svn merge -r 30566:30717 https://svn.blender.org/svnroot/bf-blender/trunk/blender
[blender.git] / source / blender / blenkernel / intern / scene.c
1 /*  scene.c
2  *  
3  * 
4  * $Id$
5  *
6  * ***** BEGIN GPL LICENSE BLOCK *****
7  *
8  * This program is free software; you can redistribute it and/or
9  * modify it under the terms of the GNU General Public License
10  * as published by the Free Software Foundation; either version 2
11  * of the License, or (at your option) any later version.
12  *
13  * This program is distributed in the hope that it will be useful,
14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16  * GNU General Public License for more details.
17  *
18  * You should have received a copy of the GNU General Public License
19  * along with this program; if not, write to the Free Software Foundation,
20  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
21  *
22  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
23  * All rights reserved.
24  *
25  * The Original Code is: all of this file.
26  *
27  * Contributor(s): none yet.
28  *
29  * ***** END GPL LICENSE BLOCK *****
30  */
31
32 #include <stddef.h>
33 #include <stdio.h>
34 #include <string.h>
35
36 #ifndef WIN32 
37 #include <unistd.h>
38 #else
39 #include <io.h>
40 #endif
41 #include "MEM_guardedalloc.h"
42
43 #include "DNA_anim_types.h"
44 #include "DNA_group_types.h"
45 #include "DNA_scene_types.h"
46 #include "DNA_screen_types.h"
47 #include "DNA_sequence_types.h"
48
49 #include "BKE_anim.h"
50 #include "BKE_animsys.h"
51 #include "BKE_depsgraph.h"
52 #include "BKE_global.h"
53 #include "BKE_group.h"
54 #include "BKE_idprop.h"
55 #include "BKE_library.h"
56 #include "BKE_main.h"
57 #include "BKE_node.h"
58 #include "BKE_object.h"
59 #include "BKE_paint.h"
60 #include "BKE_pointcache.h"
61 #include "BKE_scene.h"
62 #include "BKE_sequencer.h"
63 #include "BKE_world.h"
64 #include "BKE_utildefines.h"
65 #include "BKE_sound.h"
66
67 //XXX #include "BIF_previewrender.h"
68 //XXX #include "BIF_editseq.h"
69
70 #ifndef DISABLE_PYTHON
71 #include "BPY_extern.h"
72 #endif
73
74 #include "BLI_math.h"
75 #include "BLI_blenlib.h"
76
77 //XXX #include "nla.h"
78
79 #ifdef WIN32
80 #else
81 #include <sys/time.h>
82 #endif
83
84 void free_avicodecdata(AviCodecData *acd)
85 {
86         if (acd) {
87                 if (acd->lpFormat){
88                         MEM_freeN(acd->lpFormat);
89                         acd->lpFormat = NULL;
90                         acd->cbFormat = 0;
91                 }
92                 if (acd->lpParms){
93                         MEM_freeN(acd->lpParms);
94                         acd->lpParms = NULL;
95                         acd->cbParms = 0;
96                 }
97         }
98 }
99
100 void free_qtcodecdata(QuicktimeCodecData *qcd)
101 {
102         if (qcd) {
103                 if (qcd->cdParms){
104                         MEM_freeN(qcd->cdParms);
105                         qcd->cdParms = NULL;
106                         qcd->cdSize = 0;
107                 }
108         }
109 }
110
111 Scene *copy_scene(Main *bmain, Scene *sce, int type)
112 {
113         Scene *scen;
114         ToolSettings *ts;
115         Base *base, *obase;
116         
117         if(type == SCE_COPY_EMPTY) {
118                 ListBase lb;
119                 scen= add_scene(sce->id.name+2);
120                 
121                 lb= scen->r.layers;
122                 scen->r= sce->r;
123                 scen->r.layers= lb;
124         }
125         else {
126                 scen= copy_libblock(sce);
127                 BLI_duplicatelist(&(scen->base), &(sce->base));
128                 
129                 clear_id_newpoins();
130                 
131                 id_us_plus((ID *)scen->world);
132                 id_us_plus((ID *)scen->set);
133                 id_us_plus((ID *)scen->ima);
134                 id_us_plus((ID *)scen->gm.dome.warptext);
135
136                 scen->ed= NULL;
137                 scen->theDag= NULL;
138                 scen->obedit= NULL;
139                 scen->toolsettings= MEM_dupallocN(sce->toolsettings);
140                 scen->stats= NULL;
141                 scen->fps_info= NULL;
142
143                 ts= scen->toolsettings;
144                 if(ts) {
145                         if(ts->vpaint) {
146                                 ts->vpaint= MEM_dupallocN(ts->vpaint);
147                                 ts->vpaint->paintcursor= NULL;
148                                 ts->vpaint->vpaint_prev= NULL;
