2 * ***** BEGIN GPL LICENSE BLOCK *****
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License
6 * as published by the Free Software Foundation; either version 2
7 * of the License, or (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software Foundation,
16 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
18 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
19 * All rights reserved.
21 * The Original Code is: all of this file.
23 * Contributor(s): none yet.
25 * ***** END GPL LICENSE BLOCK *****
28 /** \file blender/blenkernel/intern/scene.c
43 #include "MEM_guardedalloc.h"
45 #include "DNA_anim_types.h"
46 #include "DNA_group_types.h"
47 #include "DNA_node_types.h"
48 #include "DNA_object_types.h"
49 #include "DNA_scene_types.h"
50 #include "DNA_screen_types.h"
51 #include "DNA_sequence_types.h"
54 #include "BLI_blenlib.h"
55 #include "BLI_utildefines.h"
56 #include "BLI_callbacks.h"
59 #include "BKE_animsys.h"
60 #include "BKE_depsgraph.h"
61 #include "BKE_global.h"
62 #include "BKE_group.h"
63 #include "BKE_idprop.h"
64 #include "BKE_library.h"
67 #include "BKE_object.h"
68 #include "BKE_paint.h"
69 #include "BKE_pointcache.h"
70 #include "BKE_scene.h"
71 #include "BKE_sequencer.h"
72 #include "BKE_world.h"
74 #include "BKE_sound.h"
76 #include "RE_engine.h"
78 //XXX #include "BIF_previewrender.h"
79 //XXX #include "BIF_editseq.h"
86 void free_avicodecdata(AviCodecData *acd)
90 MEM_freeN(acd->lpFormat);
95 MEM_freeN(acd->lpParms);
102 void free_qtcodecdata(QuicktimeCodecData *qcd)
106 MEM_freeN(qcd->cdParms);
113 Scene *copy_scene(Scene *sce, int type)
119 if (type == SCE_COPY_EMPTY) {
121 scen= add_scene(sce->id.name+2);
128 scen= copy_libblock(&sce->id);
129 BLI_duplicatelist(&(scen->base), &(sce->base));
133 id_us_plus((ID *)scen->world);
134 id_us_plus((ID *)scen->set);
135 id_us_plus((ID *)scen->gm.dome.warptext);
140 scen->toolsettings= MEM_dupallocN(sce->toolsettings);
142 scen->fps_info= NULL;
144 ts= scen->toolsettings;
147 ts->vpaint= MEM_dupallocN(ts->vpaint);
148 ts->vpaint->paintcursor= NULL;
149 ts->vpaint->vpaint_prev= NULL;
150 ts->vpaint->wpaint_prev= NULL;
151 copy_paint(&ts->vpaint->paint, &ts->vpaint->paint);
154 ts->wpaint= MEM_dupallocN(ts->wpaint);
155 ts->wpaint->paintcursor= NULL;
156 ts->wpaint->vpaint_prev= NULL;
157 ts->wpaint->wpaint_prev= NULL;
158 copy_paint(&ts->wpaint->paint, &ts->wpaint->paint);
161 ts->sculpt= MEM_dupallocN(ts->sculpt);
162 copy_paint(&ts->sculpt->paint, &ts->sculpt->paint);
165 copy_paint(&ts->imapaint.paint, &ts->imapaint.paint);
166 ts->imapaint.paintcursor= NULL;
168 ts->particle.paintcursor= NULL;
171 BLI_duplicatelist(&(scen->markers), &(sce->markers));
172 BLI_duplicatelist(&(scen->transform_spaces), &(sce->transform_spaces));
173 BLI_duplicatelist(&(scen->r.layers), &(sce->r.layers));
174 BKE_keyingsets_copy(&(scen->keyingsets), &(sce->keyingsets));
177 scen->nodetree= ntreeCopyTree(sce->nodetree); /* copies actions */
178 ntreeSwitchID(scen->nodetree, &sce->id, &scen->id);
181 obase= sce->base.first;
182 base= scen->base.first;
184 id_us_plus(&base->object->id);
185 if (obase==sce->basact) scen->basact= base;
192 /* make a private copy of the avicodecdata */
193 if (sce->r.avicodecdata) {
194 scen->r.avicodecdata = MEM_dupallocN(sce->r.avicodecdata);
195 scen->r.avicodecdata->lpFormat = MEM_dupallocN(scen->r.avicodecdata->lpFormat);
