tornavis/source/blender/blenkernel/intern/scene.c

3740 lines
122 KiB
C

/*
* 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.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
/** \file
* \ingroup bke
*/
/* Allow using deprecated functionality for .blend file I/O. */
#define DNA_DEPRECATED_ALLOW
#include <stddef.h>
#include <stdio.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_anim_types.h"
#include "DNA_collection_types.h"
#include "DNA_curveprofile_types.h"
#include "DNA_defaults.h"
#include "DNA_gpencil_types.h"
#include "DNA_linestyle_types.h"
#include "DNA_mask_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_rigidbody_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_sequence_types.h"
#include "DNA_sound_types.h"
#include "DNA_space_types.h"
#include "DNA_text_types.h"
#include "DNA_vfont_types.h"
#include "DNA_view3d_types.h"
#include "DNA_windowmanager_types.h"
#include "DNA_workspace_types.h"
#include "DNA_world_types.h"
#include "BKE_callbacks.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_string.h"
#include "BLI_string_utils.h"
#include "BLI_task.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BLO_readfile.h"
#include "BLT_translation.h"
#include "BKE_action.h"
#include "BKE_anim_data.h"
#include "BKE_animsys.h"
#include "BKE_armature.h"
#include "BKE_bpath.h"
#include "BKE_cachefile.h"
#include "BKE_collection.h"
#include "BKE_colortools.h"
#include "BKE_curveprofile.h"
#include "BKE_duplilist.h"
#include "BKE_editmesh.h"
#include "BKE_effect.h"
#include "BKE_fcurve.h"
#include "BKE_freestyle.h"
#include "BKE_gpencil.h"
#include "BKE_icons.h"
#include "BKE_idprop.h"
#include "BKE_idtype.h"
#include "BKE_image.h"
#include "BKE_layer.h"
#include "BKE_lib_id.h"
#include "BKE_lib_query.h"
#include "BKE_lib_remap.h"
#include "BKE_linestyle.h"
#include "BKE_main.h"
#include "BKE_mask.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_pointcache.h"
#include "BKE_rigidbody.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "BKE_sound.h"
#include "BKE_unit.h"
#include "BKE_workspace.h"
#include "BKE_world.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "DEG_depsgraph_debug.h"
#include "DEG_depsgraph_query.h"
#include "RE_engine.h"
#include "RNA_access.h"
#include "SEQ_edit.h"
#include "SEQ_iterator.h"
#include "SEQ_sequencer.h"
#include "BLO_read_write.h"
#include "engines/eevee/eevee_lightcache.h"
#include "PIL_time.h"
#include "IMB_colormanagement.h"
#include "IMB_imbuf.h"
#include "bmesh.h"
static void scene_init_data(ID *id)
{
Scene *scene = (Scene *)id;
const char *colorspace_name;
SceneRenderView *srv;
CurveMapping *mblur_shutter_curve;
BLI_assert(MEMCMP_STRUCT_AFTER_IS_ZERO(scene, id));
MEMCPY_STRUCT_AFTER(scene, DNA_struct_default_get(Scene), id);
BLI_strncpy(scene->r.bake.filepath, U.renderdir, sizeof(scene->r.bake.filepath));
mblur_shutter_curve = &scene->r.mblur_shutter_curve;
BKE_curvemapping_set_defaults(mblur_shutter_curve, 1, 0.0f, 0.0f, 1.0f, 1.0f);
BKE_curvemapping_init(mblur_shutter_curve);
BKE_curvemap_reset(mblur_shutter_curve->cm,
&mblur_shutter_curve->clipr,
CURVE_PRESET_MAX,
CURVEMAP_SLOPE_POS_NEG);
scene->toolsettings = DNA_struct_default_alloc(ToolSettings);
scene->toolsettings->autokey_mode = (uchar)U.autokey_mode;
/* grease pencil multiframe falloff curve */
scene->toolsettings->gp_sculpt.cur_falloff = BKE_curvemapping_add(1, 0.0f, 0.0f, 1.0f, 1.0f);
CurveMapping *gp_falloff_curve = scene->toolsettings->gp_sculpt.cur_falloff;
BKE_curvemapping_init(gp_falloff_curve);
BKE_curvemap_reset(
gp_falloff_curve->cm, &gp_falloff_curve->clipr, CURVE_PRESET_GAUSS, CURVEMAP_SLOPE_POSITIVE);
scene->toolsettings->gp_sculpt.cur_primitive = BKE_curvemapping_add(1, 0.0f, 0.0f, 1.0f, 1.0f);
CurveMapping *gp_primitive_curve = scene->toolsettings->gp_sculpt.cur_primitive;
BKE_curvemapping_init(gp_primitive_curve);
BKE_curvemap_reset(gp_primitive_curve->cm,
&gp_primitive_curve->clipr,
CURVE_PRESET_BELL,
CURVEMAP_SLOPE_POSITIVE);
scene->unit.system = USER_UNIT_METRIC;
scene->unit.scale_length = 1.0f;
scene->unit.length_unit = (uchar)BKE_unit_base_of_type_get(USER_UNIT_METRIC, B_UNIT_LENGTH);
scene->unit.mass_unit = (uchar)BKE_unit_base_of_type_get(USER_UNIT_METRIC, B_UNIT_MASS);
scene->unit.time_unit = (uchar)BKE_unit_base_of_type_get(USER_UNIT_METRIC, B_UNIT_TIME);
scene->unit.temperature_unit = (uchar)BKE_unit_base_of_type_get(USER_UNIT_METRIC,
B_UNIT_TEMPERATURE);
/* Anti-Aliasing threshold. */
scene->grease_pencil_settings.smaa_threshold = 1.0f;
{
ParticleEditSettings *pset;
pset = &scene->toolsettings->particle;
for (size_t i = 1; i < ARRAY_SIZE(pset->brush); i++) {
pset->brush[i] = pset->brush[0];
}
pset->brush[PE_BRUSH_CUT].strength = 1.0f;
}
BLI_strncpy(scene->r.engine, RE_engine_id_BLENDER_EEVEE, sizeof(scene->r.engine));
BLI_strncpy(scene->r.pic, U.renderdir, sizeof(scene->r.pic));
/* NOTE: in header_info.c the scene copy happens...,
* if you add more to renderdata it has to be checked there. */
/* multiview - stereo */
BKE_scene_add_render_view(scene, STEREO_LEFT_NAME);
srv = scene->r.views.first;
BLI_strncpy(srv->suffix, STEREO_LEFT_SUFFIX, sizeof(srv->suffix));
BKE_scene_add_render_view(scene, STEREO_RIGHT_NAME);
srv = scene->r.views.last;
BLI_strncpy(srv->suffix, STEREO_RIGHT_SUFFIX, sizeof(srv->suffix));
BKE_sound_reset_scene_runtime(scene);
/* color management */
colorspace_name = IMB_colormanagement_role_colorspace_name_get(COLOR_ROLE_DEFAULT_SEQUENCER);
BKE_color_managed_display_settings_init(&scene->display_settings);
BKE_color_managed_view_settings_init_render(
&scene->view_settings, &scene->display_settings, "Filmic");
BLI_strncpy(scene->sequencer_colorspace_settings.name,
colorspace_name,
sizeof(scene->sequencer_colorspace_settings.name));
/* Those next two sets (render and baking settings) are not currently in use,
* but are exposed to RNA API and hence must have valid data. */
BKE_color_managed_display_settings_init(&scene->r.im_format.display_settings);
BKE_color_managed_view_settings_init_render(
&scene->r.im_format.view_settings, &scene->r.im_format.display_settings, "Filmic");
BKE_color_managed_display_settings_init(&scene->r.bake.im_format.display_settings);
BKE_color_managed_view_settings_init_render(
&scene->r.bake.im_format.view_settings, &scene->r.bake.im_format.display_settings, "Filmic");
/* Curve Profile */
scene->toolsettings->custom_bevel_profile_preset = BKE_curveprofile_add(PROF_PRESET_LINE);
/* Sequencer */
scene->toolsettings->sequencer_tool_settings = SEQ_tool_settings_init();
for (size_t i = 0; i < ARRAY_SIZE(scene->orientation_slots); i++) {
scene->orientation_slots[i].index_custom = -1;
}
/* Master Collection */
scene->master_collection = BKE_collection_master_add();
BKE_view_layer_add(scene, "ViewLayer", NULL, VIEWLAYER_ADD_NEW);
}
static void scene_copy_markers(Scene *scene_dst, const Scene *scene_src, const int flag)
{
BLI_duplicatelist(&scene_dst->markers, &scene_src->markers);
LISTBASE_FOREACH (TimeMarker *, marker, &scene_dst->markers) {
if (marker->prop != NULL) {
marker->prop = IDP_CopyProperty_ex(marker->prop, flag);
}
}
}
static void scene_copy_data(Main *bmain, ID *id_dst, const ID *id_src, const int flag)
{
Scene *scene_dst = (Scene *)id_dst;
const Scene *scene_src = (const Scene *)id_src;
/* We never handle usercount here for own data. */
const int flag_subdata = flag | LIB_ID_CREATE_NO_USER_REFCOUNT;
/* We always need allocation of our private ID data. */
const int flag_private_id_data = flag & ~LIB_ID_CREATE_NO_ALLOCATE;
scene_dst->ed = NULL;
scene_dst->depsgraph_hash = NULL;
scene_dst->fps_info = NULL;
/* Master Collection */
if (scene_src->master_collection) {
BKE_id_copy_ex(bmain,
(ID *)scene_src->master_collection,
(ID **)&scene_dst->master_collection,
flag_private_id_data);
}
/* View Layers */
BLI_duplicatelist(&scene_dst->view_layers, &scene_src->view_layers);
for (ViewLayer *view_layer_src = scene_src->view_layers.first,
*view_layer_dst = scene_dst->view_layers.first;
view_layer_src;
view_layer_src = view_layer_src->next, view_layer_dst = view_layer_dst->next) {
BKE_view_layer_copy_data(scene_dst, scene_src, view_layer_dst, view_layer_src, flag_subdata);
}
scene_copy_markers(scene_dst, scene_src, flag);
BLI_duplicatelist(&(scene_dst->transform_spaces), &(scene_src->transform_spaces));
BLI_duplicatelist(&(scene_dst->r.views), &(scene_src->r.views));
BKE_keyingsets_copy(&(scene_dst->keyingsets), &(scene_src->keyingsets));
if (scene_src->nodetree) {
BKE_id_copy_ex(
bmain, (ID *)scene_src->nodetree, (ID **)&scene_dst->nodetree, flag_private_id_data);
BKE_libblock_relink_ex(bmain,
scene_dst->nodetree,
(void *)(&scene_src->id),
&scene_dst->id,
ID_REMAP_SKIP_NEVER_NULL_USAGE);
}
if (scene_src->rigidbody_world) {
scene_dst->rigidbody_world = BKE_rigidbody_world_copy(scene_src->rigidbody_world,
flag_subdata);
}
/* copy color management settings */
BKE_color_managed_display_settings_copy(&scene_dst->display_settings,
&scene_src->display_settings);
BKE_color_managed_view_settings_copy(&scene_dst->view_settings, &scene_src->view_settings);
BKE_color_managed_colorspace_settings_copy(&scene_dst->sequencer_colorspace_settings,
&scene_src->sequencer_colorspace_settings);
BKE_color_managed_display_settings_copy(&scene_dst->r.im_format.display_settings,
&scene_src->r.im_format.display_settings);
BKE_color_managed_view_settings_copy(&scene_dst->r.im_format.view_settings,
&scene_src->r.im_format.view_settings);
BKE_color_managed_display_settings_copy(&scene_dst->r.bake.im_format.display_settings,
&scene_src->r.bake.im_format.display_settings);
BKE_color_managed_view_settings_copy(&scene_dst->r.bake.im_format.view_settings,
&scene_src->r.bake.im_format.view_settings);
BKE_curvemapping_copy_data(&scene_dst->r.mblur_shutter_curve, &scene_src->r.mblur_shutter_curve);
/* tool settings */
scene_dst->toolsettings = BKE_toolsettings_copy(scene_dst->toolsettings, flag_subdata);
/* make a private copy of the avicodecdata */
if (scene_src->r.avicodecdata) {
scene_dst->r.avicodecdata = MEM_dupallocN(scene_src->r.avicodecdata);
scene_dst->r.avicodecdata->lpFormat = MEM_dupallocN(scene_dst->r.avicodecdata->lpFormat);
scene_dst->r.avicodecdata->lpParms = MEM_dupallocN(scene_dst->r.avicodecdata->lpParms);
}
if (scene_src->r.ffcodecdata.properties) {
/* intentionally check sce_dst not sce_src. */ /* XXX ??? comment outdated... */
scene_dst->r.ffcodecdata.properties = IDP_CopyProperty_ex(scene_src->r.ffcodecdata.properties,
flag_subdata);
}
if (scene_src->display.shading.prop) {
scene_dst->display.shading.prop = IDP_CopyProperty(scene_src->display.shading.prop);
}
BKE_sound_reset_scene_runtime(scene_dst);
/* Copy sequencer, this is local data! */
if (scene_src->ed) {
scene_dst->ed = MEM_callocN(sizeof(*scene_dst->ed), __func__);
scene_dst->ed->seqbasep = &scene_dst->ed->seqbase;
SEQ_sequence_base_dupli_recursive(scene_src,
scene_dst,
&scene_dst->ed->seqbase,
&scene_src->ed->seqbase,
SEQ_DUPE_ALL,
flag_subdata);
}
if ((flag & LIB_ID_COPY_NO_PREVIEW) == 0) {
BKE_previewimg_id_copy(&scene_dst->id, &scene_src->id);
}
else {
scene_dst->preview = NULL;
}
BKE_scene_copy_data_eevee(scene_dst, scene_src);
}
static void scene_free_markers(Scene *scene, bool do_id_user)
{
LISTBASE_FOREACH_MUTABLE (TimeMarker *, marker, &scene->markers) {
if (marker->prop != NULL) {
IDP_FreePropertyContent_ex(marker->prop, do_id_user);
MEM_freeN(marker->prop);
}
MEM_freeN(marker);
}
}
static void scene_free_data(ID *id)
{
Scene *scene = (Scene *)id;
const bool do_id_user = false;
SEQ_editing_free(scene, do_id_user);
BKE_keyingsets_free(&scene->keyingsets);
/* is no lib link block, but scene extension */
if (scene->nodetree) {
ntreeFreeEmbeddedTree(scene->nodetree);
MEM_freeN(scene->nodetree);
scene->nodetree = NULL;
}
if (scene->rigidbody_world) {
/* Prevent rigidbody freeing code to follow other IDs pointers, this should never be allowed
* nor necessary from here, and with new undo code, those pointers may be fully invalid or
* worse, pointing to data actually belonging to new BMain! */
scene->rigidbody_world->constraints = NULL;
scene->rigidbody_world->group = NULL;
BKE_rigidbody_free_world(scene);
}
if (scene->r.avicodecdata) {
free_avicodecdata(scene->r.avicodecdata);
MEM_freeN(scene->r.avicodecdata);
scene->r.avicodecdata = NULL;
}
if (scene->r.ffcodecdata.properties) {
IDP_FreeProperty(scene->r.ffcodecdata.properties);
scene->r.ffcodecdata.properties = NULL;
}
scene_free_markers(scene, do_id_user);
BLI_freelistN(&scene->transform_spaces);
BLI_freelistN(&scene->r.views);
BKE_toolsettings_free(scene->toolsettings);
scene->toolsettings = NULL;
BKE_scene_free_depsgraph_hash(scene);
MEM_SAFE_FREE(scene->fps_info);
BKE_sound_destroy_scene(scene);
BKE_color_managed_view_settings_free(&scene->view_settings);
BKE_previewimg_free(&scene->preview);
BKE_curvemapping_free_data(&scene->r.mblur_shutter_curve);
for (ViewLayer *view_layer = scene->view_layers.first, *view_layer_next; view_layer;
view_layer = view_layer_next) {
view_layer_next = view_layer->next;
BLI_remlink(&scene->view_layers, view_layer);
BKE_view_layer_free_ex(view_layer, do_id_user);
}
/* Master Collection */
/* TODO: what to do with do_id_user? it's also true when just
* closing the file which seems wrong? should decrement users
* for objects directly in the master collection? then other
* collections in the scene need to do it too? */
if (scene->master_collection) {
BKE_collection_free_data(scene->master_collection);
BKE_libblock_free_data_py(&scene->master_collection->id);
MEM_freeN(scene->master_collection);
scene->master_collection = NULL;
}
if (scene->eevee.light_cache_data) {
EEVEE_lightcache_free(scene->eevee.light_cache_data);
scene->eevee.light_cache_data = NULL;
}
if (scene->display.shading.prop) {
IDP_FreeProperty(scene->display.shading.prop);
scene->display.shading.prop = NULL;
}
/* These are freed on doversion. */
BLI_assert(scene->layer_properties == NULL);
}
static void scene_foreach_rigidbodyworldSceneLooper(struct RigidBodyWorld *UNUSED(rbw),
ID **id_pointer,
void *user_data,
int cb_flag)
{
LibraryForeachIDData *data = (LibraryForeachIDData *)user_data;
BKE_LIB_FOREACHID_PROCESS_FUNCTION_CALL(
data, BKE_lib_query_foreachid_process(data, id_pointer, cb_flag));
}
/**
* This code is shared by both the regular `foreach_id` looper, and the code trying to restore or
* preserve ID pointers like brushes across undo-steps.
