Cycles: svn merge -r39669:39870 https://svn.blender.org/svnroot/bf-blender/trunk...
[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 /** \file blender/blenkernel/intern/scene.c
33  *  \ingroup bke
34  */
35
36
37 #include <stddef.h>
38 #include <stdio.h>
39 #include <string.h>
40
41 #ifndef WIN32 
42 #include <unistd.h>
43 #else
44 #include <io.h>
45 #endif
46
47 #include "MEM_guardedalloc.h"
48
49 #include "DNA_anim_types.h"
50 #include "DNA_group_types.h"
51 #include "DNA_object_types.h"
52 #include "DNA_scene_types.h"
53 #include "DNA_screen_types.h"
54 #include "DNA_sequence_types.h"
55
56 #include "BLI_math.h"
57 #include "BLI_blenlib.h"
58 #include "BLI_utildefines.h"
59
60 #include "BKE_anim.h"
61 #include "BKE_animsys.h"
62 #include "BKE_depsgraph.h"
63 #include "BKE_global.h"
64 #include "BKE_group.h"
65 #include "BKE_idprop.h"
66 #include "BKE_library.h"
67 #include "BKE_main.h"
68 #include "BKE_node.h"
69 #include "BKE_object.h"
70 #include "BKE_paint.h"
71 #include "BKE_pointcache.h"
72 #include "BKE_scene.h"
73 #include "BKE_sequencer.h"
74 #include "BKE_world.h"
75
76 #include "BKE_sound.h"
77
78 //XXX #include "BIF_previewrender.h"
79 //XXX #include "BIF_editseq.h"
80
81 //XXX #include "nla.h"
82
83 #ifdef WIN32
84 #else
85 #include <sys/time.h>
86 #endif
87
88 void free_avicodecdata(AviCodecData *acd)
89 {
90         if (acd) {
91                 if (acd->lpFormat){
92                         MEM_freeN(acd->lpFormat);
93                         acd->lpFormat = NULL;
94                         acd->cbFormat = 0;
95                 }
96                 if (acd->lpParms){
97                         MEM_freeN(acd->lpParms);
98                         acd->lpParms = NULL;
99                         acd->cbParms = 0;
100                 }
101         }
102 }
103
104 void free_qtcodecdata(QuicktimeCodecData *qcd)
105 {
106         if (qcd) {
107                 if (qcd->cdParms){
108                         MEM_freeN(qcd->cdParms);
109                         qcd->cdParms = NULL;
110                         qcd->cdSize = 0;
111                 }
112         }
113 }
114
115 Scene *copy_scene(Scene *sce, int type)
116 {
117         Scene *scen;
118         ToolSettings *ts;
119         Base *base, *obase;
120         
121         if(type == SCE_COPY_EMPTY) {
122                 ListBase lb;
123                 scen= add_scene(sce->id.name+2);
124                 
125                 lb= scen->r.layers;
126                 scen->r= sce->r;
127                 scen->r.layers= lb;
128         }
129         else {
130                 scen= copy_libblock(sce);
131                 BLI_duplicatelist(&(scen->base), &(sce->base));
132                 
133                 clear_id_newpoins();
134                 
135                 id_us_plus((ID *)scen->world);
136                 id_us_plus((ID *)scen->set);
137                 id_us_plus((ID *)scen->gm.dome.warptext);
138
139                 scen->ed= NULL;
140                 scen->theDag= NULL;
141                 scen->obedit= NULL;
142                 scen->toolsettings= MEM_dupallocN(sce->toolsettings);
143                 scen->stats= NULL;
144                 scen->fps_info= NULL;
145
146                 ts= scen->toolsettings;
147                 if(ts) {
148                         if(ts->vpaint) {
149                                 ts->vpaint= MEM_dupallocN(ts->vpaint);
150                                 ts->vpaint->paintcursor= NULL;
151                                 ts->vpaint->vpaint_prev= NULL;
152                                 ts->vpaint->wpaint_prev= NULL;
153                                 copy_paint(&ts->vpaint->paint, &ts->vpaint->paint);
154                         }
155                         if(ts->wpaint) {
156                                 ts->wpaint= MEM_dupallocN(ts->wpaint);
157                                 ts->wpaint->paintcursor= NULL;
158                                 ts->wpaint->vpaint_prev= NULL;
159                                 ts->wpaint->wpaint_prev= NULL;
160                                 copy_paint(&ts->wpaint->paint, &ts->wpaint->paint);
161                         }
162                         if(ts->sculpt) {