196 scen->r.avicodecdata->lpParms = MEM_dupallocN(scen->r.avicodecdata->lpParms);
199 /* make a private copy of the qtcodecdata */
200 if (sce->r.qtcodecdata) {
201 scen->r.qtcodecdata = MEM_dupallocN(sce->r.qtcodecdata);
202 scen->r.qtcodecdata->cdParms = MEM_dupallocN(scen->r.qtcodecdata->cdParms);
205 if (sce->r.ffcodecdata.properties) { /* intentionally check scen not sce. */
206 scen->r.ffcodecdata.properties= IDP_CopyProperty(sce->r.ffcodecdata.properties);
209 /* NOTE: part of SCE_COPY_LINK_DATA and SCE_COPY_FULL operations
210 * are done outside of blenkernel with ED_objects_single_users! */
213 if (type == SCE_COPY_LINK_DATA || type == SCE_COPY_FULL) {
214 ID_NEW(scen->camera);
217 /* before scene copy */
218 sound_create_scene(scen);
221 if (type == SCE_COPY_FULL) {
222 BKE_copy_animdata_id_action((ID *)scen);
224 id_us_plus((ID *)scen->world);
225 scen->world= copy_world(scen->world);
226 BKE_copy_animdata_id_action((ID *)scen->world);
230 scen->ed= MEM_callocN( sizeof(Editing), "addseq");
231 scen->ed->seqbasep= &scen->ed->seqbase;
232 seqbase_dupli_recursive(sce, scen, &scen->ed->seqbase, &sce->ed->seqbase, SEQ_DUPE_ALL);
239 /* do not free scene itself */
240 void free_scene(Scene *sce)
244 base= sce->base.first;
246 base->object->id.us--;
249 /* do not free objects! */
252 #if 0 // removed since this can be invalid memory when freeing everything
253 // since the grease pencil data is freed before the scene.
254 // since grease pencil data is not (yet?), shared between objects
255 // its probably safe not to do this, some save and reload will free this.
261 BLI_freelistN(&sce->base);
262 seq_free_editing(sce);
264 BKE_free_animdata((ID *)sce);
265 BKE_keyingsets_free(&sce->keyingsets);
267 if (sce->r.avicodecdata) {
268 free_avicodecdata(sce->r.avicodecdata);
269 MEM_freeN(sce->r.avicodecdata);
270 sce->r.avicodecdata = NULL;
272 if (sce->r.qtcodecdata) {
273 free_qtcodecdata(sce->r.qtcodecdata);
274 MEM_freeN(sce->r.qtcodecdata);
275 sce->r.qtcodecdata = NULL;
277 if (sce->r.ffcodecdata.properties) {
278 IDP_FreeProperty(sce->r.ffcodecdata.properties);
279 MEM_freeN(sce->r.ffcodecdata.properties);
280 sce->r.ffcodecdata.properties = NULL;
283 BLI_freelistN(&sce->markers);
284 BLI_freelistN(&sce->transform_spaces);
285 BLI_freelistN(&sce->r.layers);
287 if (sce->toolsettings) {
288 if (sce->toolsettings->vpaint) {
289 free_paint(&sce->toolsettings->vpaint->paint);
290 MEM_freeN(sce->toolsettings->vpaint);
292 if (sce->toolsettings->wpaint) {
293 free_paint(&sce->toolsettings->wpaint->paint);
294 MEM_freeN(sce->toolsettings->wpaint);
296 if (sce->toolsettings->sculpt) {
297 free_paint(&sce->toolsettings->sculpt->paint);
298 MEM_freeN(sce->toolsettings->sculpt);
300 if (sce->toolsettings->uvsculpt) {
301 free_paint(&sce->toolsettings->uvsculpt->paint);
302 MEM_freeN(sce->toolsettings->uvsculpt);
304 free_paint(&sce->toolsettings->imapaint.paint);
306 MEM_freeN(sce->toolsettings);
307 sce->toolsettings = NULL;
311 free_forest(sce->theDag);
312 MEM_freeN(sce->theDag);
316 ntreeFreeTree(sce->nodetree);
317 MEM_freeN(sce->nodetree);
321 MEM_freeN(sce->stats);
323 MEM_freeN(sce->fps_info);
325 sound_destroy_scene(sce);
328 Scene *add_scene(const char *name)
332 ParticleEditSettings *pset;
335 sce= alloc_libblock(&bmain->scene, ID_SCE, name);
336 sce->lay= sce->layact= 1;