*/
typedef enum eSceneForeachUndoPreserveProcess {
/* Undo when preserving tool-settings from old scene, we also want to try to preserve that ID
* pointer from its old scene's value. */
SCENE_FOREACH_UNDO_RESTORE,
/* Undo when preserving tool-settings from old scene, we want to keep the new value of that ID
* pointer. */
SCENE_FOREACH_UNDO_NO_RESTORE,
} eSceneForeachUndoPreserveProcess;
static void scene_foreach_toolsettings_id_pointer_process(
ID **id_p,
const eSceneForeachUndoPreserveProcess action,
BlendLibReader *reader,
ID **id_old_p,
const uint cb_flag)
{
switch (action) {
case SCENE_FOREACH_UNDO_RESTORE: {
ID *id_old = *id_old_p;
/* Old data has not been remapped to new values of the pointers, if we want to keep the old
* pointer here we need its new address. */
ID *id_old_new = id_old != NULL ? BLO_read_get_new_id_address(reader, id_old->lib, id_old) :
NULL;
if (id_old_new != NULL) {
BLI_assert(ELEM(id_old, id_old_new, id_old_new->orig_id));
*id_old_p = id_old_new;
if (cb_flag & IDWALK_CB_USER) {
id_us_plus_no_lib(id_old_new);
id_us_min(id_old);
}
break;
}
/* We failed to find a new valid pointer for the previous ID, just keep the current one as
* if we had been under SCENE_FOREACH_UNDO_NO_RESTORE case. */
SWAP(ID *, *id_p, *id_old_p);
break;
}
case SCENE_FOREACH_UNDO_NO_RESTORE:
/* Counteract the swap of the whole ToolSettings container struct. */
SWAP(ID *, *id_p, *id_old_p);
break;
}
}
/* Special handling is needed here, as `scene_foreach_toolsettings` (and its dependency
* `scene_foreach_paint`) are also used by `scene_undo_preserve`, where `LibraryForeachIDData
* *data` is NULL. */
#define BKE_LIB_FOREACHID_UNDO_PRESERVE_PROCESS_IDSUPER( \
__data, __id, __do_undo_restore, __action, __reader, __id_old, __cb_flag) \
{ \
if (__do_undo_restore) { \
scene_foreach_toolsettings_id_pointer_process( \
(ID **)&(__id), __action, __reader, (ID **)&(__id_old), __cb_flag); \
} \
else { \
BLI_assert((__data) != NULL); \
BKE_LIB_FOREACHID_PROCESS_IDSUPER(__data, __id, __cb_flag); \
} \
} \
(void)0
#define BKE_LIB_FOREACHID_UNDO_PRESERVE_PROCESS_FUNCTION_CALL( \
__data, __do_undo_restore, __func_call) \
{ \
if (__do_undo_restore) { \
__func_call; \
} \
else { \
BLI_assert((__data) != NULL); \
BKE_LIB_FOREACHID_PROCESS_FUNCTION_CALL(__data, __func_call); \
} \
} \
(void)0
static void scene_foreach_paint(LibraryForeachIDData *data,
Paint *paint,
const bool do_undo_restore,
BlendLibReader *reader,
Paint *paint_old)
{
BKE_LIB_FOREACHID_UNDO_PRESERVE_PROCESS_IDSUPER(data,
paint->brush,
do_undo_restore,
SCENE_FOREACH_UNDO_RESTORE,
reader,
paint_old->brush,
IDWALK_CB_USER);
for (int i = 0; i < paint_old->tool_slots_len; i++) {
/* This is a bit tricky.
* - In case we do not do `undo_restore`, `paint` and `paint_old` pointers are the same, so
* this is equivalent to simply looping over slots from `paint`.
* - In case we do `undo_restore`, we only want to consider the slots from the old one, since
* those are the one we keep in the end.
* + In case the new data has less valid slots, we feed in a dummy NULL pointer.
* + In case the new data has more valid slots, the extra ones are ignored.
*/
Brush *brush_tmp = NULL;
Brush **brush_p = i < paint->tool_slots_len ? &paint->tool_slots[i].brush : &brush_tmp;
BKE_LIB_FOREACHID_UNDO_PRESERVE_PROCESS_IDSUPER(data,
*brush_p,
do_undo_restore,
SCENE_FOREACH_UNDO_RESTORE,
reader,
paint_old->brush,
IDWALK_CB_USER);
}
BKE_LIB_FOREACHID_UNDO_PRESERVE_PROCESS_IDSUPER(data,
paint->palette,
do_undo_restore,
SCENE_FOREACH_UNDO_RESTORE,
reader,
paint_old->palette,
IDWALK_CB_USER);
}
static void scene_foreach_toolsettings(LibraryForeachIDData *data,
ToolSettings *toolsett,
const bool do_undo_restore,
BlendLibReader *reader,
ToolSettings *toolsett_old)
{
BKE_LIB_FOREACHID_UNDO_PRESERVE_PROCESS_IDSUPER(data,
toolsett->particle.scene,
do_undo_restore,
SCENE_FOREACH_UNDO_NO_RESTORE,
reader,
toolsett_old->particle.scene,
IDWALK_CB_NOP);
BKE_LIB_FOREACHID_UNDO_PRESERVE_PROCESS_IDSUPER(data,
toolsett->particle.object,
do_undo_restore,
SCENE_FOREACH_UNDO_NO_RESTORE,
reader,
toolsett_old->particle.object,
IDWALK_CB_NOP);
BKE_LIB_FOREACHID_UNDO_PRESERVE_PROCESS_IDSUPER(data,
toolsett->particle.shape_object,
do_undo_restore,
SCENE_FOREACH_UNDO_NO_RESTORE,
reader,
toolsett_old->particle.shape_object,
IDWALK_CB_NOP);
scene_foreach_paint(
data, &toolsett->imapaint.paint, do_undo_restore, reader, &toolsett_old->imapaint.paint);
BKE_LIB_FOREACHID_UNDO_PRESERVE_PROCESS_IDSUPER(data,
toolsett->imapaint.stencil,
do_undo_restore,
SCENE_FOREACH_UNDO_RESTORE,
reader,
toolsett_old->imapaint.stencil,
IDWALK_CB_USER);
BKE_LIB_FOREACHID_UNDO_PRESERVE_PROCESS_IDSUPER(data,
toolsett->imapaint.clone,
do_undo_restore,
SCENE_FOREACH_UNDO_RESTORE,
reader,
toolsett_old->imapaint.clone,
IDWALK_CB_USER);
BKE_LIB_FOREACHID_UNDO_PRESERVE_PROCESS_IDSUPER(data,
toolsett->imapaint.canvas,
do_undo_restore,
SCENE_FOREACH_UNDO_RESTORE,
reader,
toolsett_old->imapaint.canvas,
IDWALK_CB_USER);
if (toolsett->vpaint) {
BKE_LIB_FOREACHID_UNDO_PRESERVE_PROCESS_FUNCTION_CALL(
data,
do_undo_restore,
scene_foreach_paint(data,
&toolsett->vpaint->paint,
do_undo_restore,
reader,
&toolsett_old->vpaint->paint));
}
if (toolsett->wpaint) {
BKE_LIB_FOREACHID_UNDO_PRESERVE_PROCESS_FUNCTION_CALL(
data,
do_undo_restore,
scene_foreach_paint(data,
&toolsett->wpaint->paint,
do_undo_restore,
reader,
&toolsett_old->wpaint->paint));
}
if (toolsett->sculpt) {
BKE_LIB_FOREACHID_UNDO_PRESERVE_PROCESS_FUNCTION_CALL(
data,
do_undo_restore,
scene_foreach_paint(data,
&toolsett->sculpt->paint,
do_undo_restore,
reader,
&toolsett_old->sculpt->paint));
BKE_LIB_FOREACHID_UNDO_PRESERVE_PROCESS_IDSUPER(data,
toolsett->sculpt->gravity_object,
do_undo_restore,
SCENE_FOREACH_UNDO_NO_RESTORE,
reader,
toolsett_old->sculpt->gravity_object,
IDWALK_CB_NOP);
}
if (toolsett->uvsculpt) {
BKE_LIB_FOREACHID_UNDO_PRESERVE_PROCESS_FUNCTION_CALL(
data,
do_undo_restore,
scene_foreach_paint(data,
&toolsett->uvsculpt->paint,
do_undo_restore,
reader,
&toolsett_old->uvsculpt->paint));
}
if (toolsett->gp_paint) {
BKE_LIB_FOREACHID_UNDO_PRESERVE_PROCESS_FUNCTION_CALL(
data,
do_undo_restore,
scene_foreach_paint(data,
&toolsett->gp_paint->paint,
do_undo_restore,
reader,
&toolsett_old->gp_paint->paint));
}
if (toolsett->gp_vertexpaint) {
BKE_LIB_FOREACHID_UNDO_PRESERVE_PROCESS_FUNCTION_CALL(
data,
do_undo_restore,
scene_foreach_paint(data,
&toolsett->gp_vertexpaint->paint,
do_undo_restore,
reader,
&toolsett_old->gp_vertexpaint->paint));
}
if (toolsett->gp_sculptpaint) {
BKE_LIB_FOREACHID_UNDO_PRESERVE_PROCESS_FUNCTION_CALL(
data,
do_undo_restore,
scene_foreach_paint(data,
&toolsett->gp_sculptpaint->paint,
do_undo_restore,
reader,
&toolsett_old->gp_sculptpaint->paint));
}
if (toolsett->gp_weightpaint) {
BKE_LIB_FOREACHID_UNDO_PRESERVE_PROCESS_FUNCTION_CALL(
data,
do_undo_restore,
scene_foreach_paint(data,
&toolsett->gp_weightpaint->paint,
do_undo_restore,
reader,
&toolsett_old->gp_weightpaint->paint));
}
BKE_LIB_FOREACHID_UNDO_PRESERVE_PROCESS_IDSUPER(data,
toolsett->gp_sculpt.guide.reference_object,
do_undo_restore,
SCENE_FOREACH_UNDO_NO_RESTORE,
reader,
toolsett_old->gp_sculpt.guide.reference_object,
IDWALK_CB_NOP);
}
#undef BKE_LIB_FOREACHID_UNDO_PRESERVE_PROCESS_IDSUPER
#undef BKE_LIB_FOREACHID_UNDO_PRESERVE_PROCESS_FUNCTION_CALL
static void scene_foreach_layer_collection(LibraryForeachIDData *data, ListBase *lb)
{
LISTBASE_FOREACH (LayerCollection *, lc, lb) {
/* XXX This is very weak. The whole idea of keeping pointers to private IDs is very bad
* anyway... */
const int cb_flag = (lc->collection != NULL &&
(lc->collection->id.flag & LIB_EMBEDDED_DATA) != 0) ?