163                                 ts->sculpt= MEM_dupallocN(ts->sculpt);
164                                 copy_paint(&ts->sculpt->paint, &ts->sculpt->paint);
165                         }
166
167                         copy_paint(&ts->imapaint.paint, &ts->imapaint.paint);
168                         ts->imapaint.paintcursor= NULL;
169
170                         ts->particle.paintcursor= NULL;
171                 }
172                 
173                 BLI_duplicatelist(&(scen->markers), &(sce->markers));
174                 BLI_duplicatelist(&(scen->transform_spaces), &(sce->transform_spaces));
175                 BLI_duplicatelist(&(scen->r.layers), &(sce->r.layers));
176                 BKE_keyingsets_copy(&(scen->keyingsets), &(sce->keyingsets));
177
178                 if(sce->nodetree) {
179                         scen->nodetree= ntreeCopyTree(sce->nodetree); /* copies actions */
180                         ntreeSwitchID(scen->nodetree, &sce->id, &scen->id);
181                 }
182
183                 obase= sce->base.first;
184                 base= scen->base.first;
185                 while(base) {
186                         id_us_plus(&base->object->id);
187                         if(obase==sce->basact) scen->basact= base;
188         
189                         obase= obase->next;
190                         base= base->next;
191                 }
192         }
193         
194         /* make a private copy of the avicodecdata */
195         if(sce->r.avicodecdata) {
196                 scen->r.avicodecdata = MEM_dupallocN(sce->r.avicodecdata);
197                 scen->r.avicodecdata->lpFormat = MEM_dupallocN(scen->r.avicodecdata->lpFormat);
198                 scen->r.avicodecdata->lpParms = MEM_dupallocN(scen->r.avicodecdata->lpParms);
199         }
200         
201         /* make a private copy of the qtcodecdata */
202         if(sce->r.qtcodecdata) {
203                 scen->r.qtcodecdata = MEM_dupallocN(sce->r.qtcodecdata);
204                 scen->r.qtcodecdata->cdParms = MEM_dupallocN(scen->r.qtcodecdata->cdParms);
205         }
206         
207         if(sce->r.ffcodecdata.properties) { /* intentionally check scen not sce. */
208                 scen->r.ffcodecdata.properties= IDP_CopyProperty(sce->r.ffcodecdata.properties);
209         }
210
211         /* NOTE: part of SCE_COPY_LINK_DATA and SCE_COPY_FULL operations
212          * are done outside of blenkernel with ED_objects_single_users! */
213
214         /*  camera */
215         if(type == SCE_COPY_LINK_DATA || type == SCE_COPY_FULL) {
216                 ID_NEW(scen->camera);
217         }
218         
219         /* before scene copy */
220         sound_create_scene(scen);
221
222         /* world */
223         if(type == SCE_COPY_FULL) {
224                 BKE_copy_animdata_id_action((ID *)scen);
225                 if(scen->world) {
226                         id_us_plus((ID *)scen->world);
227                         scen->world= copy_world(scen->world);
228                         BKE_copy_animdata_id_action((ID *)scen->world);
229                 }
230
231                 if(sce->ed) {
232                         scen->ed= MEM_callocN( sizeof(Editing), "addseq");
233                         scen->ed->seqbasep= &scen->ed->seqbase;
234                         seqbase_dupli_recursive(sce, scen, &scen->ed->seqbase, &sce->ed->seqbase, SEQ_DUPE_ALL);
235                 }
236         }
237
238         return scen;
239 }
240
241 /* do not free scene itself */
242 void free_scene(Scene *sce)
243 {
244         Base *base;
245
246         base= sce->base.first;
247         while(base) {
248                 base->object->id.us--;
249                 base= base->next;
250         }
251         /* do not free objects! */
252         
253         if(sce->gpd) {
254 #if 0   // removed since this can be invalid memory when freeing everything
255                 // since the grease pencil data is free'd before the scene.
256                 // since grease pencil data is not (yet?), shared between objects
257                 // its probably safe not to do this, some save and reload will free this.
