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Diffstat (limited to 'source/blender/blenkernel/intern/object.c')
-rw-r--r--source/blender/blenkernel/intern/object.c106
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);
}
}