IDWALK_CB_EMBEDDED :
IDWALK_CB_NOP;
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, lc->collection, cb_flag);
scene_foreach_layer_collection(data, &lc->layer_collections);
}
}
static bool seq_foreach_member_id_cb(Sequence *seq, void *user_data)
{
LibraryForeachIDData *data = (LibraryForeachIDData *)user_data;
#define FOREACHID_PROCESS_IDSUPER(_data, _id_super, _cb_flag) \
{ \
CHECK_TYPE(&((_id_super)->id), ID *); \
BKE_lib_query_foreachid_process((_data), (ID **)&(_id_super), (_cb_flag)); \
if (BKE_lib_query_foreachid_iter_stop((_data))) { \
return false; \
} \
} \
((void)0)
FOREACHID_PROCESS_IDSUPER(data, seq->scene, IDWALK_CB_NEVER_SELF);
FOREACHID_PROCESS_IDSUPER(data, seq->scene_camera, IDWALK_CB_NOP);
FOREACHID_PROCESS_IDSUPER(data, seq->clip, IDWALK_CB_USER);
FOREACHID_PROCESS_IDSUPER(data, seq->mask, IDWALK_CB_USER);
FOREACHID_PROCESS_IDSUPER(data, seq->sound, IDWALK_CB_USER);
IDP_foreach_property(
seq->prop, IDP_TYPE_FILTER_ID, BKE_lib_query_idpropertiesForeachIDLink_callback, data);
LISTBASE_FOREACH (SequenceModifierData *, smd, &seq->modifiers) {
FOREACHID_PROCESS_IDSUPER(data, smd->mask_id, IDWALK_CB_USER);
}
if (seq->type == SEQ_TYPE_TEXT && seq->effectdata) {
TextVars *text_data = seq->effectdata;
FOREACHID_PROCESS_IDSUPER(data, text_data->text_font, IDWALK_CB_USER);
}
#undef FOREACHID_PROCESS_IDSUPER
return true;
}
static void scene_foreach_id(ID *id, LibraryForeachIDData *data)
{
Scene *scene = (Scene *)id;
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, scene->camera, IDWALK_CB_NOP);
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, scene->world, IDWALK_CB_USER);
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, scene->set, IDWALK_CB_NEVER_SELF);
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, scene->clip, IDWALK_CB_USER);
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, scene->gpd, IDWALK_CB_USER);
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, scene->r.bake.cage_object, IDWALK_CB_NOP);
if (scene->nodetree) {
/* nodetree **are owned by IDs**, treat them as mere sub-data and not real ID! */
BKE_LIB_FOREACHID_PROCESS_FUNCTION_CALL(
data, BKE_library_foreach_ID_embedded(data, (ID **)&scene->nodetree));
}
if (scene->ed) {
BKE_LIB_FOREACHID_PROCESS_FUNCTION_CALL(
data, SEQ_for_each_callback(&scene->ed->seqbase, seq_foreach_member_id_cb, data));
}
/* This pointer can be NULL during old files reading, better be safe than sorry. */
if (scene->master_collection != NULL) {
BKE_LIB_FOREACHID_PROCESS_FUNCTION_CALL(
data, BKE_library_foreach_ID_embedded(data, (ID **)&scene->master_collection));
}
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, view_layer->mat_override, IDWALK_CB_USER);
LISTBASE_FOREACH (Base *, base, &view_layer->object_bases) {
BKE_LIB_FOREACHID_PROCESS_IDSUPER(
data, base->object, IDWALK_CB_NOP | IDWALK_CB_OVERRIDE_LIBRARY_NOT_OVERRIDABLE);
}
BKE_LIB_FOREACHID_PROCESS_FUNCTION_CALL(
data, scene_foreach_layer_collection(data, &view_layer->layer_collections));
LISTBASE_FOREACH (FreestyleModuleConfig *, fmc, &view_layer->freestyle_config.modules) {
if (fmc->script) {
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, fmc->script, IDWALK_CB_NOP);
}
}
LISTBASE_FOREACH (FreestyleLineSet *, fls, &view_layer->freestyle_config.linesets) {
if (fls->group) {
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, fls->group, IDWALK_CB_USER);
}
if (fls->linestyle) {
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, fls->linestyle, IDWALK_CB_USER);
}
}
}
LISTBASE_FOREACH (TimeMarker *, marker, &scene->markers) {
BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, marker->camera, IDWALK_CB_NOP);
BKE_LIB_FOREACHID_PROCESS_FUNCTION_CALL(
data,
IDP_foreach_property(marker->prop,
IDP_TYPE_FILTER_ID,
BKE_lib_query_idpropertiesForeachIDLink_callback,
data));
}
ToolSettings *toolsett = scene->toolsettings;
if (toolsett) {
BKE_LIB_FOREACHID_PROCESS_FUNCTION_CALL(
data, scene_foreach_toolsettings(data, toolsett, false, NULL, toolsett));
}
if (scene->rigidbody_world) {
BKE_LIB_FOREACHID_PROCESS_FUNCTION_CALL(
data,
BKE_rigidbody_world_id_loop(
scene->rigidbody_world, scene_foreach_rigidbodyworldSceneLooper, data));
}
}
static void scene_foreach_cache(ID *id,
IDTypeForeachCacheFunctionCallback function_callback,
void *user_data)
{
Scene *scene = (Scene *)id;
IDCacheKey key = {
.id_session_uuid = id->session_uuid,
.offset_in_ID = offsetof(Scene, eevee.light_cache_data),
.cache_v = scene->eevee.light_cache_data,
};
function_callback(id,
&key,
(void **)&scene->eevee.light_cache_data,
IDTYPE_CACHE_CB_FLAGS_PERSISTENT,
user_data);
}
static bool seq_foreach_path_callback(Sequence *seq, void *user_data)
{
if (SEQ_HAS_PATH(seq)) {
StripElem *se = seq->strip->stripdata;
BPathForeachPathData *bpath_data = (BPathForeachPathData *)user_data;
if (ELEM(seq->type, SEQ_TYPE_MOVIE, SEQ_TYPE_SOUND_RAM) && se) {
BKE_bpath_foreach_path_dirfile_fixed_process(bpath_data, seq->strip->dir, se->name);
}
else if ((seq->type == SEQ_TYPE_IMAGE) && se) {
/* NOTE: An option not to loop over all strips could be useful? */
unsigned int len = (unsigned int)MEM_allocN_len(se) / (unsigned int)sizeof(*se);
unsigned int i;
if (bpath_data->flag & BKE_BPATH_FOREACH_PATH_SKIP_MULTIFILE) {
/* only operate on one path */
len = MIN2(1u, len);
}
for (i = 0; i < len; i++, se++) {
BKE_bpath_foreach_path_dirfile_fixed_process(bpath_data, seq->strip->dir, se->name);
}
}
else {
/* simple case */
BKE_bpath_foreach_path_fixed_process(bpath_data, seq->strip->dir);
}
}
return true;
}
static void scene_foreach_path(ID *id, BPathForeachPathData *bpath_data)
{
Scene *scene = (Scene *)id;
if (scene->ed != NULL) {
SEQ_for_each_callback(&scene->ed->seqbase, seq_foreach_path_callback, bpath_data);
}
}
static void scene_blend_write(BlendWriter *writer, ID *id, const void *id_address)
{
Scene *sce = (Scene *)id;
if (BLO_write_is_undo(writer)) {
/* Clean up, important in undo case to reduce false detection of changed data-blocks. */
/* XXX This UI data should not be stored in Scene at all... */
memset(&sce->cursor, 0, sizeof(sce->cursor));
}
/* write LibData */
BLO_write_id_struct(writer, Scene, id_address, &sce->id);
BKE_id_blend_write(writer, &sce->id);
if (sce->adt) {
BKE_animdata_blend_write(writer, sce->adt);
}
BKE_keyingsets_blend_write(writer, &sce->keyingsets);
/* direct data */
ToolSettings *tos = sce->toolsettings;
BLO_write_struct(writer, ToolSettings, tos);
if (tos->vpaint) {
BLO_write_struct(writer, VPaint, tos->vpaint);
BKE_paint_blend_write(writer, &tos->vpaint->paint);
}
if (tos->wpaint) {
BLO_write_struct(writer, VPaint, tos->wpaint);
BKE_paint_blend_write(writer, &tos->wpaint->paint);
}
if (tos->sculpt) {
BLO_write_struct(writer, Sculpt, tos->sculpt);
BKE_paint_blend_write(writer, &tos->sculpt->paint);
}
if (tos->uvsculpt) {
BLO_write_struct(writer, UvSculpt, tos->uvsculpt);
BKE_paint_blend_write(writer, &tos->uvsculpt->paint);
}
if (tos->gp_paint) {
BLO_write_struct(writer, GpPaint, tos->gp_paint);
BKE_paint_blend_write(writer, &tos->gp_paint->paint);
}
if (tos->gp_vertexpaint) {
BLO_write_struct(writer, GpVertexPaint, tos->gp_vertexpaint);
BKE_paint_blend_write(writer, &tos->gp_vertexpaint->paint);
}
if (tos->gp_sculptpaint) {
BLO_write_struct(writer, GpSculptPaint, tos->gp_sculptpaint);
BKE_paint_blend_write(writer, &tos->gp_sculptpaint->paint);
}
if (tos->gp_weightpaint) {
BLO_write_struct(writer, GpWeightPaint, tos->gp_weightpaint);
BKE_paint_blend_write(writer, &tos->gp_weightpaint->paint);
}
/* write grease-pencil custom ipo curve to file */
if (tos->gp_interpolate.custom_ipo) {
BKE_curvemapping_blend_write(writer, tos->gp_interpolate.custom_ipo);
}
/* write grease-pencil multiframe falloff curve to file */
if (tos->gp_sculpt.cur_falloff) {
BKE_curvemapping_blend_write(writer, tos->gp_sculpt.cur_falloff);
}
/* write grease-pencil primitive curve to file */
if (tos->gp_sculpt.cur_primitive) {
BKE_curvemapping_blend_write(writer, tos->gp_sculpt.cur_primitive);
}
/* Write the curve profile to the file. */
if (tos->custom_bevel_profile_preset) {
BKE_curveprofile_blend_write(writer, tos->custom_bevel_profile_preset);
}
if (tos->sequencer_tool_settings) {
BLO_write_struct(writer, SequencerToolSettings, tos->sequencer_tool_settings);
}
BKE_paint_blend_write(writer, &tos->imapaint.paint);
Editing *ed = sce->ed;
if (ed) {
BLO_write_struct(writer, Editing, ed);
SEQ_blend_write(writer, &ed->seqbase);
/* new; meta stack too, even when its nasty restore code */
LISTBASE_FOREACH (MetaStack *, ms, &ed->metastack) {
BLO_write_struct(writer, MetaStack, ms);
}
}
if (sce->r.avicodecdata) {
BLO_write_struct(writer, AviCodecData, sce->r.avicodecdata);
if (sce->r.avicodecdata->lpFormat) {
BLO_write_raw(writer, (size_t)sce->r.avicodecdata->cbFormat, sce->r.avicodecdata->lpFormat);
}
if (sce->r.avicodecdata->lpParms) {
BLO_write_raw(writer, (size_t)sce->r.avicodecdata->cbParms, sce->r.avicodecdata->lpParms);
}
}
if (sce->r.ffcodecdata.properties) {
IDP_BlendWrite(writer, sce->r.ffcodecdata.properties);
}
/* writing dynamic list of TimeMarkers to the blend file */
LISTBASE_FOREACH (TimeMarker *, marker, &sce->markers) {
BLO_write_struct(writer, TimeMarker, marker);
if (marker->prop != NULL) {
IDP_BlendWrite(writer, marker->prop);
}
}
/* writing dynamic list of TransformOrientations to the blend file */
LISTBASE_FOREACH (TransformOrientation *, ts, &sce->transform_spaces) {
BLO_write_struct(writer, TransformOrientation, ts);
}
/* writing MultiView to the blend file */
LISTBASE_FOREACH (SceneRenderView *, srv, &sce->r.views) {
BLO_write_struct(writer, SceneRenderView, srv);
}
if (sce->nodetree) {
BLO_write_struct(writer, bNodeTree, sce->nodetree);
ntreeBlendWrite(writer, sce->nodetree);
}
BKE_color_managed_view_settings_blend_write(writer, &sce->view_settings);
/* writing RigidBodyWorld data to the blend file */
if (sce->rigidbody_world) {
/* Set deprecated pointers to prevent crashes of older Blenders */
sce->rigidbody_world->pointcache = sce->rigidbody_world->shared->pointcache;
sce->rigidbody_world->ptcaches = sce->rigidbody_world->shared->ptcaches;
BLO_write_struct(writer, RigidBodyWorld, sce->rigidbody_world);
BLO_write_struct(writer, RigidBodyWorld_Shared, sce->rigidbody_world->shared);
BLO_write_struct(writer, EffectorWeights, sce->rigidbody_world->effector_weights);
BKE_ptcache_blend_write(writer, &(sce->rigidbody_world->shared->ptcaches));
}
BKE_previewimg_blend_write(writer, sce->preview);
BKE_curvemapping_curves_blend_write(writer, &sce->r.mblur_shutter_curve);
LISTBASE_FOREACH (ViewLayer *, view_layer, &sce->view_layers) {
BKE_view_layer_blend_write(writer, view_layer);
}
if (sce->master_collection) {
BLO_write_struct(writer, Collection, sce->master_collection);
BKE_collection_blend_write_nolib(writer, sce->master_collection);
}
/* Eevee Lightcache */
if (sce->eevee.light_cache_data && !BLO_write_is_undo(writer)) {
BLO_write_struct(writer, LightCache, sce->eevee.light_cache_data);
EEVEE_lightcache_blend_write(writer, sce->eevee.light_cache_data);
}
BKE_screen_view3d_shading_blend_write(writer, &sce->display.shading);
/* Freed on doversion. */
BLI_assert(sce->layer_properties == NULL);
}
static void direct_link_paint_helper(BlendDataReader *reader, const Scene *scene, Paint **paint)
{
/* TODO: is this needed. */
BLO_read_data_address(reader, paint);
if (*paint) {
BKE_paint_blend_read_data(reader, scene, *paint);
}
}
static void link_recurs_seq(BlendDataReader *reader, ListBase *lb)
{
BLO_read_list(reader, lb);
LISTBASE_FOREACH_MUTABLE (Sequence *, seq, lb) {
/* Sanity check. */
if (!SEQ_valid_strip_channel(seq)) {
BLI_freelinkN(lb, seq);
BLO_read_data_reports(reader)->count.sequence_strips_skipped++;
}
else if (seq->seqbase.first) {
link_recurs_seq(reader, &seq->seqbase);
}
}
}
static void scene_blend_read_data(BlendDataReader *reader, ID *id)
{
Scene *sce = (Scene *)id;
sce->depsgraph_hash = NULL;
sce->fps_info = NULL;
memset(&sce->customdata_mask, 0, sizeof(sce->customdata_mask));
memset(&sce->customdata_mask_modal, 0, sizeof(sce->customdata_mask_modal));
BKE_sound_reset_scene_runtime(sce);
/* set users to one by default, not in lib-link, this will increase it for compo nodes */
id_us_ensure_real(&sce->id);
BLO_read_list(reader, &(sce->base));
BLO_read_data_address(reader, &sce->adt);
BKE_animdata_blend_read_data(reader, sce->adt);
BLO_read_list(reader, &sce->keyingsets);
BKE_keyingsets_blend_read_data(reader, &sce->keyingsets);
BLO_read_data_address(reader, &sce->basact);
BLO_read_data_address(reader, &sce->toolsettings);
if (sce->toolsettings) {
/* Reset last_location and last_hit, so they are not remembered across sessions. In some files
* these are also NaN, which could lead to crashes in painting. */
struct UnifiedPaintSettings *ups = &sce->toolsettings->unified_paint_settings;
zero_v3(ups->last_location);
ups->last_hit = 0;
direct_link_paint_helper(reader, sce, (Paint **)&sce->toolsettings->sculpt);
direct_link_paint_helper(reader, sce, (Paint **)&sce->toolsettings->vpaint);
direct_link_paint_helper(reader, sce, (Paint **)&sce->toolsettings->wpaint);
direct_link_paint_helper(reader, sce, (Paint **)&sce->toolsettings->uvsculpt);
direct_link_paint_helper(reader, sce, (Paint **)&sce->toolsettings->gp_paint);
direct_link_paint_helper(reader, sce, (Paint **)&sce->toolsettings->gp_vertexpaint);
direct_link_paint_helper(reader, sce, (Paint **)&sce->toolsettings->gp_sculptpaint);
direct_link_paint_helper(reader, sce, (Paint **)&sce->toolsettings->gp_weightpaint);
BKE_paint_blend_read_data(reader, sce, &sce->toolsettings->imapaint.paint);
sce->toolsettings->particle.paintcursor = NULL;
sce->toolsettings->particle.scene = NULL;
sce->toolsettings->particle.object = NULL;
sce->toolsettings->gp_sculpt.paintcursor = NULL;
/* relink grease pencil interpolation curves */
BLO_read_data_address(reader, &sce->toolsettings->gp_interpolate.custom_ipo);
if (sce->toolsettings->gp_interpolate.custom_ipo) {
BKE_curvemapping_blend_read(reader, sce->toolsettings->gp_interpolate.custom_ipo);
}
/* relink grease pencil multiframe falloff curve */
BLO_read_data_address(reader, &sce->toolsettings->gp_sculpt.cur_falloff);
if (sce->toolsettings->gp_sculpt.cur_falloff) {
BKE_curvemapping_blend_read(reader, sce->toolsettings->gp_sculpt.cur_falloff);
}
/* relink grease pencil primitive curve */
BLO_read_data_address(reader, &sce->toolsettings->gp_sculpt.cur_primitive);
if (sce->toolsettings->gp_sculpt.cur_primitive) {
BKE_curvemapping_blend_read(reader, sce->toolsettings->gp_sculpt.cur_primitive);
}
/* Relink toolsettings curve profile */
BLO_read_data_address(reader, &sce->toolsettings->custom_bevel_profile_preset);
if (sce->toolsettings->custom_bevel_profile_preset) {
BKE_curveprofile_blend_read(reader, sce->toolsettings->custom_bevel_profile_preset);
}
BLO_read_data_address(reader, &sce->toolsettings->sequencer_tool_settings);
}
if (sce->ed) {
ListBase *old_seqbasep = &sce->ed->seqbase;
BLO_read_data_address(reader, &sce->ed);
Editing *ed = sce->ed;
BLO_read_data_address(reader, &ed->act_seq);
ed->cache = NULL;
ed->prefetch_job = NULL;
ed->runtime.sequence_lookup = NULL;
/* recursive link sequences, lb will be correctly initialized */
link_recurs_seq(reader, &ed->seqbase);
/* Read in sequence member data. */
SEQ_blend_read(reader, &ed->seqbase);
/* link metastack, slight abuse of structs here,
* have to restore pointer to internal part in struct */
{
Sequence temp;
void *poin;
intptr_t offset;
offset = ((intptr_t) & (temp.seqbase)) - ((intptr_t)&temp);
/* root pointer */
if (ed->seqbasep == old_seqbasep) {
ed->seqbasep = &ed->seqbase;
}
else {
poin = POINTER_OFFSET(ed->seqbasep, -offset);
poin = BLO_read_get_new_data_address(reader, poin);
if (poin) {
ed->seqbasep = (ListBase *)POINTER_OFFSET(poin, offset);
}
else {
ed->seqbasep = &ed->seqbase;
}
}
/* stack */
BLO_read_list(reader, &(ed->metastack));
LISTBASE_FOREACH (MetaStack *, ms, &ed->metastack) {
BLO_read_data_address(reader, &ms->parseq);
if (ms->oldbasep == old_seqbasep) {
ms->oldbasep = &ed->seqbase;
}
else {
poin = POINTER_OFFSET(ms->oldbasep, -offset);
poin = BLO_read_get_new_data_address(reader, poin);
if (poin) {
ms->oldbasep = (ListBase *)POINTER_OFFSET(poin, offset);
}
else {
ms->oldbasep = &ed->seqbase;
}
}
}
}
}
#ifdef DURIAN_CAMERA_SWITCH
/* Runtime */
sce->r.mode &= ~R_NO_CAMERA_SWITCH;
#endif
BLO_read_data_address(reader, &sce->r.avicodecdata);
if (sce->r.avicodecdata) {
BLO_read_data_address(reader, &sce->r.avicodecdata->lpFormat);
BLO_read_data_address(reader, &sce->r.avicodecdata->lpParms);
}
if (sce->r.ffcodecdata.properties) {
BLO_read_data_address(reader, &sce->r.ffcodecdata.properties);
IDP_BlendDataRead(reader, &sce->r.ffcodecdata.properties);
}
BLO_read_list(reader, &(sce->markers));
LISTBASE_FOREACH (TimeMarker *, marker, &sce->markers) {
BLO_read_data_address(reader, &marker->prop);
IDP_BlendDataRead(reader, &marker->prop);
}
BLO_read_list(reader, &(sce->transform_spaces));
BLO_read_list(reader, &(sce->r.layers));
BLO_read_list(reader, &(sce->r.views));
LISTBASE_FOREACH (SceneRenderLayer *, srl, &sce->r.layers) {
BLO_read_data_address(reader, &srl->prop);
IDP_BlendDataRead(reader, &srl->prop);
BLO_read_list(reader, &(srl->freestyleConfig.modules));
BLO_read_list(reader, &(srl->freestyleConfig.linesets));
}
BKE_color_managed_view_settings_blend_read_data(reader, &sce->view_settings);
BLO_read_data_address(reader, &sce->rigidbody_world);
RigidBodyWorld *rbw = sce->rigidbody_world;
if (rbw) {
BLO_read_data_address(reader, &rbw->shared);
if (rbw->shared == NULL) {
/* Link deprecated caches if they exist, so we can use them for versioning.