149                                 ts->vpaint->wpaint_prev= NULL;
150                                 copy_paint(&ts->vpaint->paint, &ts->vpaint->paint);
151                         }
152                         if(ts->wpaint) {
153                                 ts->wpaint= MEM_dupallocN(ts->wpaint);
154                                 ts->wpaint->paintcursor= NULL;
155                                 ts->wpaint->vpaint_prev= NULL;
156                                 ts->wpaint->wpaint_prev= NULL;
157                                 copy_paint(&ts->wpaint->paint, &ts->wpaint->paint);
158                         }
159                         if(ts->sculpt) {
160                                 ts->sculpt= MEM_dupallocN(ts->sculpt);
161                                 copy_paint(&ts->sculpt->paint, &ts->sculpt->paint);
162                         }
163
164                         copy_paint(&ts->imapaint.paint, &ts->imapaint.paint);
165                         ts->imapaint.paintcursor= NULL;
166
167                         ts->particle.paintcursor= NULL;
168                 }
169                 
170                 BLI_duplicatelist(&(scen->markers), &(sce->markers));
171                 BLI_duplicatelist(&(scen->transform_spaces), &(sce->transform_spaces));
172                 BLI_duplicatelist(&(scen->r.layers), &(sce->r.layers));
173                 BKE_keyingsets_copy(&(scen->keyingsets), &(sce->keyingsets));
174                 
175                 scen->nodetree= ntreeCopyTree(sce->nodetree, 0);
176                 
177                 obase= sce->base.first;
178                 base= scen->base.first;
179                 while(base) {
180                         id_us_plus(&base->object->id);
181                         if(obase==sce->basact) scen->basact= base;
182         
183                         obase= obase->next;
184                         base= base->next;
185                 }
186         }
187         
188         /* make a private copy of the avicodecdata */
189         if(sce->r.avicodecdata) {
190                 scen->r.avicodecdata = MEM_dupallocN(sce->r.avicodecdata);
191                 scen->r.avicodecdata->lpFormat = MEM_dupallocN(scen->r.avicodecdata->lpFormat);
192                 scen->r.avicodecdata->lpParms = MEM_dupallocN(scen->r.avicodecdata->lpParms);
193         }
194         
195         /* make a private copy of the qtcodecdata */
196         if(sce->r.qtcodecdata) {
197                 scen->r.qtcodecdata = MEM_dupallocN(sce->r.qtcodecdata);
198                 scen->r.qtcodecdata->cdParms = MEM_dupallocN(scen->r.qtcodecdata->cdParms);
199         }
200         
201         if(sce->r.ffcodecdata.properties) { /* intentionally check scen not sce. */
202                 scen->r.ffcodecdata.properties= IDP_CopyProperty(sce->r.ffcodecdata.properties);
203         }
204
205         /* NOTE: part of SCE_COPY_LINK_DATA and SCE_COPY_FULL operations
206          * are done outside of blenkernel with ED_objects_single_users! */
207
208         /*  camera */
209         if(type == SCE_COPY_LINK_DATA || type == SCE_COPY_FULL) {
210                 ID_NEW(scen->camera);
211         }
212
213         /* world */
214         if(type == SCE_COPY_FULL) {
215                 if(scen->world) {
216                         id_us_plus((ID *)scen->world);
217                         scen->world= copy_world(scen->world);
218                 }
219
220                 if(sce->ed) {
221                         scen->ed= MEM_callocN( sizeof(Editing), "addseq");
222                         scen->ed->seqbasep= &scen->ed->seqbase;
223                         seqbase_dupli_recursive(sce, &scen->ed->seqbase, &sce->ed->seqbase, SEQ_DUPE_ALL);
224                 }
225         }
226
227         sound_create_scene(scen);
228
229         return scen;
230 }
231
232 /* do not free scene itself */
233 void free_scene(Scene *sce)
234 {
235         Base *base;
236
237         base= sce->base.first;
238         while(base) {
239                 base->object->id.us--;
240                 base= base->next;
241         }
242         /* do not free objects! */
243         
244         if(sce->gpd) {
245 #if 0   // removed since this can be invalid memory when freeing everything
246                 // since the grease pencil data is free'd before the scene.
247                 // since grease pencil data is not (yet?), shared between objects
248                 // its probably safe not to do this, some save and reload will free this.