338 sce->r.mode= R_GAMMA|R_OSA|R_SHADOW|R_SSS|R_ENVMAP|R_RAYTRACE;
342 sce->r.frame_step= 1;
349 sce->r.mblur_samples= 1;
350 sce->r.filtertype= R_FILTER_MITCH;
353 sce->r.im_format.planes= R_IMF_PLANES_RGB;
354 sce->r.im_format.imtype= R_IMF_IMTYPE_PNG;
355 sce->r.im_format.quality= 90;
357 sce->r.displaymode= R_OUTPUT_AREA;
358 sce->r.framapto= 100;
360 sce->r.framelen= 1.0;
363 sce->r.frs_sec_base= 1;
366 sce->r.color_mgt_flag |= R_COLOR_MANAGEMENT;
369 /* deprecated but keep for upwards compat */
370 sce->r.postgamma= 1.0;
374 sce->r.bake_mode= 1; /* prevent to include render stuff here */
375 sce->r.bake_filter= 2;
377 sce->r.bake_flag= R_BAKE_CLEAR;
378 sce->r.bake_normal_space= R_BAKE_SPACE_TANGENT;
379 sce->r.scemode= R_DOCOMP|R_DOSEQ|R_EXTENSION;
380 sce->r.stamp= R_STAMP_TIME|R_STAMP_FRAME|R_STAMP_DATE|R_STAMP_CAMERA|R_STAMP_SCENE|R_STAMP_FILENAME|R_STAMP_RENDERTIME;
381 sce->r.stamp_font_id= 12;
382 sce->r.fg_stamp[0]= sce->r.fg_stamp[1]= sce->r.fg_stamp[2]= 0.8f;
383 sce->r.fg_stamp[3]= 1.0f;
384 sce->r.bg_stamp[0]= sce->r.bg_stamp[1]= sce->r.bg_stamp[2]= 0.0f;
385 sce->r.bg_stamp[3]= 0.25f;
386 sce->r.raytrace_options = R_RAYTRACE_USE_INSTANCES;
388 sce->r.seq_prev_type= OB_SOLID;
389 sce->r.seq_rend_type= OB_SOLID;
390 sce->r.seq_flag= R_SEQ_GL_PREV;
394 sce->r.simplify_subsurf= 6;
395 sce->r.simplify_particles= 1.0f;
396 sce->r.simplify_shadowsamples= 16;
397 sce->r.simplify_aosss= 1.0f;
399 sce->r.border.xmin = 0.0f;
400 sce->r.border.ymin = 0.0f;
401 sce->r.border.xmax = 1.0f;
402 sce->r.border.ymax = 1.0f;
404 sce->toolsettings = MEM_callocN(sizeof(struct ToolSettings),"Tool Settings Struct");
405 sce->toolsettings->cornertype=1;
406 sce->toolsettings->degr = 90;
407 sce->toolsettings->step = 9;
408 sce->toolsettings->turn = 1;
409 sce->toolsettings->extr_offs = 1;
410 sce->toolsettings->doublimit = 0.001;
411 sce->toolsettings->segments = 32;
412 sce->toolsettings->rings = 32;
413 sce->toolsettings->vertices = 32;
414 sce->toolsettings->editbutflag = 1;
415 sce->toolsettings->uvcalc_radius = 1.0f;
416 sce->toolsettings->uvcalc_cubesize = 1.0f;
417 sce->toolsettings->uvcalc_mapdir = 1;
418 sce->toolsettings->uvcalc_mapalign = 1;
419 sce->toolsettings->unwrapper = 1;
420 sce->toolsettings->select_thresh= 0.01f;
421 sce->toolsettings->jointrilimit = 0.8f;
423 sce->toolsettings->selectmode= SCE_SELECT_VERTEX;
424 sce->toolsettings->uv_selectmode= UV_SELECT_VERTEX;
425 sce->toolsettings->normalsize= 0.1;
426 sce->toolsettings->autokey_mode= U.autokey_mode;
428 sce->toolsettings->skgen_resolution = 100;
429 sce->toolsettings->skgen_threshold_internal = 0.01f;
430 sce->toolsettings->skgen_threshold_external = 0.01f;
431 sce->toolsettings->skgen_angle_limit = 45.0f;
432 sce->toolsettings->skgen_length_ratio = 1.3f;
433 sce->toolsettings->skgen_length_limit = 1.5f;
434 sce->toolsettings->skgen_correlation_limit = 0.98f;
435 sce->toolsettings->skgen_symmetry_limit = 0.1f;
436 sce->toolsettings->skgen_postpro = SKGEN_SMOOTH;
437 sce->toolsettings->skgen_postpro_passes = 1;
438 sce->toolsettings->skgen_options = SKGEN_FILTER_INTERNAL|SKGEN_FILTER_EXTERNAL|SKGEN_FILTER_SMART|SKGEN_HARMONIC|SKGEN_SUB_CORRELATION|SKGEN_STICK_TO_EMBEDDING;
439 sce->toolsettings->skgen_subdivisions[0] = SKGEN_SUB_CORRELATION;
440 sce->toolsettings->skgen_subdivisions[1] = SKGEN_SUB_LENGTH;