* We should only do this when rbw->shared == NULL, because those pointers
* are always set (for compatibility with older Blenders). We mustn't link
* the same pointcache twice. */
BKE_ptcache_blend_read_data(reader, &rbw->ptcaches, &rbw->pointcache, false);
/* make sure simulation starts from the beginning after loading file */
if (rbw->pointcache) {
rbw->ltime = (float)rbw->pointcache->startframe;
}
}
else {
/* must nullify the reference to physics sim object, since it no-longer exist
* (and will need to be recalculated)
*/
rbw->shared->physics_world = NULL;
/* link caches */
BKE_ptcache_blend_read_data(reader, &rbw->shared->ptcaches, &rbw->shared->pointcache, false);
/* make sure simulation starts from the beginning after loading file */
if (rbw->shared->pointcache) {
rbw->ltime = (float)rbw->shared->pointcache->startframe;
}
}
rbw->objects = NULL;
rbw->numbodies = 0;
/* set effector weights */
BLO_read_data_address(reader, &rbw->effector_weights);
if (!rbw->effector_weights) {
rbw->effector_weights = BKE_effector_add_weights(NULL);
}
}
BLO_read_data_address(reader, &sce->preview);
BKE_previewimg_blend_read(reader, sce->preview);
BKE_curvemapping_blend_read(reader, &sce->r.mblur_shutter_curve);
#ifdef USE_COLLECTION_COMPAT_28
/* this runs before the very first doversion */
if (sce->collection) {
BLO_read_data_address(reader, &sce->collection);
BKE_collection_compat_blend_read_data(reader, sce->collection);
}
#endif
/* insert into global old-new map for reading without UI (link_global accesses it again) */
BLO_read_glob_list(reader, &sce->view_layers);
LISTBASE_FOREACH (ViewLayer *, view_layer, &sce->view_layers) {
BKE_view_layer_blend_read_data(reader, view_layer);
}
if (BLO_read_data_is_undo(reader)) {
/* If it's undo do nothing here, caches are handled by higher-level generic calling code. */
}
else {
/* else try to read the cache from file. */
BLO_read_data_address(reader, &sce->eevee.light_cache_data);
if (sce->eevee.light_cache_data) {
EEVEE_lightcache_blend_read_data(reader, sce->eevee.light_cache_data);
}
}
EEVEE_lightcache_info_update(&sce->eevee);
BKE_screen_view3d_shading_blend_read_data(reader, &sce->display.shading);
BLO_read_data_address(reader, &sce->layer_properties);
IDP_BlendDataRead(reader, &sce->layer_properties);
}
/* patch for missing scene IDs, can't be in do-versions */
static void composite_patch(bNodeTree *ntree, Scene *scene)
{
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
if (node->id == NULL &&
((node->type == CMP_NODE_R_LAYERS) ||
(node->type == CMP_NODE_CRYPTOMATTE && node->custom1 == CMP_CRYPTOMATTE_SRC_RENDER))) {
node->id = &scene->id;
}
}
}
static void scene_blend_read_lib(BlendLibReader *reader, ID *id)
{
Scene *sce = (Scene *)id;
BKE_keyingsets_blend_read_lib(reader, &sce->id, &sce->keyingsets);
BLO_read_id_address(reader, sce->id.lib, &sce->camera);
BLO_read_id_address(reader, sce->id.lib, &sce->world);
BLO_read_id_address(reader, sce->id.lib, &sce->set);
BLO_read_id_address(reader, sce->id.lib, &sce->gpd);
BKE_paint_blend_read_lib(reader, sce, &sce->toolsettings->imapaint.paint);
if (sce->toolsettings->sculpt) {
BKE_paint_blend_read_lib(reader, sce, &sce->toolsettings->sculpt->paint);
}
if (sce->toolsettings->vpaint) {
BKE_paint_blend_read_lib(reader, sce, &sce->toolsettings->vpaint->paint);
}
if (sce->toolsettings->wpaint) {
BKE_paint_blend_read_lib(reader, sce, &sce->toolsettings->wpaint->paint);
}
if (sce->toolsettings->uvsculpt) {
BKE_paint_blend_read_lib(reader, sce, &sce->toolsettings->uvsculpt->paint);
}
if (sce->toolsettings->gp_paint) {
BKE_paint_blend_read_lib(reader, sce, &sce->toolsettings->gp_paint->paint);
}
if (sce->toolsettings->gp_vertexpaint) {
BKE_paint_blend_read_lib(reader, sce, &sce->toolsettings->gp_vertexpaint->paint);
}
if (sce->toolsettings->gp_sculptpaint) {
BKE_paint_blend_read_lib(reader, sce, &sce->toolsettings->gp_sculptpaint->paint);
}
if (sce->toolsettings->gp_weightpaint) {
BKE_paint_blend_read_lib(reader, sce, &sce->toolsettings->gp_weightpaint->paint);
}
if (sce->toolsettings->sculpt) {
BLO_read_id_address(reader, sce->id.lib, &sce->toolsettings->sculpt->gravity_object);
}
if (sce->toolsettings->imapaint.stencil) {
BLO_read_id_address(reader, sce->id.lib, &sce->toolsettings->imapaint.stencil);
}
if (sce->toolsettings->imapaint.clone) {
BLO_read_id_address(reader, sce->id.lib, &sce->toolsettings->imapaint.clone);
}
if (sce->toolsettings->imapaint.canvas) {
BLO_read_id_address(reader, sce->id.lib, &sce->toolsettings->imapaint.canvas);
}
BLO_read_id_address(reader, sce->id.lib, &sce->toolsettings->particle.shape_object);
BLO_read_id_address(reader, sce->id.lib, &sce->toolsettings->gp_sculpt.guide.reference_object);
LISTBASE_FOREACH_MUTABLE (Base *, base_legacy, &sce->base) {
BLO_read_id_address(reader, sce->id.lib, &base_legacy->object);
if (base_legacy->object == NULL) {
BLO_reportf_wrap(BLO_read_lib_reports(reader),
RPT_WARNING,
TIP_("LIB: object lost from scene: '%s'"),
sce->id.name + 2);
BLI_remlink(&sce->base, base_legacy);
if (base_legacy == sce->basact) {
sce->basact = NULL;
}
MEM_freeN(base_legacy);
}
}
if (sce->ed) {
SEQ_blend_read_lib(reader, sce, &sce->ed->seqbase);
}
LISTBASE_FOREACH (TimeMarker *, marker, &sce->markers) {
IDP_BlendReadLib(reader, marker->prop);
if (marker->camera) {
BLO_read_id_address(reader, sce->id.lib, &marker->camera);
}
}
/* rigidbody world relies on its linked collections */
if (sce->rigidbody_world) {
RigidBodyWorld *rbw = sce->rigidbody_world;
if (rbw->group) {
BLO_read_id_address(reader, sce->id.lib, &rbw->group);
}
if (rbw->constraints) {
BLO_read_id_address(reader, sce->id.lib, &rbw->constraints);
}
if (rbw->effector_weights) {
BLO_read_id_address(reader, sce->id.lib, &rbw->effector_weights->group);
}
}
if (sce->nodetree) {
composite_patch(sce->nodetree, sce);
}
LISTBASE_FOREACH (SceneRenderLayer *, srl, &sce->r.layers) {
BLO_read_id_address(reader, sce->id.lib, &srl->mat_override);
LISTBASE_FOREACH (FreestyleModuleConfig *, fmc, &srl->freestyleConfig.modules) {
BLO_read_id_address(reader, sce->id.lib, &fmc->script);
}
LISTBASE_FOREACH (FreestyleLineSet *, fls, &srl->freestyleConfig.linesets) {
BLO_read_id_address(reader, sce->id.lib, &fls->linestyle);
BLO_read_id_address(reader, sce->id.lib, &fls->group);
}
}
/* Motion Tracking */
BLO_read_id_address(reader, sce->id.lib, &sce->clip);
#ifdef USE_COLLECTION_COMPAT_28
if (sce->collection) {
BKE_collection_compat_blend_read_lib(reader, sce->id.lib, sce->collection);
}
#endif
LISTBASE_FOREACH (ViewLayer *, view_layer, &sce->view_layers) {
BKE_view_layer_blend_read_lib(reader, sce->id.lib, view_layer);
}
if (sce->r.bake.cage_object) {
BLO_read_id_address(reader, sce->id.lib, &sce->r.bake.cage_object);
}
#ifdef USE_SETSCENE_CHECK
if (sce->set != NULL) {
sce->flag |= SCE_READFILE_LIBLINK_NEED_SETSCENE_CHECK;
}
#endif
}
static void scene_blend_read_expand(BlendExpander *expander, ID *id)
{
Scene *sce = (Scene *)id;
LISTBASE_FOREACH (Base *, base_legacy, &sce->base) {
BLO_expand(expander, base_legacy->object);
}
BLO_expand(expander, sce->camera);
BLO_expand(expander, sce->world);
BKE_keyingsets_blend_read_expand(expander, &sce->keyingsets);
if (sce->set) {
BLO_expand(expander, sce->set);
}
LISTBASE_FOREACH (SceneRenderLayer *, srl, &sce->r.layers) {
BLO_expand(expander, srl->mat_override);
LISTBASE_FOREACH (FreestyleModuleConfig *, module, &srl->freestyleConfig.modules) {
if (module->script) {
BLO_expand(expander, module->script);
}
}
LISTBASE_FOREACH (FreestyleLineSet *, lineset, &srl->freestyleConfig.linesets) {
if (lineset->group) {
BLO_expand(expander, lineset->group);
}
BLO_expand(expander, lineset->linestyle);
}
}
LISTBASE_FOREACH (ViewLayer *, view_layer, &sce->view_layers) {
IDP_BlendReadExpand(expander, view_layer->id_properties);
LISTBASE_FOREACH (FreestyleModuleConfig *, module, &view_layer->freestyle_config.modules) {
if (module->script) {
BLO_expand(expander, module->script);
}
}
LISTBASE_FOREACH (FreestyleLineSet *, lineset, &view_layer->freestyle_config.linesets) {
if (lineset->group) {
BLO_expand(expander, lineset->group);
}
BLO_expand(expander, lineset->linestyle);
}
}
if (sce->gpd) {
BLO_expand(expander, sce->gpd);
}
if (sce->ed) {
SEQ_blend_read_expand(expander, &sce->ed->seqbase);
}
if (sce->rigidbody_world) {
BLO_expand(expander, sce->rigidbody_world->group);
BLO_expand(expander, sce->rigidbody_world->constraints);
}
LISTBASE_FOREACH (TimeMarker *, marker, &sce->markers) {
IDP_BlendReadExpand(expander, marker->prop);
if (marker->camera) {
BLO_expand(expander, marker->camera);
}
}
BLO_expand(expander, sce->clip);
#ifdef USE_COLLECTION_COMPAT_28
if (sce->collection) {
BKE_collection_compat_blend_read_expand(expander, sce->collection);
}
#endif
if (sce->r.bake.cage_object) {
BLO_expand(expander, sce->r.bake.cage_object);
}
}
static void scene_undo_preserve(BlendLibReader *reader, ID *id_new, ID *id_old)
{
Scene *scene_new = (Scene *)id_new;
Scene *scene_old = (Scene *)id_old;
SWAP(View3DCursor, scene_old->cursor, scene_new->cursor);
if (scene_new->toolsettings != NULL && scene_old->toolsettings != NULL) {
/* First try to restore ID pointers that can be and should be preserved (like brushes or
* palettes), and counteract the swap of the whole ToolSettings structs below for the others
* (like object ones). */
scene_foreach_toolsettings(
NULL, scene_new->toolsettings, true, reader, scene_old->toolsettings);
SWAP(ToolSettings, *scene_old->toolsettings, *scene_new->toolsettings);
}
}
static void scene_lib_override_apply_post(ID *id_dst, ID *UNUSED(id_src))
{
Scene *scene = (Scene *)id_dst;
if (scene->rigidbody_world != NULL) {
PTCacheID pid;
BKE_ptcache_id_from_rigidbody(&pid, NULL, scene->rigidbody_world);
LISTBASE_FOREACH (PointCache *, point_cache, pid.ptcaches) {
point_cache->flag |= PTCACHE_FLAG_INFO_DIRTY;
}
}
}
IDTypeInfo IDType_ID_SCE = {
.id_code = ID_SCE,
.id_filter = FILTER_ID_SCE,
.main_listbase_index = INDEX_ID_SCE,
.struct_size = sizeof(Scene),
.name = "Scene",
.name_plural = "scenes",
.translation_context = BLT_I18NCONTEXT_ID_SCENE,
.flags = 0,
.asset_type_info = NULL,
.init_data = scene_init_data,
.copy_data = scene_copy_data,
.free_data = scene_free_data,
/* For now default `BKE_lib_id_make_local_generic()` should work, may need more work though to
* support all possible corner cases. */
.make_local = NULL,
.foreach_id = scene_foreach_id,
.foreach_cache = scene_foreach_cache,
.foreach_path = scene_foreach_path,
.owner_get = NULL,
.blend_write = scene_blend_write,
.blend_read_data = scene_blend_read_data,
.blend_read_lib = scene_blend_read_lib,
.blend_read_expand = scene_blend_read_expand,
.blend_read_undo_preserve = scene_undo_preserve,
.lib_override_apply_post = scene_lib_override_apply_post,
};
const char *RE_engine_id_BLENDER_EEVEE = "BLENDER_EEVEE";
const char *RE_engine_id_BLENDER_WORKBENCH = "BLENDER_WORKBENCH";
const char *RE_engine_id_CYCLES = "CYCLES";
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;
}
}
}
static void remove_sequencer_fcurves(Scene *sce)
{
AnimData *adt = BKE_animdata_from_id(&sce->id);
if (adt && adt->action) {
FCurve *fcu, *nextfcu;
for (fcu = adt->action->curves.first; fcu; fcu = nextfcu) {
nextfcu = fcu->next;
if ((fcu->rna_path) && strstr(fcu->rna_path, "sequences_all")) {
action_groups_remove_channel(adt->action, fcu);
BKE_fcurve_free(fcu);
}
}
}
}
/* flag -- copying options (see BKE_lib_id.h's LIB_ID_COPY_... flags for more). */
ToolSettings *BKE_toolsettings_copy(ToolSettings *toolsettings, const int flag)
{
if (toolsettings == NULL) {
return NULL;
}
ToolSettings *ts = MEM_dupallocN(toolsettings);
if (ts->vpaint) {
ts->vpaint = MEM_dupallocN(ts->vpaint);
BKE_paint_copy(&ts->vpaint->paint, &ts->vpaint->paint, flag);
}
if (ts->wpaint) {
ts->wpaint = MEM_dupallocN(ts->wpaint);
BKE_paint_copy(&ts->wpaint->paint, &ts->wpaint->paint, flag);
}
if (ts->sculpt) {
ts->sculpt = MEM_dupallocN(ts->sculpt);
BKE_paint_copy(&ts->sculpt->paint, &ts->sculpt->paint, flag);
}
if (ts->uvsculpt) {
ts->uvsculpt = MEM_dupallocN(ts->uvsculpt);
BKE_paint_copy(&ts->uvsculpt->paint, &ts->uvsculpt->paint, flag);
}
if (ts->gp_paint) {
ts->gp_paint = MEM_dupallocN(ts->gp_paint);
BKE_paint_copy(&ts->gp_paint->paint, &ts->gp_paint->paint, flag);
}
if (ts->gp_vertexpaint) {
ts->gp_vertexpaint = MEM_dupallocN(ts->gp_vertexpaint);
BKE_paint_copy(&ts->gp_vertexpaint->paint, &ts->gp_vertexpaint->paint, flag);
}
if (ts->gp_sculptpaint) {
ts->gp_sculptpaint = MEM_dupallocN(ts->gp_sculptpaint);
BKE_paint_copy(&ts->gp_sculptpaint->paint, &ts->gp_sculptpaint->paint, flag);
}
if (ts->gp_weightpaint) {
ts->gp_weightpaint = MEM_dupallocN(ts->gp_weightpaint);
BKE_paint_copy(&ts->gp_weightpaint->paint, &ts->gp_weightpaint->paint, flag);
}
BKE_paint_copy(&ts->imapaint.paint, &ts->imapaint.paint, flag);
ts->particle.paintcursor = NULL;
ts->particle.scene = NULL;
ts->particle.object = NULL;
/* duplicate Grease Pencil interpolation curve */
ts->gp_interpolate.custom_ipo = BKE_curvemapping_copy(ts->gp_interpolate.custom_ipo);
/* Duplicate Grease Pencil multiframe falloff. */
ts->gp_sculpt.cur_falloff = BKE_curvemapping_copy(ts->gp_sculpt.cur_falloff);
ts->gp_sculpt.cur_primitive = BKE_curvemapping_copy(ts->gp_sculpt.cur_primitive);
ts->custom_bevel_profile_preset = BKE_curveprofile_copy(ts->custom_bevel_profile_preset);
ts->sequencer_tool_settings = SEQ_tool_settings_copy(ts->sequencer_tool_settings);
return ts;
}
void BKE_toolsettings_free(ToolSettings *toolsettings)
{
if (toolsettings == NULL) {
return;
}
if (toolsettings->vpaint) {
BKE_paint_free(&toolsettings->vpaint->paint);
MEM_freeN(toolsettings->vpaint);
}
if (toolsettings->wpaint) {
BKE_paint_free(&toolsettings->wpaint->paint);
MEM_freeN(toolsettings->wpaint);
}
if (toolsettings->sculpt) {
BKE_paint_free(&toolsettings->sculpt->paint);
MEM_freeN(toolsettings->sculpt);
}
if (toolsettings->uvsculpt) {
BKE_paint_free(&toolsettings->uvsculpt->paint);
MEM_freeN(toolsettings->uvsculpt);
}
if (toolsettings->gp_paint) {
BKE_paint_free(&toolsettings->gp_paint->paint);
MEM_freeN(toolsettings->gp_paint);
}
if (toolsettings->gp_vertexpaint) {
BKE_paint_free(&toolsettings->gp_vertexpaint->paint);
MEM_freeN(toolsettings->gp_vertexpaint);
}
if (toolsettings->gp_sculptpaint) {
BKE_paint_free(&toolsettings->gp_sculptpaint->paint);
MEM_freeN(toolsettings->gp_sculptpaint);
}
if (toolsettings->gp_weightpaint) {
BKE_paint_free(&toolsettings->gp_weightpaint->paint);
MEM_freeN(toolsettings->gp_weightpaint);
}
BKE_paint_free(&toolsettings->imapaint.paint);
/* free Grease Pencil interpolation curve */
if (toolsettings->gp_interpolate.custom_ipo) {
BKE_curvemapping_free(toolsettings->gp_interpolate.custom_ipo);
}
/* free Grease Pencil multiframe falloff curve */
if (toolsettings->gp_sculpt.cur_falloff) {
BKE_curvemapping_free(toolsettings->gp_sculpt.cur_falloff);
}
if (toolsettings->gp_sculpt.cur_primitive) {
BKE_curvemapping_free(toolsettings->gp_sculpt.cur_primitive);
}
if (toolsettings->custom_bevel_profile_preset) {
BKE_curveprofile_free(toolsettings->custom_bevel_profile_preset);
}
if (toolsettings->sequencer_tool_settings) {
SEQ_tool_settings_free(toolsettings->sequencer_tool_settings);
}
MEM_freeN(toolsettings);
}
void BKE_scene_copy_data_eevee(Scene *sce_dst, const Scene *sce_src)
{
/* Copy eevee data between scenes. */
sce_dst->eevee = sce_src->eevee;
sce_dst->eevee.light_cache_data = NULL;
sce_dst->eevee.light_cache_info[0] = '\0';
/* TODO: Copy the cache. */
}
Scene *BKE_scene_duplicate(Main *bmain, Scene *sce, eSceneCopyMethod type)
{
Scene *sce_copy;
/* TODO: this should/could most likely be replaced by call to more generic code at some point...