249                 sce->gpd->id.us--;
250 #endif
251                 sce->gpd= NULL;
252         }
253
254         BLI_freelistN(&sce->base);
255         seq_free_editing(sce);
256
257         BKE_free_animdata((ID *)sce);
258         BKE_keyingsets_free(&sce->keyingsets);
259         
260         if (sce->r.avicodecdata) {
261                 free_avicodecdata(sce->r.avicodecdata);
262                 MEM_freeN(sce->r.avicodecdata);
263                 sce->r.avicodecdata = NULL;
264         }
265         if (sce->r.qtcodecdata) {
266                 free_qtcodecdata(sce->r.qtcodecdata);
267                 MEM_freeN(sce->r.qtcodecdata);
268                 sce->r.qtcodecdata = NULL;
269         }
270         if (sce->r.ffcodecdata.properties) {
271                 IDP_FreeProperty(sce->r.ffcodecdata.properties);
272                 MEM_freeN(sce->r.ffcodecdata.properties);
273                 sce->r.ffcodecdata.properties = NULL;
274         }
275         
276         BLI_freelistN(&sce->markers);
277         BLI_freelistN(&sce->transform_spaces);
278         BLI_freelistN(&sce->r.layers);
279         
280         if(sce->toolsettings) {
281                 if(sce->toolsettings->vpaint) {
282                         free_paint(&sce->toolsettings->vpaint->paint);
283                         MEM_freeN(sce->toolsettings->vpaint);
284                 }
285                 if(sce->toolsettings->wpaint) {
286                         free_paint(&sce->toolsettings->wpaint->paint);
287                         MEM_freeN(sce->toolsettings->wpaint);
288                 }
289                 if(sce->toolsettings->sculpt) {
290                         free_paint(&sce->toolsettings->sculpt->paint);
291                         MEM_freeN(sce->toolsettings->sculpt);
292                 }
293                 free_paint(&sce->toolsettings->imapaint.paint);
294
295                 MEM_freeN(sce->toolsettings);
296                 sce->toolsettings = NULL;       
297         }
298         
299         if (sce->theDag) {
300                 free_forest(sce->theDag);
301                 MEM_freeN(sce->theDag);
302         }
303         
304         if(sce->nodetree) {
305                 ntreeFreeTree(sce->nodetree);
306                 MEM_freeN(sce->nodetree);
307         }
308
309         if(sce->stats)
310                 MEM_freeN(sce->stats);
311         if(sce->fps_info)
312                 MEM_freeN(sce->fps_info);
313
314         sound_destroy_scene(sce);
315 }
316
317 Scene *add_scene(char *name)
318 {
319         Scene *sce;
320         ParticleEditSettings *pset;
321         int a;
322
323         sce= alloc_libblock(&G.main->scene, ID_SCE, name);
324         sce->lay= sce->layact= 1;
325         
326         sce->r.mode= R_GAMMA|R_OSA|R_SHADOW|R_SSS|R_ENVMAP|R_RAYTRACE;
327         sce->r.cfra= 1;
328         sce->r.sfra= 1;
329         sce->r.efra= 250;
330         sce->r.frame_step= 1;
331         sce->r.xsch= 1920;
332         sce->r.ysch= 1080;
333         sce->r.xasp= 1;
334         sce->r.yasp= 1;
335         sce->r.xparts= 8;
336         sce->r.yparts= 8;
337         sce->r.size= 25;
338         sce->r.planes= 24;
339         sce->r.quality= 90;
340         sce->r.framapto= 100;
341         sce->r.images= 100;
342         sce->r.framelen= 1.0;
343         sce->r.frs_sec= 25;
344         sce->r.frs_sec_base= 1;
345         sce->r.ocres = 128;
346         sce->r.color_mgt_flag |= R_COLOR_MANAGEMENT;
347         
348         sce->r.bake_mode= 1;    /* prevent to include render stuff here */
349         sce->r.bake_filter= 8;
350         sce->r.bake_osa= 5;
351         sce->r.bake_flag= R_BAKE_CLEAR;
352         sce->r.bake_normal_space= R_BAKE_SPACE_TANGENT;
353
354         sce->r.scemode= R_DOCOMP|R_DOSEQ|R_EXTENSION;
355         sce->r.stamp= R_STAMP_TIME|R_STAMP_FRAME|R_STAMP_DATE|R_STAMP_SCENE|R_STAMP_CAMERA|R_STAMP_RENDERTIME;
356         sce->r.stamp_font_id= 12;
357
358         sce->r.seq_prev_type= OB_SOLID;
359         sce->r.seq_rend_type= OB_SOLID;
360         sce->r.seq_flag= R_SEQ_GL_PREV;
361
362         sce->r.threads= 1;
363
364         sce->r.simplify_subsurf= 6;
365         sce->r.simplify_particles= 1.0f;
366         sce->r.simplify_shadowsamples= 16;
367         sce->r.simplify_aosss= 1.0f;
368
369         sce->r.cineonblack= 95;
370         sce->r.cineonwhite= 685;
371         sce->r.cineongamma= 1.7f;
372
373         sce->r.border.xmin= 0.0f;
374         sce->r.border.ymin= 0.0f;
375         sce->r.border.xmax= 1.0f;
376         sce->r.border.ymax= 1.0f;
377         
378         sce->toolsettings = MEM_callocN(sizeof(struct ToolSettings),"Tool Settings Struct");
379         sce->toolsettings->cornertype=1;
380         sce->toolsettings->degr = 90; 
381         sce->toolsettings->step = 9;
382         sce->toolsettings->turn = 1;                            
383         sce->toolsettings->extr_offs = 1; 
384         sce->toolsettings->doublimit = 0.001;
385         sce->toolsettings->segments = 32;
386         sce->toolsettings->rings = 32;
387         sce->toolsettings->vertices = 32;
388         sce->toolsettings->editbutflag = 1;
389         sce->toolsettings->uvcalc_radius = 1.0f;
390         sce->toolsettings->uvcalc_cubesize = 1.0f;
391         sce->toolsettings->uvcalc_mapdir = 1;
392         sce->toolsettings->uvcalc_mapalign = 1;
393         sce->toolsettings->unwrapper = 1;
394         sce->toolsettings->select_thresh= 0.01f;
395         sce->toolsettings->jointrilimit = 0.8f;
396
397         sce->toolsettings->selectmode= SCE_SELECT_VERTEX;