441 sce->toolsettings->skgen_subdivisions[2] = SKGEN_SUB_ANGLE;
443 sce->toolsettings->proportional_size = 1.0f;
445 sce->physics_settings.gravity[0] = 0.0f;
446 sce->physics_settings.gravity[1] = 0.0f;
447 sce->physics_settings.gravity[2] = -9.81f;
448 sce->physics_settings.flag = PHYS_GLOBAL_GRAVITY;
450 sce->unit.scale_length = 1.0f;
452 pset= &sce->toolsettings->particle;
453 pset->flag= PE_KEEP_LENGTHS|PE_LOCK_FIRST|PE_DEFLECT_EMITTER|PE_AUTO_VELOCITY;
454 pset->emitterdist= 0.25f;
457 pset->brushtype= PE_BRUSH_NONE;
459 pset->fade_frames= 2;
460 pset->selectmode= SCE_SELECT_PATH;
461 for (a=0; a<PE_TOT_BRUSH; a++) {
462 pset->brush[a].strength= 0.5;
463 pset->brush[a].size= 50;
464 pset->brush[a].step= 10;
465 pset->brush[a].count= 10;
467 pset->brush[PE_BRUSH_CUT].strength= 100;
469 sce->r.ffcodecdata.audio_mixrate = 44100;
470 sce->r.ffcodecdata.audio_volume = 1.0f;
471 sce->r.ffcodecdata.audio_bitrate = 192;
472 sce->r.ffcodecdata.audio_channels = 2;
474 BLI_strncpy(sce->r.engine, "BLENDER_RENDER", sizeof(sce->r.engine));
476 sce->audio.distance_model = 2.0f;
477 sce->audio.doppler_factor = 1.0f;
478 sce->audio.speed_of_sound = 343.3f;
479 sce->audio.volume = 1.0f;
481 BLI_strncpy(sce->r.pic, U.renderdir, sizeof(sce->r.pic));
483 BLI_init_rctf(&sce->r.safety, 0.1f, 0.9f, 0.1f, 0.9f);
486 /* note; in header_info.c the scene copy happens..., if you add more to renderdata it has to be checked there */
487 scene_add_render_layer(sce, NULL);
490 sce->gm.stereoflag = STEREO_NOSTEREO;
491 sce->gm.stereomode = STEREO_ANAGLYPH;
492 sce->gm.eyeseparation = 0.10;
494 sce->gm.dome.angle = 180;
495 sce->gm.dome.mode = DOME_FISHEYE;
496 sce->gm.dome.res = 4;
497 sce->gm.dome.resbuf = 1.0f;
498 sce->gm.dome.tilt = 0;
502 sce->gm.freqplay= 60;
505 sce->gm.gravity= 9.8f;
506 sce->gm.physicsEngine= WOPHY_BULLET;
507 sce->gm.mode = 32; //XXX ugly harcoding, still not sure we should drop mode. 32 == 1 << 5 == use_occlusion_culling
508 sce->gm.occlusionRes = 128;
509 sce->gm.ticrate = 60;
510 sce->gm.maxlogicstep = 5;
511 sce->gm.physubstep = 1;
512 sce->gm.maxphystep = 5;
514 sce->gm.flag = GAME_DISPLAY_LISTS;
515 sce->gm.matmode = GAME_MAT_MULTITEX;
517 sce->gm.obstacleSimulation= OBSTSIMULATION_NONE;
518 sce->gm.levelHeight = 2.f;
520 sce->gm.recastData.cellsize = 0.3f;
521 sce->gm.recastData.cellheight = 0.2f;
522 sce->gm.recastData.agentmaxslope = M_PI/2;
523 sce->gm.recastData.agentmaxclimb = 0.9f;
524 sce->gm.recastData.agentheight = 2.0f;
525 sce->gm.recastData.agentradius = 0.6f;
526 sce->gm.recastData.edgemaxlen = 12.0f;
527 sce->gm.recastData.edgemaxerror = 1.3f;
528 sce->gm.recastData.regionminsize = 8.f;
529 sce->gm.recastData.regionmergesize = 20.f;
530 sce->gm.recastData.vertsperpoly = 6;
531 sce->gm.recastData.detailsampledist = 6.0f;
532 sce->gm.recastData.detailsamplemaxerror = 1.0f;
534 sce->gm.exitkey = 218; // Blender key code for ESC
536 sound_create_scene(sce);
541 Base *object_in_scene(Object *ob, Scene *sce)
545 base= sce->base.first;
547 if (base->object == ob) return base;
553 void set_scene_bg(Main *bmain, Scene *scene)
562 /* check for cyclic sets, for reading old files but also for definite security (py?) */
563 scene_check_setscene(bmain, scene);
565 /* can happen when switching modes in other scenes */
566 if (scene->obedit && !(scene->obedit->mode & OB_MODE_EDIT))
569 /* deselect objects (for dataselect) */