* But for now, let's keep it well isolated here. */
if (type == SCE_COPY_EMPTY) {
ListBase rv;
sce_copy = BKE_scene_add(bmain, sce->id.name + 2);
rv = sce_copy->r.views;
BKE_curvemapping_free_data(&sce_copy->r.mblur_shutter_curve);
sce_copy->r = sce->r;
sce_copy->r.views = rv;
sce_copy->unit = sce->unit;
sce_copy->physics_settings = sce->physics_settings;
sce_copy->audio = sce->audio;
BKE_scene_copy_data_eevee(sce_copy, sce);
if (sce->id.properties) {
sce_copy->id.properties = IDP_CopyProperty(sce->id.properties);
}
BKE_sound_destroy_scene(sce_copy);
/* copy color management settings */
BKE_color_managed_display_settings_copy(&sce_copy->display_settings, &sce->display_settings);
BKE_color_managed_view_settings_copy(&sce_copy->view_settings, &sce->view_settings);
BKE_color_managed_colorspace_settings_copy(&sce_copy->sequencer_colorspace_settings,
&sce->sequencer_colorspace_settings);
BKE_color_managed_display_settings_copy(&sce_copy->r.im_format.display_settings,
&sce->r.im_format.display_settings);
BKE_color_managed_view_settings_copy(&sce_copy->r.im_format.view_settings,
&sce->r.im_format.view_settings);
BKE_color_managed_display_settings_copy(&sce_copy->r.bake.im_format.display_settings,
&sce->r.bake.im_format.display_settings);
BKE_color_managed_view_settings_copy(&sce_copy->r.bake.im_format.view_settings,
&sce->r.bake.im_format.view_settings);
BKE_curvemapping_copy_data(&sce_copy->r.mblur_shutter_curve, &sce->r.mblur_shutter_curve);
/* viewport display settings */
sce_copy->display = sce->display;
/* tool settings */
BKE_toolsettings_free(sce_copy->toolsettings);
sce_copy->toolsettings = BKE_toolsettings_copy(sce->toolsettings, 0);
/* make a private copy of the avicodecdata */
if (sce->r.avicodecdata) {
sce_copy->r.avicodecdata = MEM_dupallocN(sce->r.avicodecdata);
sce_copy->r.avicodecdata->lpFormat = MEM_dupallocN(sce_copy->r.avicodecdata->lpFormat);
sce_copy->r.avicodecdata->lpParms = MEM_dupallocN(sce_copy->r.avicodecdata->lpParms);
}
if (sce->r.ffcodecdata.properties) { /* intentionally check scen not sce. */
sce_copy->r.ffcodecdata.properties = IDP_CopyProperty(sce->r.ffcodecdata.properties);
}
BKE_sound_reset_scene_runtime(sce_copy);
/* grease pencil */
sce_copy->gpd = NULL;
sce_copy->preview = NULL;
return sce_copy;
}
eDupli_ID_Flags duplicate_flags = U.dupflag | USER_DUP_OBJECT;
sce_copy = (Scene *)BKE_id_copy(bmain, (ID *)sce);
id_us_min(&sce_copy->id);
id_us_ensure_real(&sce_copy->id);
BKE_animdata_duplicate_id_action(bmain, &sce_copy->id, duplicate_flags);
/* Extra actions, most notably SCE_FULL_COPY also duplicates several 'children' datablocks. */
if (type == SCE_COPY_FULL) {
/* Scene duplication is always root of duplication currently. */
const bool is_subprocess = false;
const bool is_root_id = true;
const int copy_flags = LIB_ID_COPY_DEFAULT;
if (!is_subprocess) {
BKE_main_id_newptr_and_tag_clear(bmain);
}
if (is_root_id) {
/* In case root duplicated ID is linked, assume we want to get a local copy of it and
* duplicate all expected linked data. */
if (ID_IS_LINKED(sce)) {
duplicate_flags |= USER_DUP_LINKED_ID;
}
}
/* Copy Freestyle LineStyle datablocks. */
LISTBASE_FOREACH (ViewLayer *, view_layer_dst, &sce_copy->view_layers) {
LISTBASE_FOREACH (FreestyleLineSet *, lineset, &view_layer_dst->freestyle_config.linesets) {
BKE_id_copy_for_duplicate(bmain, (ID *)lineset->linestyle, duplicate_flags, copy_flags);
}
}
/* Full copy of world (included animations) */
BKE_id_copy_for_duplicate(bmain, (ID *)sce->world, duplicate_flags, copy_flags);
/* Full copy of GreasePencil. */
BKE_id_copy_for_duplicate(bmain, (ID *)sce->gpd, duplicate_flags, copy_flags);
/* Deep-duplicate collections and objects (using preferences' settings for which sub-data to
* duplicate along the object itself). */
BKE_collection_duplicate(
bmain, NULL, sce_copy->master_collection, duplicate_flags, LIB_ID_DUPLICATE_IS_SUBPROCESS);
/* Rigid body world collections may not be instantiated as scene's collections, ensure they
* also get properly duplicated. */
if (sce_copy->rigidbody_world != NULL) {
if (sce_copy->rigidbody_world->group != NULL) {
BKE_collection_duplicate(bmain,
NULL,
sce_copy->rigidbody_world->group,
duplicate_flags,
LIB_ID_DUPLICATE_IS_SUBPROCESS);
}
if (sce_copy->rigidbody_world->constraints != NULL) {
BKE_collection_duplicate(bmain,
NULL,
sce_copy->rigidbody_world->constraints,
duplicate_flags,
LIB_ID_DUPLICATE_IS_SUBPROCESS);
}
}
if (!is_subprocess) {
/* This code will follow into all ID links using an ID tagged with LIB_TAG_NEW. */
BKE_libblock_relink_to_newid(bmain, &sce_copy->id, 0);
#ifndef NDEBUG
/* Call to `BKE_libblock_relink_to_newid` above is supposed to have cleared all those
* flags. */
ID *id_iter;
FOREACH_MAIN_ID_BEGIN (bmain, id_iter) {
BLI_assert((id_iter->tag & LIB_TAG_NEW) == 0);
}
FOREACH_MAIN_ID_END;
#endif
/* Cleanup. */
BKE_main_id_newptr_and_tag_clear(bmain);
BKE_main_collection_sync(bmain);
}
}
else {
/* Remove sequencer if not full copy */
/* XXX Why in Hell? :/ */
remove_sequencer_fcurves(sce_copy);
SEQ_editing_free(sce_copy, true);
}
return sce_copy;
}
void BKE_scene_groups_relink(Scene *sce)
{
if (sce->rigidbody_world) {
BKE_rigidbody_world_groups_relink(sce->rigidbody_world);
}
}
bool BKE_scene_can_be_removed(const Main *bmain, const Scene *scene)
{
/* Linked scenes can always be removed. */
if (ID_IS_LINKED(scene)) {
return true;
}
/* Local scenes can only be removed, when there is at least one local scene left. */
LISTBASE_FOREACH (Scene *, other_scene, &bmain->scenes) {
if (other_scene != scene && !ID_IS_LINKED(other_scene)) {
return true;
}
}
return false;
}
Scene *BKE_scene_add(Main *bmain, const char *name)
{
Scene *sce;
sce = BKE_id_new(bmain, ID_SCE, name);
id_us_min(&sce->id);
id_us_ensure_real(&sce->id);
return sce;
}
/**
* Check if there is any instance of the object in the scene
*/
bool BKE_scene_object_find(Scene *scene, Object *ob)
{
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
if (BLI_findptr(&view_layer->object_bases, ob, offsetof(Base, object))) {
return true;
}
}
return false;
}
Object *BKE_scene_object_find_by_name(const Scene *scene, const char *name)
{
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
LISTBASE_FOREACH (Base *, base, &view_layer->object_bases) {
if (STREQ(base->object->id.name + 2, name)) {
return base->object;
}
}
}
return NULL;
}
/**
* Sets the active scene, mainly used when running in background mode
* (`--scene` command line argument).
* This is also called to set the scene directly, bypassing windowing code.
* Otherwise #WM_window_set_active_scene is used when changing scenes by the user.
*/
void BKE_scene_set_background(Main *bmain, Scene *scene)
{
Object *ob;
/* check for cyclic sets, for reading old files but also for definite security (py?) */
BKE_scene_validate_setscene(bmain, scene);
/* deselect objects (for dataselect) */
for (ob = bmain->objects.first; ob; ob = ob->id.next) {
ob->flag &= ~SELECT;
}
/* copy layers and flags from bases to objects */
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
LISTBASE_FOREACH (Base *, base, &view_layer->object_bases) {
ob = base->object;
/* collection patch... */
BKE_scene_object_base_flag_sync_from_base(base);
}
}
/* No full animation update, this to enable render code to work
* (render code calls own animation updates). */
}
/* called from creator_args.c */
Scene *BKE_scene_set_name(Main *bmain, const char *name)
{
Scene *sce = (Scene *)BKE_libblock_find_name(bmain, ID_SCE, name);
if (sce) {
BKE_scene_set_background(bmain, sce);
printf("Scene switch for render: '%s' in file: '%s'\n", name, BKE_main_blendfile_path(bmain));
return sce;
}
printf("Can't find scene: '%s' in file: '%s'\n", name, BKE_main_blendfile_path(bmain));
return NULL;
}
/* Used by meta-balls, return *all* objects (including duplis)
* existing in the scene (including scene's sets). */
int BKE_scene_base_iter_next(
Depsgraph *depsgraph, SceneBaseIter *iter, Scene **scene, int val, Base **base, Object **ob)
{
bool run_again = true;
/* init */
if (val == 0) {
iter->phase = F_START;
iter->dupob = NULL;
iter->duplilist = NULL;
iter->dupli_refob = NULL;
}
else {
/* run_again is set when a duplilist has been ended */
while (run_again) {
run_again = false;
/* the first base */
if (iter->phase == F_START) {
ViewLayer *view_layer = (depsgraph) ? DEG_get_evaluated_view_layer(depsgraph) :
BKE_view_layer_context_active_PLACEHOLDER(*scene);
*base = view_layer->object_bases.first;
if (*base) {
*ob = (*base)->object;
iter->phase = F_SCENE;
}
else {
/* exception: empty scene layer */
while ((*scene)->set) {
(*scene) = (*scene)->set;
ViewLayer *view_layer_set = BKE_view_layer_default_render(*scene);
if (view_layer_set->object_bases.first) {
*base = view_layer_set->object_bases.first;
*ob = (*base)->object;
iter->phase = F_SCENE;
break;
}
}
}
}
else {
if (*base && iter->phase != F_DUPLI) {
*base = (*base)->next;
if (*base) {
*ob = (*base)->object;
}
else {
if (iter->phase == F_SCENE) {
/* (*scene) is finished, now do the set */
while ((*scene)->set) {
(*scene) = (*scene)->set;
ViewLayer *view_layer_set = BKE_view_layer_default_render(*scene);
if (view_layer_set->object_bases.first) {
*base = view_layer_set->object_bases.first;
*ob = (*base)->object;
break;
}
}
}
}
}
}
if (*base == NULL) {
iter->phase = F_START;
}
else {
if (iter->phase != F_DUPLI) {
if (depsgraph && (*base)->object->transflag & OB_DUPLI) {
/* Collections cannot be duplicated for meta-balls yet,
* this enters eternal loop because of
* makeDispListMBall getting called inside of collection_duplilist */
if ((*base)->object->instance_collection == NULL) {
iter->duplilist = object_duplilist(depsgraph, (*scene), (*base)->object);
iter->dupob = iter->duplilist->first;
if (!iter->dupob) {
free_object_duplilist(iter->duplilist);
iter->duplilist = NULL;
}
iter->dupli_refob = NULL;
}
}
}
/* handle dupli's */
if (iter->dupob) {
(*base)->flag_legacy |= OB_FROMDUPLI;
*ob = iter->dupob->ob;
iter->phase = F_DUPLI;
if (iter->dupli_refob != *ob) {
if (iter->dupli_refob) {
/* Restore previous object's real matrix. */
copy_m4_m4(iter->dupli_refob->obmat, iter->omat);
}
/* Backup new object's real matrix. */
iter->dupli_refob = *ob;
copy_m4_m4(iter->omat, iter->dupli_refob->obmat);
}
copy_m4_m4((*ob)->obmat, iter->dupob->mat);
iter->dupob = iter->dupob->next;
}
else if (iter->phase == F_DUPLI) {
iter->phase = F_SCENE;
(*base)->flag_legacy &= ~OB_FROMDUPLI;
if (iter->dupli_refob) {
/* Restore last object's real matrix. */
copy_m4_m4(iter->dupli_refob->obmat, iter->omat);
iter->dupli_refob = NULL;
}
free_object_duplilist(iter->duplilist);
iter->duplilist = NULL;
run_again = true;
}
}
}
}
return iter->phase;
}
bool BKE_scene_has_view_layer(const Scene *scene, const ViewLayer *layer)
{
return BLI_findindex(&scene->view_layers, layer) != -1;
}
Scene *BKE_scene_find_from_collection(const Main *bmain, const Collection *collection)
{
for (Scene *scene = bmain->scenes.first; scene; scene = scene->id.next) {
LISTBASE_FOREACH (ViewLayer *, layer, &scene->view_layers) {
if (BKE_view_layer_has_collection(layer, collection)) {
return scene;
}
}
}
return NULL;
}
#ifdef DURIAN_CAMERA_SWITCH
Object *BKE_scene_camera_switch_find(Scene *scene)
{
if (scene->r.mode & R_NO_CAMERA_SWITCH) {
return NULL;
}
const int ctime = (int)BKE_scene_ctime_get(scene);
int frame = -(MAXFRAME + 1);
int min_frame = MAXFRAME + 1;
Object *camera = NULL;
Object *first_camera = NULL;
LISTBASE_FOREACH (TimeMarker *, m, &scene->markers) {
if (m->camera && (m->camera->visibility_flag & OB_HIDE_RENDER) == 0) {
if ((m->frame <= ctime) && (m->frame > frame)) {
camera = m->camera;
frame = m->frame;
if (frame == ctime) {
break;
}
}
if (m->frame < min_frame) {
first_camera = m->camera;
min_frame = m->frame;
}
}
}
if (camera == NULL) {
/* If there's no marker to the left of current frame,
* use camera from left-most marker to solve all sort
* of Schrodinger uncertainties.