398         sce->toolsettings->normalsize= 0.1;
399         sce->toolsettings->autokey_mode= U.autokey_mode;
400
401         sce->toolsettings->skgen_resolution = 100;
402         sce->toolsettings->skgen_threshold_internal     = 0.01f;
403         sce->toolsettings->skgen_threshold_external     = 0.01f;
404         sce->toolsettings->skgen_angle_limit                    = 45.0f;
405         sce->toolsettings->skgen_length_ratio                   = 1.3f;
406         sce->toolsettings->skgen_length_limit                   = 1.5f;
407         sce->toolsettings->skgen_correlation_limit              = 0.98f;
408         sce->toolsettings->skgen_symmetry_limit                 = 0.1f;
409         sce->toolsettings->skgen_postpro = SKGEN_SMOOTH;
410         sce->toolsettings->skgen_postpro_passes = 1;
411         sce->toolsettings->skgen_options = SKGEN_FILTER_INTERNAL|SKGEN_FILTER_EXTERNAL|SKGEN_FILTER_SMART|SKGEN_HARMONIC|SKGEN_SUB_CORRELATION|SKGEN_STICK_TO_EMBEDDING;
412         sce->toolsettings->skgen_subdivisions[0] = SKGEN_SUB_CORRELATION;
413         sce->toolsettings->skgen_subdivisions[1] = SKGEN_SUB_LENGTH;
414         sce->toolsettings->skgen_subdivisions[2] = SKGEN_SUB_ANGLE;
415
416         sce->toolsettings->proportional_size = 1.0f;
417
418         sce->physics_settings.gravity[0] = 0.0f;
419         sce->physics_settings.gravity[1] = 0.0f;
420         sce->physics_settings.gravity[2] = -9.81f;
421         sce->physics_settings.flag = PHYS_GLOBAL_GRAVITY;
422
423         sce->unit.scale_length = 1.0f;
424
425         pset= &sce->toolsettings->particle;
426         pset->flag= PE_KEEP_LENGTHS|PE_LOCK_FIRST|PE_DEFLECT_EMITTER|PE_AUTO_VELOCITY;
427         pset->emitterdist= 0.25f;
428         pset->totrekey= 5;
429         pset->totaddkey= 5;
430         pset->brushtype= PE_BRUSH_NONE;
431         pset->draw_step= 2;
432         pset->fade_frames= 2;
433         pset->selectmode= SCE_SELECT_PATH;
434         for(a=0; a<PE_TOT_BRUSH; a++) {
435                 pset->brush[a].strength= 0.5;
436                 pset->brush[a].size= 50;
437                 pset->brush[a].step= 10;
438                 pset->brush[a].count= 10;
439         }
440         pset->brush[PE_BRUSH_CUT].strength= 100;
441         
442         sce->jumpframe = 10;
443         sce->r.ffcodecdata.audio_mixrate = 44100;
444
445         sce->audio.distance_model = 2.0;
446         sce->audio.doppler_factor = 1.0;
447         sce->audio.speed_of_sound = 343.3;
448
449         strcpy(sce->r.backbuf, "//backbuf");
450         strcpy(sce->r.pic, U.renderdir);
451
452         BLI_init_rctf(&sce->r.safety, 0.1f, 0.9f, 0.1f, 0.9f);
453         sce->r.osa= 8;
454
455         /* note; in header_info.c the scene copy happens..., if you add more to renderdata it has to be checked there */
456         scene_add_render_layer(sce);
457         
458         /* game data */
459         sce->gm.stereoflag = STEREO_NOSTEREO;
460         sce->gm.stereomode = STEREO_ANAGLYPH;
461         sce->gm.eyeseparation = 0.10;
462
463         sce->gm.dome.angle = 180;
464         sce->gm.dome.mode = DOME_FISHEYE;
465         sce->gm.dome.res = 4;
466         sce->gm.dome.resbuf = 1.0f;
467         sce->gm.dome.tilt = 0;
468
469         sce->gm.xplay= 800;
470         sce->gm.yplay= 600;
471         sce->gm.freqplay= 60;
472         sce->gm.depth= 32;
473
474         sce->gm.gravity= 9.8f;
475         sce->gm.physicsEngine= WOPHY_BULLET;
476         sce->gm.mode = 32; //XXX ugly harcoding, still not sure we should drop mode. 32 == 1 << 5 == use_occlusion_culling 
477         sce->gm.occlusionRes = 128;
478         sce->gm.ticrate = 60;
479         sce->gm.maxlogicstep = 5;
480         sce->gm.physubstep = 1;
481         sce->gm.maxphystep = 5;
482
483         sce->gm.flag = GAME_DISPLAY_LISTS;
484         sce->gm.matmode = GAME_MAT_MULTITEX;
485
486         sound_create_scene(sce);
487
488         return sce;
489 }
490
491 Base *object_in_scene(Object *ob, Scene *sce)
492 {
493         Base *base;
494         
495         base= sce->base.first;
496         while(base) {
497                 if(base->object == ob) return base;
498                 base= base->next;
499         }
500         return NULL;
501 }
502
503 void set_scene_bg(Scene *scene)
504 {
505         Scene *sce;
506         Base *base;
507         Object *ob;
508         Group *group;
509         GroupObject *go;
510         int flag;
511         
512         /* check for cyclic sets, for reading old files but also for definite security (py?) */
513         scene_check_setscene(scene);
514         
515         /* can happen when switching modes in other scenes */
516         if(scene->obedit && !(scene->obedit->mode & OB_MODE_EDIT))
517                 scene->obedit= NULL;
518
519         /* deselect objects (for dataselect) */
520         for(ob= G.main->object.first; ob; ob= ob->id.next)
521                 ob->flag &= ~(SELECT|OB_FROMGROUP);
522
523         /* group flags again */
524         for(group= G.main->group.first; group; group= group->id.next) {
525                 go= group->gobject.first;
526                 while(go) {
527                         if(go->ob) go->ob->flag |= OB_FROMGROUP;
528                         go= go->next;
529                 }
530         }
531
532         /* sort baselist */
533         DAG_scene_sort(scene);
534         
535         /* ensure dags are built for sets */
536         for(sce= scene->set; sce; sce= sce->set)
537                 if(sce->theDag==NULL)
538                         DAG_scene_sort(sce);
539