570 for (ob= bmain->object.first; ob; ob= ob->id.next)
571 ob->flag &= ~(SELECT|OB_FROMGROUP);
573 /* group flags again */
574 for (group= bmain->group.first; group; group= group->id.next) {
575 go= group->gobject.first;
577 if (go->ob) go->ob->flag |= OB_FROMGROUP;
583 DAG_scene_sort(bmain, scene);
585 /* ensure dags are built for sets */
586 for (sce= scene->set; sce; sce= sce->set)
587 if (sce->theDag==NULL)
588 DAG_scene_sort(bmain, sce);
590 /* copy layers and flags from bases to objects */
591 for (base= scene->base.first; base; base= base->next) {
596 base->flag &= ~(OB_FROMGROUP);
597 flag= ob->flag & (OB_FROMGROUP);
600 /* not too nice... for recovering objects with lost data */
601 //if (ob->pose==NULL) base->flag &= ~OB_POSEMODE;
602 ob->flag= base->flag;
604 ob->ctime= -1234567.0; /* force ipo to be calculated later */
606 /* no full animation update, this to enable render code to work (render code calls own animation updates) */
609 /* called from creator.c */
610 Scene *set_scene_name(Main *bmain, const char *name)
612 Scene *sce= (Scene *)find_id("SC", name);
614 set_scene_bg(bmain, sce);
615 printf("Scene switch: '%s' in file: '%s'\n", name, G.main->name);
619 printf("Can't find scene: '%s' in file: '%s'\n", name, G.main->name);
623 void unlink_scene(Main *bmain, Scene *sce, Scene *newsce)
629 for (sce1= bmain->scene.first; sce1; sce1= sce1->id.next)
630 if (sce1->set == sce)
633 /* check all sequences */
634 clear_scene_in_allseqs(bmain, sce);
636 /* check render layer nodes in other scenes */
637 clear_scene_in_nodes(bmain, sce);
640 for (sc= bmain->screen.first; sc; sc= sc->id.next)
641 if (sc->scene == sce)
644 free_libblock(&bmain->scene, sce);
648 * doesnt return the original duplicated object, only dupli's
650 int next_object(Scene **scene, int val, Base **base, Object **ob)
652 static ListBase *duplilist= NULL;
653 static DupliObject *dupob;
654 static int fase= F_START, in_next_object= 0;
662 /* XXX particle systems with metas+dupligroups call this recursively */
664 if (in_next_object) {
665 printf("ERROR: Metaball generation called recursively, not supported\n");
673 /* run_again is set when a duplilist has been ended */
679 *base= (*scene)->base.first;
681 *ob= (*base)->object;
685 /* exception: empty scene */
686 while ((*scene)->set) {
687 (*scene)= (*scene)->set;
688 if ((*scene)->base.first) {
689 *base= (*scene)->base.first;
690 *ob= (*base)->object;
698 if (*base && fase!=F_DUPLI) {
699 *base= (*base)->next;
700 if (*base) *ob= (*base)->object;
703 /* (*scene) is finished, now do the set */
704 while ((*scene)->set) {
705 (*scene)= (*scene)->set;
706 if ((*scene)->base.first) {
707 *base= (*scene)->base.first;
708 *ob= (*base)->object;
717 if (*base == NULL) fase= F_START;
720 if ( (*base)->object->transflag & OB_DUPLI) {
721 /* groups cannot be duplicated for mballs yet,
722 * this enters eternal loop because of
723 * makeDispListMBall getting called inside of group_duplilist */
724 if ((*base)->object->dup_group == NULL) {
725 duplilist= object_duplilist((*scene), (*base)->object);
727 dupob= duplilist->first;
730 free_object_duplilist(duplilist);
737 copy_m4_m4(dupob->ob->obmat, dupob->mat);
739 (*base)->flag |= OB_FROMDUPLI;
745 else if (fase==F_DUPLI) {
747 (*base)->flag &= ~OB_FROMDUPLI;
749 for (dupob= duplilist->first; dupob; dupob= dupob->next) {