*/
return first_camera;
}
return camera;
}
#endif
bool BKE_scene_camera_switch_update(Scene *scene)
{
#ifdef DURIAN_CAMERA_SWITCH
Object *camera = BKE_scene_camera_switch_find(scene);
if (camera && (camera != scene->camera)) {
scene->camera = camera;
DEG_id_tag_update(&scene->id, ID_RECALC_COPY_ON_WRITE);
return true;
}
#else
(void)scene;
#endif
return false;
}
const char *BKE_scene_find_marker_name(const Scene *scene, int frame)
{
const ListBase *markers = &scene->markers;
const TimeMarker *m1, *m2;
/* search through markers for match */
for (m1 = markers->first, m2 = markers->last; m1 && m2; m1 = m1->next, m2 = m2->prev) {
if (m1->frame == frame) {
return m1->name;
}
if (m1 == m2) {
break;
}
if (m2->frame == frame) {
return m2->name;
}
}
return NULL;
}
/* return the current marker for this frame,
* we can have more than 1 marker per frame, this just returns the first :/ */
const char *BKE_scene_find_last_marker_name(const Scene *scene, int frame)
{
const TimeMarker *marker, *best_marker = NULL;
int best_frame = -MAXFRAME * 2;
for (marker = scene->markers.first; marker; marker = marker->next) {
if (marker->frame == frame) {
return marker->name;
}
if (marker->frame > best_frame && marker->frame < frame) {
best_marker = marker;
best_frame = marker->frame;
}
}
return best_marker ? best_marker->name : NULL;
}
int BKE_scene_frame_snap_by_seconds(Scene *scene, double interval_in_seconds, int frame)
{
const int fps = round_db_to_int(FPS * interval_in_seconds);
const int second_prev = frame - mod_i(frame, fps);
const int second_next = second_prev + fps;
const int delta_prev = frame - second_prev;
const int delta_next = second_next - frame;
return (delta_prev < delta_next) ? second_prev : second_next;
}
void BKE_scene_remove_rigidbody_object(struct Main *bmain,
Scene *scene,
Object *ob,
const bool free_us)
{
/* remove rigid body constraint from world before removing object */
if (ob->rigidbody_constraint) {
BKE_rigidbody_remove_constraint(bmain, scene, ob, free_us);
}
/* remove rigid body object from world before removing object */
if (ob->rigidbody_object) {
BKE_rigidbody_remove_object(bmain, scene, ob, free_us);
}
}
/* checks for cycle, returns 1 if it's all OK */
bool BKE_scene_validate_setscene(Main *bmain, Scene *sce)
{
Scene *sce_iter;
int a, totscene;
if (sce->set == NULL) {
return true;
}
totscene = BLI_listbase_count(&bmain->scenes);
for (a = 0, sce_iter = sce; sce_iter->set; sce_iter = sce_iter->set, a++) {
/* more iterations than scenes means we have a cycle */
if (a > totscene) {
/* the tested scene gets zero'ed, that's typically current scene */
sce->set = NULL;
return false;
}
}
return true;
}
/* Return fractional frame number taking into account subframes and time
* remapping. This the time value used by animation, modifiers and physics
* evaluation. */
float BKE_scene_ctime_get(const Scene *scene)
{
return BKE_scene_frame_to_ctime(scene, scene->r.cfra);
}
/* Convert integer frame number to fractional frame number taking into account
* subframes and time remapping. */
float BKE_scene_frame_to_ctime(const Scene *scene, const int frame)
{
float ctime = frame;
ctime += scene->r.subframe;
ctime *= scene->r.framelen;
return ctime;
}
/* Get current fractional frame based on frame and subframe. */
float BKE_scene_frame_get(const Scene *scene)
{
return scene->r.cfra + scene->r.subframe;
}
/* Set current frame and subframe based on a fractional frame. */
void BKE_scene_frame_set(Scene *scene, float frame)
{
double intpart;
scene->r.subframe = modf((double)frame, &intpart);
scene->r.cfra = (int)intpart;
}
/* -------------------------------------------------------------------- */
/** \name Scene Orientation Slots
* \{ */
TransformOrientationSlot *BKE_scene_orientation_slot_get(Scene *scene, int slot_index)
{
if ((scene->orientation_slots[slot_index].flag & SELECT) == 0) {
slot_index = SCE_ORIENT_DEFAULT;
}
return &scene->orientation_slots[slot_index];
}
TransformOrientationSlot *BKE_scene_orientation_slot_get_from_flag(Scene *scene, int flag)
{
BLI_assert(flag && !(flag & ~(V3D_GIZMO_SHOW_OBJECT_TRANSLATE | V3D_GIZMO_SHOW_OBJECT_ROTATE |
V3D_GIZMO_SHOW_OBJECT_SCALE)));
int slot_index = SCE_ORIENT_DEFAULT;
if (flag & V3D_GIZMO_SHOW_OBJECT_TRANSLATE) {
slot_index = SCE_ORIENT_TRANSLATE;
}
else if (flag & V3D_GIZMO_SHOW_OBJECT_ROTATE) {
slot_index = SCE_ORIENT_ROTATE;
}
else if (flag & V3D_GIZMO_SHOW_OBJECT_SCALE) {
slot_index = SCE_ORIENT_SCALE;
}
return BKE_scene_orientation_slot_get(scene, slot_index);
}
/**
* Activate a transform orientation in a 3D view based on an enum value.
*
* \param orientation: If this is #V3D_ORIENT_CUSTOM or greater, the custom transform orientation
* with index \a orientation - #V3D_ORIENT_CUSTOM gets activated.
*/
void BKE_scene_orientation_slot_set_index(TransformOrientationSlot *orient_slot, int orientation)
{
const bool is_custom = orientation >= V3D_ORIENT_CUSTOM;
orient_slot->type = is_custom ? V3D_ORIENT_CUSTOM : orientation;
orient_slot->index_custom = is_custom ? (orientation - V3D_ORIENT_CUSTOM) : -1;
}
int BKE_scene_orientation_slot_get_index(const TransformOrientationSlot *orient_slot)
{
return (orient_slot->type == V3D_ORIENT_CUSTOM) ?
(orient_slot->type + orient_slot->index_custom) :
orient_slot->type;
}
int BKE_scene_orientation_get_index(Scene *scene, int slot_index)
{
TransformOrientationSlot *orient_slot = BKE_scene_orientation_slot_get(scene, slot_index);
return BKE_scene_orientation_slot_get_index(orient_slot);
}
int BKE_scene_orientation_get_index_from_flag(Scene *scene, int flag)
{
TransformOrientationSlot *orient_slot = BKE_scene_orientation_slot_get_from_flag(scene, flag);
return BKE_scene_orientation_slot_get_index(orient_slot);
}
/** \} */
static bool check_rendered_viewport_visible(Main *bmain)
{
wmWindowManager *wm = bmain->wm.first;
wmWindow *window;
for (window = wm->windows.first; window != NULL; window = window->next) {
const bScreen *screen = BKE_workspace_active_screen_get(window->workspace_hook);
Scene *scene = window->scene;
RenderEngineType *type = RE_engines_find(scene->r.engine);
if (type->draw_engine || !type->render) {
continue;
}
for (ScrArea *area = screen->areabase.first; area != NULL; area = area->next) {
View3D *v3d = area->spacedata.first;
if (area->spacetype != SPACE_VIEW3D) {
continue;
}
if (v3d->shading.type == OB_RENDER) {
return true;
}
}
}
return false;
}
/* TODO(campbell): shouldn't we be able to use 'DEG_get_view_layer' here?
* Currently this is NULL on load, so don't. */
static void prepare_mesh_for_viewport_render(Main *bmain, const ViewLayer *view_layer)
{
/* This is needed to prepare mesh to be used by the render
* engine from the viewport rendering. We do loading here
* so all the objects which shares the same mesh datablock
* are nicely tagged for update and updated.
*
* This makes it so viewport render engine doesn't need to
* call loading of the edit data for the mesh objects.
*/
Object *obedit = OBEDIT_FROM_VIEW_LAYER(view_layer);
if (obedit) {
Mesh *mesh = obedit->data;
if ((obedit->type == OB_MESH) &&
((obedit->id.recalc & ID_RECALC_ALL) || (mesh->id.recalc & ID_RECALC_ALL))) {
if (check_rendered_viewport_visible(bmain)) {
BMesh *bm = mesh->edit_mesh->bm;
BM_mesh_bm_to_me(bmain,
bm,
mesh,
(&(struct BMeshToMeshParams){
.calc_object_remap = true,
.update_shapekey_indices = true,
}));
DEG_id_tag_update(&mesh->id, 0);
}
}
}
}
void BKE_scene_update_sound(Depsgraph *depsgraph, Main *bmain)
{
Scene *scene = DEG_get_evaluated_scene(depsgraph);
const int recalc = scene->id.recalc;
BKE_sound_ensure_scene(scene);
if (recalc & ID_RECALC_AUDIO_SEEK) {
BKE_sound_seek_scene(bmain, scene);
}
if (recalc & ID_RECALC_AUDIO_FPS) {
BKE_sound_update_fps(bmain, scene);
}
if (recalc & ID_RECALC_AUDIO_VOLUME) {
BKE_sound_set_scene_volume(scene, scene->audio.volume);
}
if (recalc & ID_RECALC_AUDIO_MUTE) {
const bool is_mute = (scene->audio.flag & AUDIO_MUTE);
BKE_sound_mute_scene(scene, is_mute);
}
if (recalc & ID_RECALC_AUDIO_LISTENER) {
BKE_sound_update_scene_listener(scene);
}
BKE_sound_update_scene(depsgraph, scene);
}
void BKE_scene_update_tag_audio_volume(Depsgraph *UNUSED(depsgraph), Scene *scene)
{
BLI_assert(DEG_is_evaluated_id(&scene->id));
/* The volume is actually updated in BKE_scene_update_sound(), from either
* scene_graph_update_tagged() or from BKE_scene_graph_update_for_newframe(). */
scene->id.recalc |= ID_RECALC_AUDIO_VOLUME;
}
/* TODO(sergey): This actually should become view_layer_graph or so.
* Same applies to update_for_newframe.
*
* If only_if_tagged is truth then the function will do nothing if the dependency graph is up
* to date already.
*/
static void scene_graph_update_tagged(Depsgraph *depsgraph, Main *bmain, bool only_if_tagged)
{
if (only_if_tagged && DEG_is_fully_evaluated(depsgraph)) {
return;
}
Scene *scene = DEG_get_input_scene(depsgraph);
ViewLayer *view_layer = DEG_get_input_view_layer(depsgraph);
bool used_multiple_passes = false;
bool run_callbacks = DEG_id_type_any_updated(depsgraph);
if (run_callbacks) {
BKE_callback_exec_id(bmain, &scene->id, BKE_CB_EVT_DEPSGRAPH_UPDATE_PRE);
}
for (int pass = 0; pass < 2; pass++) {
/* (Re-)build dependency graph if needed. */
DEG_graph_relations_update(depsgraph);
/* Uncomment this to check if graph was properly tagged for update. */
// DEG_debug_graph_relations_validate(depsgraph, bmain, scene);
/* Flush editing data if needed. */
prepare_mesh_for_viewport_render(bmain, view_layer);
/* Update all objects: drivers, matrices, #DispList, etc. flags set
* by depsgraph or manual, no layer check here, gets correct flushed. */
DEG_evaluate_on_refresh(depsgraph);
/* Update sound system. */
BKE_scene_update_sound(depsgraph, bmain);
/* Notify python about depsgraph update. */
if (run_callbacks) {
BKE_callback_exec_id_depsgraph(
bmain, &scene->id, depsgraph, BKE_CB_EVT_DEPSGRAPH_UPDATE_POST);
/* It is possible that the custom callback modified scene and removed some IDs from the main
* database. In this case DEG_editors_update() will crash because it iterates over all IDs
* which depsgraph was built for.
*
* The solution is to update relations prior to this call, avoiding access to freed IDs.
* Should be safe because relations update is supposed to preserve flags of all IDs which are
* still a part of the dependency graph. If an ID is kicked out of the dependency graph it
* should also be fine because when/if it's added to another dependency graph it will need to
* be tagged for an update anyway.
*
* If there are no relations changed by the callback this call will do nothing. */
DEG_graph_relations_update(depsgraph);
}
/* If user callback did not tag anything for update we can skip second iteration.
* Otherwise we update scene once again, but without running callbacks to bring
* scene to a fully evaluated state with user modifications taken into account. */
if (DEG_is_fully_evaluated(depsgraph)) {
break;
}
/* Clear recalc flags for second pass, but back them up for editors update. */
const bool backup = true;
DEG_ids_clear_recalc(depsgraph, backup);
used_multiple_passes = true;
run_callbacks = false;
}
/* Inform editors about changes, using recalc flags from both passes. */
if (used_multiple_passes) {
DEG_ids_restore_recalc(depsgraph);
}
const bool is_time_update = false;
DEG_editors_update(depsgraph, is_time_update);
const bool backup = false;
DEG_ids_clear_recalc(depsgraph, backup);
}
void BKE_scene_graph_update_tagged(Depsgraph *depsgraph, Main *bmain)
{
scene_graph_update_tagged(depsgraph, bmain, false);
}
void BKE_scene_graph_evaluated_ensure(Depsgraph *depsgraph, Main *bmain)
{
scene_graph_update_tagged(depsgraph, bmain, true);
}
/* applies changes right away, does all sets too */
void BKE_scene_graph_update_for_newframe_ex(Depsgraph *depsgraph, const bool clear_recalc)
{
Scene *scene = DEG_get_input_scene(depsgraph);
Main *bmain = DEG_get_bmain(depsgraph);
bool used_multiple_passes = false;
/* Keep this first. */
BKE_callback_exec_id(bmain, &scene->id, BKE_CB_EVT_FRAME_CHANGE_PRE);
for (int pass = 0; pass < 2; pass++) {
/* Update animated image textures for particles, modifiers, gpu, etc,
* call this at the start so modifiers with textures don't lag 1 frame.
