_usable(ob, sl)) return ob; while (current->prev && (!(current->flags & flag) || !current->source || current->source->type != OB_MESH)) { @@ -824,14 +846,14 @@ static Object *lod_ob_get(Object *ob, Scene *scene, int flag) return current->source; } -struct Object *BKE_object_lod_meshob_get(Object *ob, Scene *scene) +struct Object *BKE_object_lod_meshob_get(Object *ob, SceneLayer *sl) { - return lod_ob_get(ob, scene, OB_LOD_USE_MESH); + return lod_ob_get(ob, sl, OB_LOD_USE_MESH); } -struct Object *BKE_object_lod_matob_get(Object *ob, Scene *scene) +struct Object *BKE_object_lod_matob_get(Object *ob, SceneLayer *sl) { - return lod_ob_get(ob, scene, OB_LOD_USE_MAT); + return lod_ob_get(ob, sl, OB_LOD_USE_MAT); } #endif /* WITH_GAMEENGINE */ @@ -943,6 +965,7 @@ ParticleSystem *BKE_object_copy_particlesystem(ParticleSystem *psys) psysn->effectors = NULL; psysn->tree = NULL; psysn->bvhtree = NULL; + psysn->batch_cache = NULL; BLI_listbase_clear(&psysn->pathcachebufs); BLI_listbase_clear(&psysn->childcachebufs); @@ -1138,6 +1161,7 @@ Object *BKE_object_copy_ex(Main *bmain, Object *ob, bool copy_caches) BKE_pose_rebuild(obn, obn->data); } defgroup_copy_list(&obn->defbase, &ob->defbase); + BKE_object_facemap_copy_list(&obn->fmaps, &ob->fmaps); BKE_constraints_copy(&obn->constraints, &ob->constraints, true); obn->mode = OB_MODE_OBJECT; @@ -1170,6 +1194,7 @@ Object *BKE_object_copy_ex(Main *bmain, Object *ob, bool copy_caches) BLI_listbase_clear(&obn->gpulamp); BLI_listbase_clear(&obn->pc_ids); + BLI_listbase_clear(&obn->drawdata); obn->mpath = NULL; @@ -1265,10 +1290,10 @@ static void armature_set_id_extern(Object *ob) unsigned int lay = arm->layer_protected; for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) { - if (!(pchan->bone->layer & lay)) + if (!(pchan->bone->layer & lay)) { id_lib_extern((ID *)pchan->custom); + } } - } void BKE_object_copy_proxy_drivers(Object *ob, Object *target) @@ -1326,8 +1351,8 @@ void BKE_object_make_proxy(Object *ob, Object *target, Object *gob) ob->proxy_group = gob; id_lib_extern(&target->id); - DAG_id_tag_update(&ob->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME); - DAG_id_tag_update(&target->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME); + DEG_id_tag_update(&ob->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME); + DEG_id_tag_update(&target->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME); /* copy transform * - gob means this proxy comes from a group, just apply the matrix @@ -2486,14 +2511,14 @@ void BKE_object_foreach_display_point( } void BKE_scene_foreach_display_point( - Scene *scene, View3D *v3d, const short flag, + Scene *scene, SceneLayer *sl, void (*func_cb)(const float[3], void *), void *user_data) { Base *base; Object *ob; - for (base = FIRSTBASE; base; base = base->next) { - if (BASE_VISIBLE_BGMODE(v3d, scene, base) && (base->flag & flag) == flag) { + for (base = FIRSTBASE_NEW; base; base = base->next) { + if (((base->flag & BASE_VISIBLED) != 0) && ((base->flag & BASE_SELECTED) != 0)) { ob = base->object; if ((ob->transflag & OB_DUPLI) == 0) { @@ -3288,33 +3313,33 @@ static void obrel_list_add(LinkNode **links, Object *ob) } /* - * Iterates over all objects of the given scene. + * Iterates over all objects of the given scene layer. * Depending on the eObjectSet flag: * collect either OB_SET_ALL, OB_SET_VISIBLE or OB_SET_SELECTED objects. * If OB_SET_VISIBLE or OB_SET_SELECTED are collected, * then also add related objects according to the given includeFilters. */ -LinkNode *BKE_object_relational_superset(struct Scene *scene, eObjectSet objectSet, eObRelationTypes includeFilter) +LinkNode *BKE_object_relational_superset(struct SceneLayer *scene_layer, eObjectSet objectSet, eObRelationTypes includeFilter) { LinkNode *links = NULL; Base *base; /* Remove markers from all objects */ - for (base = scene->base.first; base; base = base->next) { + for (base = scene_layer->object_bases.first; base; base = base->next) { base->object->id.tag &= ~LIB_TAG_DOIT; } /* iterate over all selected and visible objects */ - for (base = scene->base.first; base; base = base->next) { + for (base = scene_layer->object_bases.first; base; base = base->next) { if (objectSet == OB_SET_ALL) { /* as we get all anyways just add it */ Object *ob = base->object; obrel_list_add(&links, ob); } else { - if ((objectSet == OB_SET_SELECTED && TESTBASELIB_BGMODE(((View3D *)NULL), scene, base)) || - (objectSet == OB_SET_VISIBLE && BASE_EDITABLE_BGMODE(((View3D *)NULL), scene, base))) + if ((objectSet == OB_SET_SELECTED && TESTBASELIB_BGMODE_NEW(base)) || + (objectSet == OB_SET_VISIBLE && BASE_EDITABLE_BGMODE_NEW(base))) { Object *ob = base->object; @@ -3343,8 +3368,8 @@ LinkNode *BKE_object_relational_superset(struct Scene *scene, eObjectSet objectS /* child relationship */ if (includeFilter & (OB_REL_CHILDREN | OB_REL_CHILDREN_RECURSIVE)) { Base *local_base; - for (local_base = scene->base.first; local_base; local_base = local_base->next) { - if (BASE_EDITABLE_BGMODE(((View3D *)NULL), scene, local_base)) { + for (local_base = scene_layer->object_bases.first; local_base; local_base = local_base->next) { + if (BASE_EDITABLE_BGMODE_NEW(local_base)) { Object *child = local_base->object; if (obrel_list_test(child)) { @@ -3388,18 +3413,11 @@ struct LinkNode *BKE_object_groups(Object *ob) return group_linknode; } -void BKE_object_groups_clear(Scene *scene, Base *base, Object *object) +void BKE_object_groups_clear(Object *ob) { Group *group = NULL; - - BLI_assert((base == NULL) || (base->object == object)); - - if (scene && base == NULL) { - base = BKE_scene_base_find(scene, object); - } - - while ((group = BKE_group_object_find(group, base->object))) { - BKE_group_object_unlink(group, object, scene, base); + while ((group = BKE_group_object_find(group, ob))) { + BKE_group_object_unlink(group, ob); } } |