540         /* copy layers and flags from bases to objects */
541         for(base= scene->base.first; base; base= base->next) {
542                 ob= base->object;
543                 ob->lay= base->lay;
544                 
545                 /* group patch... */
546                 base->flag &= ~(OB_FROMGROUP);
547                 flag= ob->flag & (OB_FROMGROUP);
548                 base->flag |= flag;
549                 
550                 /* not too nice... for recovering objects with lost data */
551                 //if(ob->pose==NULL) base->flag &= ~OB_POSEMODE;
552                 ob->flag= base->flag;
553                 
554                 ob->ctime= -1234567.0;  /* force ipo to be calculated later */
555         }
556         /* no full animation update, this to enable render code to work (render code calls own animation updates) */
557 }
558
559 /* called from creator.c */
560 Scene *set_scene_name(char *name)
561 {
562         Scene *sce= (Scene *)find_id("SC", name);
563         if(sce) {
564                 set_scene_bg(sce);
565                 printf("Scene switch: '%s' in file: '%s'\n", name, G.sce);
566                 return sce;
567         }
568
569         printf("Can't find scene: '%s' in file: '%s'\n", name, G.sce);
570         return NULL;
571 }
572
573 void unlink_scene(Main *bmain, Scene *sce, Scene *newsce)
574 {
575         Scene *sce1;
576         bScreen *sc;
577
578         /* check all sets */
579         for(sce1= bmain->scene.first; sce1; sce1= sce1->id.next)
580                 if(sce1->set == sce)
581                         sce1->set= NULL;
582         
583         /* check all sequences */
584         clear_scene_in_allseqs(sce);
585
586         /* check render layer nodes in other scenes */
587         clear_scene_in_nodes(bmain, sce);
588         
589         /* al screens */
590         for(sc= bmain->screen.first; sc; sc= sc->id.next)
591                 if(sc->scene == sce)
592                         sc->scene= newsce;
593
594         free_libblock(&bmain->scene, sce);
595 }
596
597 /* used by metaballs
598  * doesnt return the original duplicated object, only dupli's
599  */
600 int next_object(Scene **scene, int val, Base **base, Object **ob)
601 {
602         static ListBase *duplilist= NULL;
603         static DupliObject *dupob;
604         static int fase= F_START, in_next_object= 0;
605         int run_again=1;
606         
607         /* init */
608         if(val==0) {
609                 fase= F_START;
610                 dupob= NULL;
611                 
612                 /* XXX particle systems with metas+dupligroups call this recursively */
613                 /* see bug #18725 */
614                 if(in_next_object) {
615                         printf("ERROR: MetaBall generation called recursively, not supported\n");
616                         
617                         return F_ERROR;
618                 }
619         }
620         else {
621                 in_next_object= 1;
622                 
623                 /* run_again is set when a duplilist has been ended */
624                 while(run_again) {
625                         run_again= 0;
626
627                         /* the first base */
628                         if(fase==F_START) {
629                                 *base= (*scene)->base.first;
630                                 if(*base) {
631                                         *ob= (*base)->object;
632                                         fase= F_SCENE;
633                                 }
634                                 else {
635                                         /* exception: empty scene */
636                                         while((*scene)->set) {
637                                                 (*scene)= (*scene)->set;
638                                                 if((*scene)->base.first) {
639                                                         *base= (*scene)->base.first;
640                                                         *ob= (*base)->object;
641                                                         fase= F_SCENE;
642                                                         break;
643                                                 }
644                                         }
645                                 }
646                         }
647                         else {
648                                 if(*base && fase!=F_DUPLI) {
649                                         *base= (*base)->next;
650                                         if(*base) *ob= (*base)->object;
651                                         else {
652                                                 if(fase==F_SCENE) {
653                                                         /* (*scene) is finished, now do the set */
654                                                         while((*scene)->set) {
655                                                                 (*scene)= (*scene)->set;
656                                                                 if((*scene)->base.first) {
657                                                                         *base= (*scene)->base.first;
658                                                                         *ob= (*base)->object;
659                                                                         break;
660                                                                 }
661                                                         }
662                                                 }