*/
BKE_image_editors_update_frame(bmain, scene->r.cfra);
BKE_sound_set_cfra(scene->r.cfra);
DEG_graph_relations_update(depsgraph);
/* Update all objects: drivers, matrices, #DispList, etc. flags set
* by depgraph or manual, no layer check here, gets correct flushed.
*
* NOTE: Only update for new frame on first iteration. Second iteration is for ensuring user
* edits from callback are properly taken into account. Doing a time update on those would
* lose any possible unkeyed changes made by the handler. */
if (pass == 0) {
const float frame = BKE_scene_frame_get(scene);
DEG_evaluate_on_framechange(depsgraph, frame);
}
else {
DEG_evaluate_on_refresh(depsgraph);
}
/* Update sound system animation. */
BKE_scene_update_sound(depsgraph, bmain);
/* Notify editors and python about recalc. */
if (pass == 0) {
BKE_callback_exec_id_depsgraph(bmain, &scene->id, depsgraph, BKE_CB_EVT_FRAME_CHANGE_POST);
/* NOTE: Similar to this case in scene_graph_update_tagged(). Need to ensure that
* DEG_editors_update() doesn't access freed memory of possibly removed ID. */
DEG_graph_relations_update(depsgraph);
}
/* If user callback did not tag anything for update we can skip second iteration.
* Otherwise we update scene once again, but without running callbacks to bring
* scene to a fully evaluated state with user modifications taken into account. */
if (DEG_is_fully_evaluated(depsgraph)) {
break;
}
/* Clear recalc flags for second pass, but back them up for editors update. */
const bool backup = true;
DEG_ids_clear_recalc(depsgraph, backup);
used_multiple_passes = true;
}
/* Inform editors about changes, using recalc flags from both passes. */
if (used_multiple_passes) {
DEG_ids_restore_recalc(depsgraph);
}
const bool is_time_update = true;
DEG_editors_update(depsgraph, is_time_update);
/* Clear recalc flags, can be skipped for e.g. renderers that will read these
* and clear the flags later. */
if (clear_recalc) {
const bool backup = false;
DEG_ids_clear_recalc(depsgraph, backup);
}
}
void BKE_scene_graph_update_for_newframe(Depsgraph *depsgraph)
{
BKE_scene_graph_update_for_newframe_ex(depsgraph, true);
}
/**
* Ensures given scene/view_layer pair has a valid, up-to-date depsgraph.
*
* \warning Sets matching depsgraph as active,
* so should only be called from the active editing context (usually, from operators).
*/
void BKE_scene_view_layer_graph_evaluated_ensure(Main *bmain, Scene *scene, ViewLayer *view_layer)
{
Depsgraph *depsgraph = BKE_scene_ensure_depsgraph(bmain, scene, view_layer);
DEG_make_active(depsgraph);
BKE_scene_graph_update_tagged(depsgraph, bmain);
}
/* return default view */
SceneRenderView *BKE_scene_add_render_view(Scene *sce, const char *name)
{
SceneRenderView *srv;
if (!name) {
name = DATA_("RenderView");
}
srv = MEM_callocN(sizeof(SceneRenderView), "new render view");
BLI_strncpy(srv->name, name, sizeof(srv->name));
BLI_uniquename(&sce->r.views,
srv,
DATA_("RenderView"),
'.',
offsetof(SceneRenderView, name),
sizeof(srv->name));
BLI_addtail(&sce->r.views, srv);
return srv;
}
bool BKE_scene_remove_render_view(Scene *scene, SceneRenderView *srv)
{
const int act = BLI_findindex(&scene->r.views, srv);
if (act == -1) {
return false;
}
if (scene->r.views.first == scene->r.views.last) {
/* ensure 1 view is kept */
return false;
}
BLI_remlink(&scene->r.views, srv);
MEM_freeN(srv);
scene->r.actview = 0;
return true;
}
/* render simplification */
int get_render_subsurf_level(const RenderData *r, int lvl, bool for_render)
{
if (r->mode & R_SIMPLIFY) {
if (for_render) {
return min_ii(r->simplify_subsurf_render, lvl);
}
return min_ii(r->simplify_subsurf, lvl);
}
return lvl;
}
int get_render_child_particle_number(const RenderData *r, int num, bool for_render)
{
if (r->mode & R_SIMPLIFY) {
if (for_render) {
return (int)(r->simplify_particles_render * num);
}
return (int)(r->simplify_particles * num);
}
return num;
}
/**
* Helper function for the SETLOOPER and SETLOOPER_VIEW_LAYER macros
*
* It iterates over the bases of the active layer and then the bases
* of the active layer of the background (set) scenes recursively.
*/
Base *_setlooper_base_step(Scene **sce_iter, ViewLayer *view_layer, Base *base)
{
if (base && base->next) {
/* Common case, step to the next. */
return base->next;
}
if ((base == NULL) && (view_layer != NULL)) {
/* First time looping, return the scenes first base. */
/* For the first loop we should get the layer from workspace when available. */
if (view_layer->object_bases.first) {
return (Base *)view_layer->object_bases.first;
}
/* No base on this scene layer. */
goto next_set;
}
else {
next_set:
/* Reached the end, get the next base in the set. */
while ((*sce_iter = (*sce_iter)->set)) {
ViewLayer *view_layer_set = BKE_view_layer_default_render(*sce_iter);
base = (Base *)view_layer_set->object_bases.first;
if (base) {
return base;
}
}
}
return NULL;
}
bool BKE_scene_use_shading_nodes_custom(Scene *scene)
{
RenderEngineType *type = RE_engines_find(scene->r.engine);
return (type && type->flag & RE_USE_SHADING_NODES_CUSTOM);
}
bool BKE_scene_use_spherical_stereo(Scene *scene)
{
RenderEngineType *type = RE_engines_find(scene->r.engine);
return (type && type->flag & RE_USE_SPHERICAL_STEREO);
}
bool BKE_scene_uses_blender_eevee(const Scene *scene)
{
return STREQ(scene->r.engine, RE_engine_id_BLENDER_EEVEE);
}
bool BKE_scene_uses_blender_workbench(const Scene *scene)
{
return STREQ(scene->r.engine, RE_engine_id_BLENDER_WORKBENCH);
}
bool BKE_scene_uses_cycles(const Scene *scene)
{
return STREQ(scene->r.engine, RE_engine_id_CYCLES);
}
/* This enumeration has to match the one defined in the Cycles addon. */
typedef enum eCyclesFeatureSet {
CYCLES_FEATURES_SUPPORTED = 0,
CYCLES_FEATURES_EXPERIMENTAL = 1,
} eCyclesFeatureSet;
/* We cannot use const as RNA_id_pointer_create is not using a const ID. */
bool BKE_scene_uses_cycles_experimental_features(Scene *scene)
{
BLI_assert(BKE_scene_uses_cycles(scene));
PointerRNA scene_ptr;
RNA_id_pointer_create(&scene->id, &scene_ptr);
PointerRNA cycles_ptr = RNA_pointer_get(&scene_ptr, "cycles");
if (RNA_pointer_is_null(&cycles_ptr)) {
/* The pointer only exists if Cycles is enabled. */
return false;
}
return RNA_enum_get(&cycles_ptr, "feature_set") == CYCLES_FEATURES_EXPERIMENTAL;
}
void BKE_scene_base_flag_to_objects(ViewLayer *view_layer)
{
Base *base = view_layer->object_bases.first;
while (base) {
BKE_scene_object_base_flag_sync_from_base(base);
base = base->next;
}
}
/**
* Synchronize object base flags
*
* This is usually handled by the depsgraph.
* However, in rare occasions we need to use the latest object flags
* before depsgraph is fully updated.
*
* It should (ideally) only run for copy-on-written objects since this is
* runtime data generated per-viewlayer.
*/
void BKE_scene_object_base_flag_sync_from_base(Base *base)
{
Object *ob = base->object;
ob->base_flag = base->flag;
}
void BKE_scene_disable_color_management(Scene *scene)
{
ColorManagedDisplaySettings *display_settings = &scene->display_settings;
ColorManagedViewSettings *view_settings = &scene->view_settings;
const char *view;
const char *none_display_name;
none_display_name = IMB_colormanagement_display_get_none_name();
BLI_strncpy(display_settings->display_device,
none_display_name,
sizeof(display_settings->display_device));
view = IMB_colormanagement_view_get_default_name(display_settings->display_device);
if (view) {
BLI_strncpy(view_settings->view_transform, view, sizeof(view_settings->view_transform));
}
}
bool BKE_scene_check_color_management_enabled(const Scene *scene)
{
return !STREQ(scene->display_settings.display_device, "None");
}
bool BKE_scene_check_rigidbody_active(const Scene *scene)
{
return scene && scene->rigidbody_world && scene->rigidbody_world->group &&
!(scene->rigidbody_world->flag & RBW_FLAG_MUTED);
}
int BKE_render_num_threads(const RenderData *rd)
{
int threads;
/* override set from command line? */
threads = BLI_system_num_threads_override_get();
if (threads > 0) {
return threads;
}
/* fixed number of threads specified in scene? */
if (rd->mode & R_FIXED_THREADS) {
threads = rd->threads;
}
else {
threads = BLI_system_thread_count();
}
return max_ii(threads, 1);
}
int BKE_scene_num_threads(const Scene *scene)
{
return BKE_render_num_threads(&scene->r);
}
int BKE_render_preview_pixel_size(const RenderData *r)
{
if (r->preview_pixel_size == 0) {
return (U.pixelsize > 1.5f) ? 2 : 1;
}
return r->preview_pixel_size;
}
/**
* Apply the needed correction factor to value, based on unit_type
* (only length-related are affected currently) and unit->scale_length.
*/
double BKE_scene_unit_scale(const UnitSettings *unit, const int unit_type, double value)
{
if (unit->system == USER_UNIT_NONE) {
/* Never apply scale_length when not using a unit setting! */
return value;
}
switch (unit_type) {
case B_UNIT_LENGTH:
case B_UNIT_VELOCITY:
case B_UNIT_ACCELERATION:
return value * (double)unit->scale_length;
case B_UNIT_AREA:
case B_UNIT_POWER:
return value * pow(unit->scale_length, 2);
case B_UNIT_VOLUME:
return value * pow(unit->scale_length, 3);
case B_UNIT_MASS:
return value * pow(unit->scale_length, 3);
case B_UNIT_CAMERA: /* *Do not* use scene's unit scale for camera focal lens! See T42026. */
default:
return value;
}
}
/******************** multiview *************************/
int BKE_scene_multiview_num_views_get(const RenderData *rd)
{
SceneRenderView *srv;
int totviews = 0;
if ((rd->scemode & R_MULTIVIEW) == 0) {
return 1;
}
if (rd->views_format == SCE_VIEWS_FORMAT_STEREO_3D) {
srv = BLI_findstring(&rd->views, STEREO_LEFT_NAME, offsetof(SceneRenderView, name));
if ((srv && srv->viewflag & SCE_VIEW_DISABLE) == 0) {
totviews++;
}
srv = BLI_findstring(&rd->views, STEREO_RIGHT_NAME, offsetof(SceneRenderView, name));
if ((srv && srv->viewflag & SCE_VIEW_DISABLE) == 0) {
totviews++;
}
}
else {
for (srv = rd->views.first; srv; srv = srv->next) {
if ((srv->viewflag & SCE_VIEW_DISABLE) == 0) {
totviews++;
}
}
}
return totviews;
}
bool BKE_scene_multiview_is_stereo3d(const RenderData *rd)
{
SceneRenderView *srv[2];
if ((rd->scemode & R_MULTIVIEW) == 0) {
return false;
}
srv[0] = (SceneRenderView *)BLI_findstring(
&rd->views, STEREO_LEFT_NAME, offsetof(SceneRenderView, name));
srv[1] = (SceneRenderView *)BLI_findstring(
&rd->views, STEREO_RIGHT_NAME, offsetof(SceneRenderView, name));
return (srv[0] && ((srv[0]->viewflag & SCE_VIEW_DISABLE) == 0) && srv[1] &&
((srv[1]->viewflag & SCE_VIEW_DISABLE) == 0));
}
/* return whether to render this SceneRenderView */
bool BKE_scene_multiview_is_render_view_active(const RenderData *rd, const SceneRenderView *srv)
{
if (srv == NULL) {
return false;
}
if ((rd->scemode & R_MULTIVIEW) == 0) {
return false;
}
if (srv->viewflag & SCE_VIEW_DISABLE) {
return false;
}
if (rd->views_format == SCE_VIEWS_FORMAT_MULTIVIEW) {
return true;
}
/* SCE_VIEWS_SETUP_BASIC */
if (STR_ELEM(srv->name, STEREO_LEFT_NAME, STEREO_RIGHT_NAME)) {
return true;
}
return false;
}
/* return true if viewname is the first or if the name is NULL or not found */
bool BKE_scene_multiview_is_render_view_first(const RenderData *rd, const char *viewname)
{
SceneRenderView *srv;
if ((rd->scemode & R_MULTIVIEW) == 0) {
return true;
}
if ((!viewname) || (!viewname[0])) {
return true;
}
for (srv = rd->views.first; srv; srv = srv->next) {
if (BKE_scene_multiview_is_render_view_active(rd, srv)) {
return STREQ(viewname, srv->name);
}
}
return true;
}
/* return true if viewname is the last or if the name is NULL or not found */
bool BKE_scene_multiview_is_render_view_last(const RenderData *rd, const char *viewname)
{
SceneRenderView *srv;
if ((rd->scemode & R_MULTIVIEW) == 0) {
return true;
}
if ((!viewname) || (!viewname[0])) {
return true;
}
for (srv = rd->views.last; srv; srv = srv->prev) {
if (BKE_scene_multiview_is_render_view_active(rd, srv)) {
return STREQ(viewname, srv->name);
}
}
return true;
}
SceneRenderView *BKE_scene_multiview_render_view_findindex(const RenderData *rd, const int view_id)
{
SceneRenderView *srv;
size_t nr;
if ((rd->scemode & R_MULTIVIEW) == 0) {
return NULL;
}
for (srv = rd->views.first, nr = 0; srv; srv = srv->next) {
if (BKE_scene_multiview_is_render_view_active(rd, srv)) {
if (nr++ == view_id) {
return srv;
}
}
}
return srv;
}
const char *BKE_scene_multiview_render_view_name_get(const RenderData *rd, const int view_id)
{
SceneRenderView *srv = BKE_scene_multiview_render_view_findindex(rd, view_id);
if (srv) {
return srv->name;
}
return "";
}
int BKE_scene_multiview_view_id_get(const RenderData *rd, const char *viewname)
{
SceneRenderView *srv;
size_t nr;
if ((!rd) || ((rd->scemode & R_MULTIVIEW) == 0)) {
return 0;
}
if ((!viewname) || (!viewname[0])) {
return 0;
}
for (srv = rd->views.first, nr = 0; srv; srv = srv->next) {
if (BKE_scene_multiview_is_render_view_active(rd, srv)) {
if (STREQ(viewname, srv->name)) {
return nr;
}
nr += 1;
}
}
return 0;
}
void BKE_scene_multiview_filepath_get(SceneRenderView *srv, const char *filepath, char *r_filepath)
{
BLI_strncpy(r_filepath, filepath, FILE_MAX);
BLI_path_suffix(r_filepath, FILE_MAX, srv->suffix, "");
}
/**
* When multiview is not used the filepath is as usual (e.g., `Image.jpg`).
* When multiview is on, even if only one view is enabled the view is incorporated
* into the file name (e.g., `Image_L.jpg`). That allows for the user to re-render
* individual views.