750 copy_m4_m4(dupob->ob->obmat, dupob->omat);
753 free_object_duplilist(duplilist);
763 printf("Scene: '%s', '%s'\n", (*scene)->id.name+2, (*ob)->id.name+2);
767 /* reset recursion test */
773 Object *scene_find_camera(Scene *sc)
777 for (base= sc->base.first; base; base= base->next)
778 if (base->object->type==OB_CAMERA)
784 #ifdef DURIAN_CAMERA_SWITCH
785 Object *scene_camera_switch_find(Scene *scene)
788 int cfra = scene->r.cfra;
789 int frame = -(MAXFRAME + 1);
790 Object *camera= NULL;
792 for (m= scene->markers.first; m; m= m->next) {
793 if (m->camera && (m->camera->restrictflag & OB_RESTRICT_RENDER)==0 && (m->frame <= cfra) && (m->frame > frame)) {
806 int scene_camera_switch_update(Scene *scene)
808 #ifdef DURIAN_CAMERA_SWITCH
809 Object *camera= scene_camera_switch_find(scene);
811 scene->camera= camera;
820 char *scene_find_marker_name(Scene *scene, int frame)
822 ListBase *markers= &scene->markers;
825 /* search through markers for match */
826 for (m1=markers->first, m2=markers->last; m1 && m2; m1=m1->next, m2=m2->prev) {
827 if (m1->frame==frame)
833 if (m2->frame==frame)
840 /* return the current marker for this frame,
841 * we can have more then 1 marker per frame, this just returns the first :/ */
842 char *scene_find_last_marker_name(Scene *scene, int frame)
844 TimeMarker *marker, *best_marker = NULL;
845 int best_frame = -MAXFRAME*2;
846 for (marker= scene->markers.first; marker; marker= marker->next) {
847 if (marker->frame==frame) {
851 if ( marker->frame > best_frame && marker->frame < frame) {
852 best_marker = marker;
853 best_frame = marker->frame;
857 return best_marker ? best_marker->name : NULL;
861 Base *scene_add_base(Scene *sce, Object *ob)
863 Base *b= MEM_callocN(sizeof(*b), "scene_add_base");
864 BLI_addhead(&sce->base, b);
873 void scene_deselect_all(Scene *sce)
877 for (b= sce->base.first; b; b= b->next) {
879 b->object->flag= b->flag;
883 void scene_select_base(Scene *sce, Base *selbase)
885 scene_deselect_all(sce);
887 selbase->flag |= SELECT;
888 selbase->object->flag= selbase->flag;
890 sce->basact= selbase;
893 /* checks for cycle, returns 1 if it's all OK */
894 int scene_check_setscene(Main *bmain, Scene *sce)
899 if (sce->set==NULL) return 1;
902 for (scene= bmain->scene.first; scene; scene= scene->id.next)
905 for (a=0, scene=sce; scene->set; scene=scene->set, a++) {
906 /* more iterations than scenes means we have a cycle */
908 /* the tested scene gets zero'ed, that's typically current scene */
917 /* This function is needed to cope with fractional frames - including two Blender rendering features
918 * mblur (motion blur that renders 'subframes' and blurs them together), and fields rendering.
920 float BKE_curframe(Scene *scene)
922 return BKE_frame_to_ctime(scene, scene->r.cfra);
925 /* This function is used to obtain arbitrary fractional frames */
926 float BKE_frame_to_ctime(Scene *scene, const float frame)
929 ctime += scene->r.subframe;
930 ctime *= scene->r.framelen;
935 /* drivers support/hacks
936 * - this method is called from scene_update_tagged_recursive(), so gets included in viewport + render
937 * - these are always run since the depsgraph can't handle non-object data
938 * - these happen after objects are all done so that we can read in their final transform values,
939 * though this means that objects can't refer to scene info for guidance...