663                                         }
664                                 }
665                         }
666                         
667                         if(*base == NULL) fase= F_START;
668                         else {
669                                 if(fase!=F_DUPLI) {
670                                         if( (*base)->object->transflag & OB_DUPLI) {
671                                                 /* groups cannot be duplicated for mballs yet, 
672                                                 this enters eternal loop because of 
673                                                 makeDispListMBall getting called inside of group_duplilist */
674                                                 if((*base)->object->dup_group == NULL) {
675                                                         duplilist= object_duplilist((*scene), (*base)->object);
676                                                         
677                                                         dupob= duplilist->first;
678
679                                                         if(!dupob)
680                                                                 free_object_duplilist(duplilist);
681                                                 }
682                                         }
683                                 }
684                                 /* handle dupli's */
685                                 if(dupob) {
686                                         
687                                         copy_m4_m4(dupob->ob->obmat, dupob->mat);
688                                         
689                                         (*base)->flag |= OB_FROMDUPLI;
690                                         *ob= dupob->ob;
691                                         fase= F_DUPLI;
692                                         
693                                         dupob= dupob->next;
694                                 }
695                                 else if(fase==F_DUPLI) {
696                                         fase= F_SCENE;
697                                         (*base)->flag &= ~OB_FROMDUPLI;
698                                         
699                                         for(dupob= duplilist->first; dupob; dupob= dupob->next) {
700                                                 copy_m4_m4(dupob->ob->obmat, dupob->omat);
701                                         }
702                                         
703                                         free_object_duplilist(duplilist);
704                                         duplilist= NULL;
705                                         run_again= 1;
706                                 }
707                         }
708                 }
709         }
710         
711         /* if(ob && *ob) {
712                 printf("Scene: '%s', '%s'\n", (*scene)->id.name+2, (*ob)->id.name+2);
713         } */
714
715         /* reset recursion test */
716         in_next_object= 0;
717         
718         return fase;
719 }
720
721 Object *scene_find_camera(Scene *sc)
722 {
723         Base *base;
724         
725         for (base= sc->base.first; base; base= base->next)
726                 if (base->object->type==OB_CAMERA)
727                         return base->object;
728
729         return NULL;
730 }
731
732 #ifdef DURIAN_CAMERA_SWITCH
733 Object *scene_camera_switch_find(Scene *scene)
734 {
735         TimeMarker *m;
736         int cfra = scene->r.cfra;
737         int frame = -(MAXFRAME + 1);
738         Object *camera= NULL;
739
740         for (m= scene->markers.first; m; m= m->next) {
741                 if(m->camera && (m->camera->restrictflag & OB_RESTRICT_RENDER)==0 && (m->frame <= cfra) && (m->frame > frame)) {
742                         camera= m->camera;
743                         frame= m->frame;
744
745                         if(frame == cfra)
746                                 break;
747
748                 }
749         }
750         return camera;
751 }
752 #endif
753
754 int scene_camera_switch_update(Scene *scene)
755 {
756 #ifdef DURIAN_CAMERA_SWITCH
757         Object *camera= scene_camera_switch_find(scene);
758         if(camera) {
759                 scene->camera= camera;
760                 return 1;
761         }
762 #endif
763         return 0;
764 }
765
766 char *scene_find_marker_name(Scene *scene, int frame)
767 {
768         ListBase *markers= &scene->markers;
769         TimeMarker *m1, *m2;
770
771         /* search through markers for match */
772         for (m1=markers->first, m2=markers->last; m1 && m2; m1=m1->next, m2=m2->prev) {
773                 if (m1->frame==frame)
774                         return m1->name;
775
776                 if (m1 == m2)
777                         break;
778
779                 if (m2->frame==frame)
780                         return m2->name;
781         }
782
783         return NULL;
784 }
785
786 /* return the current marker for this frame,
787 we can have more then 1 marker per frame, this just returns the first :/ */
788 char *scene_find_last_marker_name(Scene *scene, int frame)
789 {
790         TimeMarker *marker, *best_marker = NULL;
791         int best_frame = -MAXFRAME*2;
792         for (marker= scene->markers.first; marker; marker= marker->next) {
793                 if (marker->frame==frame) {
794                         return marker->name;
795                 }
796
797                 if ( marker->frame > best_frame && marker->frame < frame) {
798                         best_marker = marker;