*/
void BKE_scene_multiview_view_filepath_get(const RenderData *rd,
const char *filepath,
const char *viewname,
char *r_filepath)
{
SceneRenderView *srv;
char suffix[FILE_MAX];
srv = BLI_findstring(&rd->views, viewname, offsetof(SceneRenderView, name));
if (srv) {
BLI_strncpy(suffix, srv->suffix, sizeof(suffix));
}
else {
BLI_strncpy(suffix, viewname, sizeof(suffix));
}
BLI_strncpy(r_filepath, filepath, FILE_MAX);
BLI_path_suffix(r_filepath, FILE_MAX, suffix, "");
}
const char *BKE_scene_multiview_view_suffix_get(const RenderData *rd, const char *viewname)
{
SceneRenderView *srv;
if ((viewname == NULL) || (viewname[0] == '\0')) {
return viewname;
}
srv = BLI_findstring(&rd->views, viewname, offsetof(SceneRenderView, name));
if (srv) {
return srv->suffix;
}
return viewname;
}
const char *BKE_scene_multiview_view_id_suffix_get(const RenderData *rd, const int view_id)
{
if ((rd->scemode & R_MULTIVIEW) == 0) {
return "";
}
const char *viewname = BKE_scene_multiview_render_view_name_get(rd, view_id);
return BKE_scene_multiview_view_suffix_get(rd, viewname);
}
void BKE_scene_multiview_view_prefix_get(Scene *scene,
const char *name,
char *r_prefix,
const char **r_ext)
{
SceneRenderView *srv;
size_t index_act;
const char *suf_act;
const char delims[] = {'.', '\0'};
r_prefix[0] = '\0';
/* begin of extension */
index_act = BLI_str_rpartition(name, delims, r_ext, &suf_act);
if (*r_ext == NULL) {
return;
}
BLI_assert(index_act > 0);
UNUSED_VARS_NDEBUG(index_act);
for (srv = scene->r.views.first; srv; srv = srv->next) {
if (BKE_scene_multiview_is_render_view_active(&scene->r, srv)) {
const size_t len = strlen(srv->suffix);
const size_t ext_len = strlen(*r_ext);
if (ext_len >= len && STREQLEN(*r_ext - len, srv->suffix, len)) {
BLI_strncpy(r_prefix, name, strlen(name) - ext_len - len + 1);
break;
}
}
}
}
void BKE_scene_multiview_videos_dimensions_get(const RenderData *rd,
const size_t width,
const size_t height,
size_t *r_width,
size_t *r_height)
{
if ((rd->scemode & R_MULTIVIEW) && rd->im_format.views_format == R_IMF_VIEWS_STEREO_3D) {
IMB_stereo3d_write_dimensions(rd->im_format.stereo3d_format.display_mode,
(rd->im_format.stereo3d_format.flag & S3D_SQUEEZED_FRAME) != 0,
width,
height,
r_width,
r_height);
}
else {
*r_width = width;
*r_height = height;
}
}
int BKE_scene_multiview_num_videos_get(const RenderData *rd)
{
if (BKE_imtype_is_movie(rd->im_format.imtype) == false) {
return 0;
}
if ((rd->scemode & R_MULTIVIEW) == 0) {
return 1;
}
if (rd->im_format.views_format == R_IMF_VIEWS_STEREO_3D) {
return 1;
}
/* R_IMF_VIEWS_INDIVIDUAL */
return BKE_scene_multiview_num_views_get(rd);
}
/* Manipulation of depsgraph storage. */
/* This is a key which identifies depsgraph. */
typedef struct DepsgraphKey {
const ViewLayer *view_layer;
/* TODO(sergey): Need to include window somehow (same layer might be in a
* different states in different windows).
*/
} DepsgraphKey;
static unsigned int depsgraph_key_hash(const void *key_v)
{
const DepsgraphKey *key = key_v;
unsigned int hash = BLI_ghashutil_ptrhash(key->view_layer);
/* TODO(sergey): Include hash from other fields in the key. */
return hash;
}
static bool depsgraph_key_compare(const void *key_a_v, const void *key_b_v)
{
const DepsgraphKey *key_a = key_a_v;
const DepsgraphKey *key_b = key_b_v;
/* TODO(sergey): Compare rest of. */
return !(key_a->view_layer == key_b->view_layer);
}
static void depsgraph_key_free(void *key_v)
{
DepsgraphKey *key = key_v;
MEM_freeN(key);
}
static void depsgraph_key_value_free(void *value)
{
Depsgraph *depsgraph = value;
DEG_graph_free(depsgraph);
}
void BKE_scene_allocate_depsgraph_hash(Scene *scene)
{
scene->depsgraph_hash = BLI_ghash_new(
depsgraph_key_hash, depsgraph_key_compare, "Scene Depsgraph Hash");
}
void BKE_scene_ensure_depsgraph_hash(Scene *scene)
{
if (scene->depsgraph_hash == NULL) {
BKE_scene_allocate_depsgraph_hash(scene);
}
}
void BKE_scene_free_depsgraph_hash(Scene *scene)
{
if (scene->depsgraph_hash == NULL) {
return;
}
BLI_ghash_free(scene->depsgraph_hash, depsgraph_key_free, depsgraph_key_value_free);
scene->depsgraph_hash = NULL;
}
void BKE_scene_free_view_layer_depsgraph(Scene *scene, ViewLayer *view_layer)
{
if (scene->depsgraph_hash != NULL) {
DepsgraphKey key = {view_layer};
BLI_ghash_remove(scene->depsgraph_hash, &key, depsgraph_key_free, depsgraph_key_value_free);
}
}
/* Query depsgraph for a specific contexts. */
static Depsgraph **scene_get_depsgraph_p(Scene *scene,
ViewLayer *view_layer,
const bool allocate_ghash_entry)
{
/* bmain may be NULL here! */
BLI_assert(scene != NULL);
BLI_assert(view_layer != NULL);
BLI_assert(BKE_scene_has_view_layer(scene, view_layer));
/* Make sure hash itself exists. */
if (allocate_ghash_entry) {
BKE_scene_ensure_depsgraph_hash(scene);
}
if (scene->depsgraph_hash == NULL) {
return NULL;
}
DepsgraphKey key;
key.view_layer = view_layer;
Depsgraph **depsgraph_ptr;
if (!allocate_ghash_entry) {
depsgraph_ptr = (Depsgraph **)BLI_ghash_lookup_p(scene->depsgraph_hash, &key);
return depsgraph_ptr;
}
DepsgraphKey **key_ptr;
if (BLI_ghash_ensure_p_ex(
scene->depsgraph_hash, &key, (void ***)&key_ptr, (void ***)&depsgraph_ptr)) {
return depsgraph_ptr;
}
/* Depsgraph was not found in the ghash, but the key still needs allocating. */
*key_ptr = MEM_mallocN(sizeof(DepsgraphKey), __func__);
**key_ptr = key;
*depsgraph_ptr = NULL;
return depsgraph_ptr;
}
static Depsgraph **scene_ensure_depsgraph_p(Main *bmain, Scene *scene, ViewLayer *view_layer)
{
BLI_assert(bmain != NULL);
Depsgraph **depsgraph_ptr = scene_get_depsgraph_p(scene, view_layer, true);
if (depsgraph_ptr == NULL) {
/* The scene has no depsgraph hash. */
return NULL;
}
if (*depsgraph_ptr != NULL) {
/* The depsgraph was found, no need to allocate. */
return depsgraph_ptr;
}
/* Allocate a new depsgraph. scene_get_depsgraph_p() already ensured that the pointer is stored
* in the scene's depsgraph hash. */
*depsgraph_ptr = DEG_graph_new(bmain, scene, view_layer, DAG_EVAL_VIEWPORT);
/* TODO(sergey): Would be cool to avoid string format print,
* but is a bit tricky because we can't know in advance whether
* we will ever enable debug messages for this depsgraph.
*/
char name[1024];
BLI_snprintf(name, sizeof(name), "%s :: %s", scene->id.name, view_layer->name);
DEG_debug_name_set(*depsgraph_ptr, name);
/* These viewport depsgraphs communicate changes to the editors. */
DEG_enable_editors_update(*depsgraph_ptr);
return depsgraph_ptr;
}
Depsgraph *BKE_scene_get_depsgraph(const Scene *scene, const ViewLayer *view_layer)
{
BLI_assert(BKE_scene_has_view_layer(scene, view_layer));
if (scene->depsgraph_hash == NULL) {
return NULL;
}
DepsgraphKey key;
key.view_layer = view_layer;
return BLI_ghash_lookup(scene->depsgraph_hash, &key);
}
Depsgraph *BKE_scene_ensure_depsgraph(Main *bmain, Scene *scene, ViewLayer *view_layer)
{
Depsgraph **depsgraph_ptr = scene_ensure_depsgraph_p(bmain, scene, view_layer);
return (depsgraph_ptr != NULL) ? *depsgraph_ptr : NULL;
}
static char *scene_undo_depsgraph_gen_key(Scene *scene, ViewLayer *view_layer, char *key_full)
{
if (key_full == NULL) {
key_full = MEM_callocN(MAX_ID_NAME + FILE_MAX + MAX_NAME, __func__);
}
size_t key_full_offset = BLI_strncpy_rlen(key_full, scene->id.name, MAX_ID_NAME);
if (ID_IS_LINKED(scene)) {
key_full_offset += BLI_strncpy_rlen(
key_full + key_full_offset, scene->id.lib->filepath, FILE_MAX);
}
key_full_offset += BLI_strncpy_rlen(key_full + key_full_offset, view_layer->name, MAX_NAME);
BLI_assert(key_full_offset < MAX_ID_NAME + FILE_MAX + MAX_NAME);
return key_full;
}
GHash *BKE_scene_undo_depsgraphs_extract(Main *bmain)
{
GHash *depsgraph_extract = BLI_ghash_new(
BLI_ghashutil_strhash_p, BLI_ghashutil_strcmp, __func__);
for (Scene *scene = bmain->scenes.first; scene != NULL; scene = scene->id.next) {
if (scene->depsgraph_hash == NULL) {
/* In some cases, e.g. when undo has to perform multiple steps at once, no depsgraph will
* be built so this pointer may be NULL. */
continue;
}
for (ViewLayer *view_layer = scene->view_layers.first; view_layer != NULL;
view_layer = view_layer->next) {
DepsgraphKey key;
key.view_layer = view_layer;
Depsgraph **depsgraph = (Depsgraph **)BLI_ghash_lookup_p(scene->depsgraph_hash, &key);
if (depsgraph != NULL && *depsgraph != NULL) {
char *key_full = scene_undo_depsgraph_gen_key(scene, view_layer, NULL);
/* We steal the depsgraph from the scene. */
BLI_ghash_insert(depsgraph_extract, key_full, *depsgraph);
*depsgraph = NULL;
}
}
}
return depsgraph_extract;
}
void BKE_scene_undo_depsgraphs_restore(Main *bmain, GHash *depsgraph_extract)
{
for (Scene *scene = bmain->scenes.first; scene != NULL; scene = scene->id.next) {
for (ViewLayer *view_layer = scene->view_layers.first; view_layer != NULL;
view_layer = view_layer->next) {
char key_full[MAX_ID_NAME + FILE_MAX + MAX_NAME] = {0};
scene_undo_depsgraph_gen_key(scene, view_layer, key_full);
Depsgraph **depsgraph_extract_ptr = (Depsgraph **)BLI_ghash_lookup_p(depsgraph_extract,
key_full);
if (depsgraph_extract_ptr == NULL) {
continue;
}
BLI_assert(*depsgraph_extract_ptr != NULL);
Depsgraph **depsgraph_scene_ptr = scene_get_depsgraph_p(scene, view_layer, true);
BLI_assert(depsgraph_scene_ptr != NULL);
BLI_assert(*depsgraph_scene_ptr == NULL);
/* We steal the depsgraph back from our 'extract' storage to the scene. */
Depsgraph *depsgraph = *depsgraph_extract_ptr;
DEG_graph_replace_owners(depsgraph, bmain, scene, view_layer);
DEG_graph_tag_relations_update(depsgraph);
*depsgraph_scene_ptr = depsgraph;
*depsgraph_extract_ptr = NULL;
}
}
BLI_ghash_free(depsgraph_extract, MEM_freeN, depsgraph_key_value_free);
}
/* -------------------------------------------------------------------- */
/** \name Scene Orientation
* \{ */
void BKE_scene_transform_orientation_remove(Scene *scene, TransformOrientation *orientation)
{
const int orientation_index = BKE_scene_transform_orientation_get_index(scene, orientation);
for (int i = 0; i < ARRAY_SIZE(scene->orientation_slots); i++) {
TransformOrientationSlot *orient_slot = &scene->orientation_slots[i];
if (orient_slot->index_custom == orientation_index) {
/* could also use orientation_index-- */
orient_slot->type = V3D_ORIENT_GLOBAL;
orient_slot->index_custom = -1;
}
else if (orient_slot->index_custom > orientation_index) {
BLI_assert(orient_slot->type == V3D_ORIENT_CUSTOM);
orient_slot->index_custom--;
}
}
BLI_freelinkN(&scene->transform_spaces, orientation);
}
TransformOrientation *BKE_scene_transform_orientation_find(const Scene *scene, const int index)
{
return BLI_findlink(&scene->transform_spaces, index);
}
/**
* \return the index that \a orientation has within \a scene's transform-orientation list
* or -1 if not found.
*/
int BKE_scene_transform_orientation_get_index(const Scene *scene,
const TransformOrientation *orientation)
{
return BLI_findindex(&scene->transform_spaces, orientation);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Scene Cursor Rotation
*
* Matches #BKE_object_rot_to_mat3 and #BKE_object_mat3_to_rot.
* \{ */
void BKE_scene_cursor_rot_to_mat3(const View3DCursor *cursor, float mat[3][3])
{
if (cursor->rotation_mode > 0) {
eulO_to_mat3(mat, cursor->rotation_euler, cursor->rotation_mode);
}
else if (cursor->rotation_mode == ROT_MODE_AXISANGLE) {
axis_angle_to_mat3(mat, cursor->rotation_axis, cursor->rotation_angle);
}
else {
float tquat[4];
normalize_qt_qt(tquat, cursor->rotation_quaternion);
quat_to_mat3(mat, tquat);
}
}
void BKE_scene_cursor_rot_to_quat(const View3DCursor *cursor, float quat[4])
{
if (cursor->rotation_mode > 0) {
eulO_to_quat(quat, cursor->rotation_euler, cursor->rotation_mode);
}
else if (cursor->rotation_mode == ROT_MODE_AXISANGLE) {
axis_angle_to_quat(quat, cursor->rotation_axis, cursor->rotation_angle);
}
else {
normalize_qt_qt(quat, cursor->rotation_quaternion);
}
}
void BKE_scene_cursor_mat3_to_rot(View3DCursor *cursor, const float mat[3][3], bool use_compat)
{
BLI_ASSERT_UNIT_M3(mat);
switch (cursor->rotation_mode) {
case ROT_MODE_QUAT: {
float quat[4];
mat3_normalized_to_quat(quat, mat);
if (use_compat) {
float quat_orig[4];
copy_v4_v4(quat_orig, cursor->rotation_quaternion);
quat_to_compatible_quat(cursor->rotation_quaternion, quat, quat_orig);
}
else {
copy_v4_v4(cursor->rotation_quaternion, quat);
}
break;
}
case ROT_MODE_AXISANGLE: {
mat3_to_axis_angle(cursor->rotation_axis, &cursor->rotation_angle, mat);
break;
}
default: {
if (use_compat) {
mat3_to_compatible_eulO(
cursor->rotation_euler, cursor->rotation_euler, cursor->rotation_mode, mat);
}
else {
mat3_to_eulO(cursor->rotation_euler, cursor->rotation_mode, mat);
}
break;
}
}
}
void BKE_scene_cursor_quat_to_rot(View3DCursor *cursor, const float quat[4], bool use_compat)
{
BLI_ASSERT_UNIT_QUAT(quat);
switch (cursor->rotation_mode) {
case ROT_MODE_QUAT: {
if (use_compat) {
float quat_orig[4];
copy_v4_v4(quat_orig, cursor->rotation_quaternion);
quat_to_compatible_quat(cursor->rotation_quaternion, quat, quat_orig);
}
else {
copy_qt_qt(cursor->rotation_quaternion, quat);
}
break;
}
case ROT_MODE_AXISANGLE: {
quat_to_axis_angle(cursor->rotation_axis, &cursor->rotation_angle, quat);
break;
}
default: {
if (use_compat) {
quat_to_compatible_eulO(
cursor->rotation_euler, cursor->rotation_euler, cursor->rotation_mode, quat);
}
else {
quat_to_eulO(cursor->rotation_euler, cursor->rotation_mode, quat);
}
break;
}
}
}
void BKE_scene_cursor_to_mat4(const View3DCursor *cursor, float mat[4][4])
{
float mat3[3][3];
BKE_scene_cursor_rot_to_mat3(cursor, mat3);
copy_m4_m3(mat, mat3);
copy_v3_v3(mat[3], cursor->location);
}
void BKE_scene_cursor_from_mat4(View3DCursor *cursor, const float mat[4][4], bool use_compat)
{
float mat3[3][3];
copy_m3_m4(mat3, mat);
BKE_scene_cursor_mat3_to_rot(cursor, mat3, use_compat);
copy_v3_v3(cursor->location, mat[3]);
}
/** \} */