941 static void scene_update_drivers(Main *UNUSED(bmain), Scene *scene)
943 float ctime = BKE_curframe(scene);
946 if (scene->adt && scene->adt->drivers.first) {
947 BKE_animsys_evaluate_animdata(scene, &scene->id, scene->adt, ctime, ADT_RECALC_DRIVERS);
951 // TODO: what about world textures? but then those have nodes too...
953 ID *wid = (ID *)scene->world;
954 AnimData *adt= BKE_animdata_from_id(wid);
956 if (adt && adt->drivers.first)
957 BKE_animsys_evaluate_animdata(scene, wid, adt, ctime, ADT_RECALC_DRIVERS);
961 if (scene->nodetree) {
962 ID *nid = (ID *)scene->nodetree;
963 AnimData *adt= BKE_animdata_from_id(nid);
965 if (adt && adt->drivers.first)
966 BKE_animsys_evaluate_animdata(scene, nid, adt, ctime, ADT_RECALC_DRIVERS);
970 static void scene_update_tagged_recursive(Main *bmain, Scene *scene, Scene *scene_parent)
975 scene->customdata_mask= scene_parent->customdata_mask;
977 /* sets first, we allow per definition current scene to have
978 * dependencies on sets, but not the other way around. */
980 scene_update_tagged_recursive(bmain, scene->set, scene_parent);
983 for (base= scene->base.first; base; base= base->next) {
984 Object *ob= base->object;
986 object_handle_update(scene_parent, ob);
988 if (ob->dup_group && (ob->transflag & OB_DUPLIGROUP))
989 group_handle_recalc_and_update(scene_parent, ob, ob->dup_group);
991 /* always update layer, so that animating layers works */
995 /* scene drivers... */
996 scene_update_drivers(bmain, scene);
998 /* update sound system animation */
999 sound_update_scene(scene);
1002 /* this is called in main loop, doing tagged updates before redraw */
1003 void scene_update_tagged(Main *bmain, Scene *scene)
1005 /* keep this first */
1006 BLI_exec_cb(bmain, &scene->id, BLI_CB_EVT_SCENE_UPDATE_PRE);
1008 /* flush recalc flags to dependencies */
1009 DAG_ids_flush_tagged(bmain);
1011 scene->physics_settings.quick_cache_step= 0;
1013 /* update all objects: drivers, matrices, displists, etc. flags set
1014 * by depgraph or manual, no layer check here, gets correct flushed
1016 * in the future this should handle updates for all datablocks, not
1017 * only objects and scenes. - brecht */
1018 scene_update_tagged_recursive(bmain, scene, scene);
1020 /* extra call here to recalc scene animation (for sequencer) */
1022 AnimData *adt= BKE_animdata_from_id(&scene->id);
1023 float ctime = BKE_curframe(scene);
1025 if (adt && (adt->recalc & ADT_RECALC_ANIM))
1026 BKE_animsys_evaluate_animdata(scene, &scene->id, adt, ctime, 0);
1029 /* quick point cache updates */
1030 if (scene->physics_settings.quick_cache_step)
1031 BKE_ptcache_quick_cache_all(bmain, scene);
1033 /* notify editors and python about recalc */
1034 BLI_exec_cb(bmain, &scene->id, BLI_CB_EVT_SCENE_UPDATE_POST);
1035 DAG_ids_check_recalc(bmain, scene, FALSE);
1037 /* clear recalc flags */
1038 DAG_ids_clear_recalc(bmain);
1041 /* applies changes right away, does all sets too */
1042 void scene_update_for_newframe(Main *bmain, Scene *sce, unsigned int lay)
1044 float ctime = BKE_curframe(sce);
1047 /* keep this first */
1048 BLI_exec_cb(bmain, &sce->id, BLI_CB_EVT_FRAME_CHANGE_PRE);
1049 BLI_exec_cb(bmain, &sce->id, BLI_CB_EVT_SCENE_UPDATE_PRE);
1051 sound_set_cfra(sce->r.cfra);
1053 /* clear animation overrides */
1056 for (sce_iter= sce; sce_iter; sce_iter= sce_iter->set) {
1057 if (sce_iter->theDag==NULL)
1058 DAG_scene_sort(bmain, sce_iter);
1061 /* flush recalc flags to dependencies, if we were only changing a frame
1062 * this would not be necessary, but if a user or a script has modified
1063 * some datablock before scene_update_tagged was called, we need the flush */
1064 DAG_ids_flush_tagged(bmain);
1066 /* Following 2 functions are recursive
1067 * so don't call within 'scene_update_tagged_recursive' */
1068 DAG_scene_update_flags(bmain, sce, lay, TRUE); // only stuff that moves or needs display still
1070 /* All 'standard' (i.e. without any dependencies) animation is handled here,
1071 * with an 'local' to 'macro' order of evaluation. This should ensure that
1072 * settings stored nestled within a hierarchy (i.e. settings in a Texture block
1073 * can be overridden by settings from Scene, which owns the Texture through a hierarchy
1074 * such as Scene->World->MTex/Texture) can still get correctly overridden.