799                         best_frame = marker->frame;
800                 }
801         }
802
803         return best_marker ? best_marker->name : NULL;
804 }
805
806 /* markers need transforming from different parts of the code so have
807  * a generic function to do this */
808 int scene_marker_tfm_translate(Scene *scene, int delta, int flag)
809 {
810         TimeMarker *marker;
811         int tot= 0;
812
813         for (marker= scene->markers.first; marker; marker= marker->next) {
814                 if ((marker->flag & flag) == flag) {
815                         marker->frame += delta;
816                         tot++;
817                 }
818         }
819
820         return tot;
821 }
822
823 int scene_marker_tfm_extend(Scene *scene, int delta, int flag, int frame, char side)
824 {
825         TimeMarker *marker;
826         int tot= 0;
827
828         for (marker= scene->markers.first; marker; marker= marker->next) {
829                 if ((marker->flag & flag) == flag) {
830                         if((side=='L' && marker->frame < frame) || (side=='R' && marker->frame >= frame)) {
831                                 marker->frame += delta;
832                                 tot++;
833                         }
834                 }
835         }
836
837         return tot;
838 }
839
840 Base *scene_add_base(Scene *sce, Object *ob)
841 {
842         Base *b= MEM_callocN(sizeof(*b), "scene_add_base");
843         BLI_addhead(&sce->base, b);
844
845         b->object= ob;
846         b->flag= ob->flag;
847         b->lay= ob->lay;
848
849         return b;
850 }
851
852 void scene_deselect_all(Scene *sce)
853 {
854         Base *b;
855
856         for (b= sce->base.first; b; b= b->next) {
857                 b->flag&= ~SELECT;
858                 b->object->flag= b->flag;
859         }
860 }
861
862 void scene_select_base(Scene *sce, Base *selbase)
863 {
864         scene_deselect_all(sce);
865
866         selbase->flag |= SELECT;
867         selbase->object->flag= selbase->flag;
868
869         sce->basact= selbase;
870 }
871
872 /* checks for cycle, returns 1 if it's all OK */
873 int scene_check_setscene(Scene *sce)
874 {
875         Scene *scene;
876         int a, totscene;
877         
878         if(sce->set==NULL) return 1;
879         
880         totscene= 0;
881         for(scene= G.main->scene.first; scene; scene= scene->id.next)
882                 totscene++;
883         
884         for(a=0, scene=sce; scene->set; scene=scene->set, a++) {
885                 /* more iterations than scenes means we have a cycle */
886                 if(a > totscene) {
887                         /* the tested scene gets zero'ed, that's typically current scene */
888                         sce->set= NULL;
889                         return 0;
890                 }
891         }
892
893         return 1;
894 }
895
896 /* This function is needed to cope with fractional frames - including two Blender rendering features
897 * mblur (motion blur that renders 'subframes' and blurs them together), and fields rendering. */
898
899 /* see also bsystem_time in object.c */
900 float BKE_curframe(Scene *scene)
901 {
902         float ctime = scene->r.cfra;
903         ctime+= scene->r.subframe;
904         ctime*= scene->r.framelen;      
905
906         return ctime;
907 }
908
909 static void scene_update_tagged_recursive(Scene *scene, Scene *scene_parent)
910 {
911         Base *base;
912
913         /* sets first, we allow per definition current scene to have
914            dependencies on sets, but not the other way around. */
915         if(scene->set)
916                 scene_update_tagged_recursive(scene->set, scene_parent);
917
918         for(base= scene->base.first; base; base= base->next) {
919                 Object *ob= base->object;
920
921                 object_handle_update(scene_parent, ob);
922
923                 if(ob->dup_group && (ob->transflag & OB_DUPLIGROUP))
924                         group_handle_recalc_and_update(scene_parent, ob, ob->dup_group);
925                         
926                 /* always update layer, so that animating layers works */
927                 base->lay= ob->lay;
928         }
929 }
930
931 /* this is called in main loop, doing tagged updates before redraw */
932 void scene_update_tagged(Scene *scene)
933 {
934         scene->physics_settings.quick_cache_step= 0;
935
936         /* update all objects: drivers, matrices, displists, etc. flags set
937            by depgraph or manual, no layer check here, gets correct flushed */
938
939         scene_update_tagged_recursive(scene, scene);
940
941         /* recalc scene animation data here (for sequencer) */
942         {
943                 float ctime = BKE_curframe(scene); 
944                 AnimData *adt= BKE_animdata_from_id(&scene->id);
945
946                 if(adt && (adt->recalc & ADT_RECALC_ANIM))
947                         BKE_animsys_evaluate_animdata(&scene->id, adt, ctime, 0);
948         }
949
950         if(scene->physics_settings.quick_cache_step)
951                 BKE_ptcache_quick_cache_all(scene);
952
953         /* in the future this should handle updates for all datablocks, not
954            only objects and scenes. - brecht */
955 }
956
957 /* applies changes right away, does all sets too */
958 void scene_update_for_newframe(Scene *sce, unsigned int lay)
959 {
960         float ctime = BKE_curframe(sce);
961         Scene *sce_iter;
962         
963         /* clear animation overrides */
964         // XXX TODO...
