/* scene.c * * * $Id$ * * ***** BEGIN GPL/BL DUAL 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. The Blender * Foundation also sells licenses for use in proprietary software under * the Blender License. See http://www.blender.org/BL/ for information * about this. * * 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/BL DUAL LICENSE BLOCK ***** */ #include #include #ifdef HAVE_CONFIG_H #include #endif #ifndef WIN32 #include #else #include #endif #include "MEM_guardedalloc.h" #include "DNA_armature_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_scriptlink_types.h" #include "DNA_texture_types.h" #include "DNA_userdef_types.h" #include "BKE_action.h" #include "BKE_anim.h" #include "BKE_armature.h" #include "BKE_bad_level_calls.h" #include "BKE_constraint.h" #include "BKE_depsgraph.h" #include "BKE_global.h" #include "BKE_group.h" #include "BKE_ipo.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_scene.h" #include "BKE_world.h" #include "BKE_utildefines.h" #include "BIF_previewrender.h" #include "BDR_sculptmode.h" #include "BPY_extern.h" #include "BLI_arithb.h" #include "BLI_blenlib.h" #include "nla.h" #ifdef WIN32 #else #include #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; } } } /* copy_scene moved to src/header_info.c... should be back */ /* 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! */ BLI_freelistN(&sce->base); free_editing(sce->ed); if(sce->radio) MEM_freeN(sce->radio); sce->radio= 0; BPY_free_scriptlink(&sce->scriptlink); 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; } BLI_freelistN(&sce->markers); BLI_freelistN(&sce->r.layers); if(sce->toolsettings){ 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); } sculptmode_free_all(sce); } Scene *add_scene(char *name) { Scene *sce; sce= alloc_libblock(&G.main->scene, ID_SCE, name); sce->lay= 1; sce->selectmode= SCE_SELECT_VERTEX; sce->editbutsize= 0.1; sce->r.mode= R_GAMMA; sce->r.cfra= 1; sce->r.sfra= 1; sce->r.efra= 250; sce->r.xsch= 320; sce->r.ysch= 256; sce->r.xasp= 1; sce->r.yasp= 1; sce->r.xparts= 4; sce->r.yparts= 4; sce->r.size= 100; 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.bake_mode= 1; /* prevent to include render stuff here */ sce->r.bake_filter= 2; sce->r.bake_osa= 5; sce->r.bake_flag= R_BAKE_CLEAR; sce->r.xplay= 640; sce->r.yplay= 480; sce->r.freqplay= 60; sce->r.depth= 32; sce->r.threads= 1; sce->r.stereomode = 1; // no stereo 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->jumpframe = 10; sce->audio.mixrate = 44100; strcpy(sce->r.backbuf, "//backbuf"); strcpy(sce->r.pic, U.renderdir); strcpy(sce->r.ftype, "//ftype"); BLI_init_rctf(&sce->r.safety, 0.1f, 0.9f, 0.1f, 0.9f); sce->r.osa= 8; sculptmode_init(sce); /* 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); 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 *sce) { Base *base; Object *ob; Group *group; GroupObject *go; int flag; G.scene= sce; /* check for cyclic sets, for reading old files but also for definite security (py?) */ scene_check_setscene(G.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(sce); /* ensure dags are built for sets */ for(sce= sce->set; sce; sce= sce->set) if(sce->theDag==NULL) DAG_scene_sort(sce); /* copy layers and flags from bases to objects */ for(base= G.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) */ /* do we need FRAMECHANGED in set_scene? */ // if (G.f & G_DOSCRIPTLINKS) BPY_do_all_scripts(SCRIPT_FRAMECHANGED); } /* 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; } } error("Can't find scene: %s", name); } /* used by metaballs * doesnt return the original duplicated object, only dupli's */ int next_object(int val, Base **base, Object **ob) { static ListBase *duplilist= NULL; static DupliObject *dupob; static int fase; int run_again=1; /* init */ if(val==0) { fase= F_START; dupob= NULL; } else { /* run_again is set when a duplilist has been ended */ while(run_again) { run_again= 0; /* the first base */ if(fase==F_START) { *base= G.scene->base.first; if(*base) { *ob= (*base)->object; fase= F_SCENE; } else { /* exception: empty scene */ if(G.scene->set && G.scene->set->base.first) { *base= G.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(G.scene->set && G.scene->set->base.first) { *base= G.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(G.scene, (*base)->object); dupob= duplilist->first; } } } /* 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; } } } } 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; if(sce->set==NULL) return 1; /* LIB_DOIT is the free flag to tag library data */ for(scene= G.main->scene.first; scene; scene= scene->id.next) scene->id.flag &= ~LIB_DOIT; scene= sce; while(scene->set) { scene->id.flag |= LIB_DOIT; /* when set has flag set, we got a cycle */ if(scene->set->id.flag & LIB_DOIT) break; scene= scene->set; } if(scene->set) { /* the tested scene gets zero'ed, that's typically current scene */ sce->set= NULL; return 0; } return 1; } static void scene_update(Scene *sce, unsigned int lay) { Base *base; Object *ob; if(sce->theDag==NULL) DAG_scene_sort(sce); DAG_scene_update_flags(sce, lay); // only stuff that moves or needs display still for(base= sce->base.first; base; base= base->next) { ob= base->object; object_handle_update(ob); // bke_object.h /* only update layer when an ipo */ 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; /* object ipos are calculated in where_is_object */ do_all_data_ipos(); if (G.f & G_DOSCRIPTLINKS) BPY_do_all_scripts(SCRIPT_FRAMECHANGED); /* 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; }