1076 BKE_animsys_evaluate_all_animation(bmain, sce, ctime);
1077 /*...done with recusrive funcs */
1079 /* object_handle_update() on all objects, groups and sets */
1080 scene_update_tagged_recursive(bmain, sce, sce);
1082 /* notify editors and python about recalc */
1083 BLI_exec_cb(bmain, &sce->id, BLI_CB_EVT_SCENE_UPDATE_POST);
1084 BLI_exec_cb(bmain, &sce->id, BLI_CB_EVT_FRAME_CHANGE_POST);
1086 DAG_ids_check_recalc(bmain, sce, TRUE);
1088 /* clear recalc flags */
1089 DAG_ids_clear_recalc(bmain);
1092 /* return default layer, also used to patch old files */
1093 SceneRenderLayer *scene_add_render_layer(Scene *sce, const char *name)
1095 SceneRenderLayer *srl;
1098 name= "RenderLayer";
1100 srl= MEM_callocN(sizeof(SceneRenderLayer), "new render layer");
1101 BLI_strncpy(srl->name, name, sizeof(srl->name));
1102 BLI_uniquename(&sce->r.layers, srl, "RenderLayer", '.', offsetof(SceneRenderLayer, name), sizeof(srl->name));
1103 BLI_addtail(&sce->r.layers, srl);
1105 /* note, this is also in render, pipeline.c, to make layer when scenedata doesnt have it */
1106 srl->lay= (1<<20) -1;
1107 srl->layflag= 0x7FFF; /* solid ztra halo edge strand */
1108 srl->passflag= SCE_PASS_COMBINED|SCE_PASS_Z;
1113 int scene_remove_render_layer(Main *bmain, Scene *scene, SceneRenderLayer *srl)
1115 const int act= BLI_findindex(&scene->r.layers, srl);
1121 else if ( (scene->r.layers.first == scene->r.layers.last) &&
1122 (scene->r.layers.first == srl))
1124 /* ensure 1 layer is kept */
1128 BLI_remlink(&scene->r.layers, srl);
1133 for (sce = bmain->scene.first; sce; sce = sce->id.next) {
1134 if (sce->nodetree) {
1136 for (node = sce->nodetree->nodes.first; node; node = node->next) {
1137 if (node->type==CMP_NODE_R_LAYERS && (Scene*)node->id==scene) {
1138 if (node->custom1==act)
1140 else if (node->custom1>act)
1150 /* render simplification */
1152 int get_render_subsurf_level(RenderData *r, int lvl)
1154 if (r->mode & R_SIMPLIFY)
1155 return MIN2(r->simplify_subsurf, lvl);
1160 int get_render_child_particle_number(RenderData *r, int num)
1162 if (r->mode & R_SIMPLIFY)
1163 return (int)(r->simplify_particles*num);
1168 int get_render_shadow_samples(RenderData *r, int samples)
1170 if ((r->mode & R_SIMPLIFY) && samples > 0)
1171 return MIN2(r->simplify_shadowsamples, samples);
1176 float get_render_aosss_error(RenderData *r, float error)
1178 if (r->mode & R_SIMPLIFY)
1179 return ((1.0f-r->simplify_aosss)*10.0f + 1.0f)*error;
1184 /* helper function for the SETLOOPER macro */
1185 Base *_setlooper_base_step(Scene **sce_iter, Base *base)
1187 if (base && base->next) {
1188 /* common case, step to the next */
1191 else if (base==NULL && (*sce_iter)->base.first) {
1192 /* first time looping, return the scenes first base */
1193 return (Base *)(*sce_iter)->base.first;
1196 /* reached the end, get the next base in the set */
1197 while ((*sce_iter= (*sce_iter)->set)) {
1198 base= (Base *)(*sce_iter)->base.first;
1208 int scene_use_new_shading_nodes(Scene *scene)
1210 RenderEngineType *type= RE_engines_find(scene->r.engine);
1211 return (type && type->flag & RE_USE_SHADING_NODES);