965
966         for(sce_iter= sce; sce_iter; sce_iter= sce_iter->set) {
967                 if(sce_iter->theDag==NULL)
968                         DAG_scene_sort(sce_iter);
969         }
970
971
972         /* Following 2 functions are recursive
973          * so dont call within 'scene_update_tagged_recursive' */
974         DAG_scene_update_flags(sce, lay);   // only stuff that moves or needs display still
975
976         /* All 'standard' (i.e. without any dependencies) animation is handled here,
977          * with an 'local' to 'macro' order of evaluation. This should ensure that
978          * settings stored nestled within a hierarchy (i.e. settings in a Texture block
979          * can be overridden by settings from Scene, which owns the Texture through a hierarchy
980          * such as Scene->World->MTex/Texture) can still get correctly overridden.
981          */
982         BKE_animsys_evaluate_all_animation(G.main, ctime);
983         /*...done with recusrive funcs */
984
985         /* object_handle_update() on all objects, groups and sets */
986         scene_update_tagged_recursive(sce, sce);
987 }
988
989 /* return default layer, also used to patch old files */
990 void scene_add_render_layer(Scene *sce)
991 {
992         SceneRenderLayer *srl;
993 //      int tot= 1 + BLI_countlist(&sce->r.layers);
994         
995         srl= MEM_callocN(sizeof(SceneRenderLayer), "new render layer");
996         strcpy(srl->name, "RenderLayer");
997         BLI_uniquename(&sce->r.layers, srl, "RenderLayer", '.', offsetof(SceneRenderLayer, name), sizeof(srl->name));
998         BLI_addtail(&sce->r.layers, srl);
999
1000         /* note, this is also in render, pipeline.c, to make layer when scenedata doesnt have it */
1001         srl->lay= (1<<20) -1;
1002         srl->layflag= 0x7FFF;   /* solid ztra halo edge strand */
1003         srl->passflag= SCE_PASS_COMBINED|SCE_PASS_Z;
1004 }
1005
1006 /* render simplification */
1007
1008 int get_render_subsurf_level(RenderData *r, int lvl)
1009 {
1010         if(r->mode & R_SIMPLIFY)
1011                 return MIN2(r->simplify_subsurf, lvl);
1012         else
1013                 return lvl;
1014 }
1015
1016 int get_render_child_particle_number(RenderData *r, int num)
1017 {
1018         if(r->mode & R_SIMPLIFY)
1019                 return (int)(r->simplify_particles*num);
1020         else
1021                 return num;
1022 }
1023
1024 int get_render_shadow_samples(RenderData *r, int samples)
1025 {
1026         if((r->mode & R_SIMPLIFY) && samples > 0)
1027                 return MIN2(r->simplify_shadowsamples, samples);
1028         else
1029                 return samples;
1030 }
1031
1032 float get_render_aosss_error(RenderData *r, float error)
1033 {
1034         if(r->mode & R_SIMPLIFY)
1035                 return ((1.0f-r->simplify_aosss)*10.0f + 1.0f)*error;
1036         else
1037                 return error;
1038 }
1039
1040 /* helper function for the SETLOOPER macro */
1041 Base *_setlooper_base_step(Scene **sce, Base *base)
1042 {
1043     if(base && base->next) {
1044         /* common case, step to the next */
1045         return base->next;
1046     }
1047     else if(base==NULL && (*sce)->base.first) {
1048         /* first time looping, return the scenes first base */
1049         return (Base *)(*sce)->base.first;
1050     }
1051     else {
1052         /* reached the end, get the next base in the set */
1053         while((*sce= (*sce)->set)) {
1054             base= (Base *)(*sce)->base.first;
1055             if(base) {
1056                 return base;
1057             }
1058         }
1059     }
1060
1061     return NULL;
1062 }