258                 sce->gpd->id.us--;
259 #endif
260                 sce->gpd= NULL;
261         }
262
263         BLI_freelistN(&sce->base);
264         seq_free_editing(sce);
265
266         BKE_free_animdata((ID *)sce);
267         BKE_keyingsets_free(&sce->keyingsets);
268         
269         if (sce->r.avicodecdata) {
270                 free_avicodecdata(sce->r.avicodecdata);
271                 MEM_freeN(sce->r.avicodecdata);
272                 sce->r.avicodecdata = NULL;
273         }
274         if (sce->r.qtcodecdata) {
275                 free_qtcodecdata(sce->r.qtcodecdata);
276                 MEM_freeN(sce->r.qtcodecdata);
277                 sce->r.qtcodecdata = NULL;
278         }
279         if (sce->r.ffcodecdata.properties) {
280                 IDP_FreeProperty(sce->r.ffcodecdata.properties);
281                 MEM_freeN(sce->r.ffcodecdata.properties);
282                 sce->r.ffcodecdata.properties = NULL;
283         }
284         
285         BLI_freelistN(&sce->markers);
286         BLI_freelistN(&sce->transform_spaces);
287         BLI_freelistN(&sce->r.layers);
288         
289         if(sce->toolsettings) {
290                 if(sce->toolsettings->vpaint) {
291                         free_paint(&sce->toolsettings->vpaint->paint);
292                         MEM_freeN(sce->toolsettings->vpaint);
293                 }
294                 if(sce->toolsettings->wpaint) {
295                         free_paint(&sce->toolsettings->wpaint->paint);
296                         MEM_freeN(sce->toolsettings->wpaint);
297                 }
298                 if(sce->toolsettings->sculpt) {
299                         free_paint(&sce->toolsettings->sculpt->paint);
300                         MEM_freeN(sce->toolsettings->sculpt);
301                 }
302                 free_paint(&sce->toolsettings->imapaint.paint);
303
304                 MEM_freeN(sce->toolsettings);
305                 sce->toolsettings = NULL;       
306         }
307         
308         if (sce->theDag) {
309                 free_forest(sce->theDag);
310                 MEM_freeN(sce->theDag);
311         }
312         
313         if(sce->nodetree) {
314                 ntreeFreeTree(sce->nodetree);
315                 MEM_freeN(sce->nodetree);
316         }
317
318         if(sce->stats)
319                 MEM_freeN(sce->stats);
320         if(sce->fps_info)
321                 MEM_freeN(sce->fps_info);
322
323         sound_destroy_scene(sce);
324 }
325
326 Scene *add_scene(const char *name)
327 {
328         Main *bmain= G.main;
329         Scene *sce;
330         ParticleEditSettings *pset;
331         int a;
332
333         sce= alloc_libblock(&bmain->scene, ID_SCE, name);
334         sce->lay= sce->layact= 1;
335         
336         sce->r.mode= R_GAMMA|R_OSA|R_SHADOW|R_SSS|R_ENVMAP|R_RAYTRACE;
337         sce->r.cfra= 1;
338         sce->r.sfra= 1;
339         sce->r.efra= 250;
340         sce->r.frame_step= 1;
341         sce->r.xsch= 1920;
342         sce->r.ysch= 1080;
343         sce->r.xasp= 1;
344         sce->r.yasp= 1;
345         sce->r.xparts= 8;
346         sce->r.yparts= 8;
347         sce->r.mblur_samples= 1;
348         sce->r.filtertype= R_FILTER_MITCH;
349         sce->r.size= 50;
350         sce->r.planes= 24;
351         sce->r.imtype= R_PNG;
352         sce->r.quality= 90;
353         sce->r.displaymode= R_OUTPUT_AREA;
354         sce->r.framapto= 100;
355         sce->r.images= 100;
356         sce->r.framelen= 1.0;
357         sce->r.blurfac= 0.5;
358         sce->r.frs_sec= 24;
359         sce->r.frs_sec_base= 1;
360         sce->r.edgeint= 10;
361         sce->r.ocres = 128;
362         sce->r.color_mgt_flag |= R_COLOR_MANAGEMENT;
363         sce->r.gauss= 1.0;
364         
365         /* deprecated but keep for upwards compat */
366         sce->r.postgamma= 1.0;
367         sce->r.posthue= 0.0;
368         sce->r.postsat= 1.0;
369         
370         sce->r.bake_mode= 1;    /* prevent to include render stuff here */
371         sce->r.bake_filter= 2;
372         sce->r.bake_osa= 5;
373         sce->r.bake_flag= R_BAKE_CLEAR;
374         sce->r.bake_normal_space= R_BAKE_SPACE_TANGENT;
375         sce->r.scemode= R_DOCOMP|R_DOSEQ|R_EXTENSION;
376         sce->r.stamp= R_STAMP_TIME|R_STAMP_FRAME|R_STAMP_DATE|R_STAMP_CAMERA|R_STAMP_SCENE|R_STAMP_FILENAME|R_STAMP_RENDERTIME;
377         sce->r.stamp_font_id= 12;
378         sce->r.fg_stamp[0]= sce->r.fg_stamp[1]= sce->r.fg_stamp[2]= 0.8f;
379         sce->r.fg_stamp[3]= 1.0f;
380         sce->r.bg_stamp[0]= sce->r.bg_stamp[1]= sce->r.bg_stamp[2]= 0.0f;
381         sce->r.bg_stamp[3]= 0.25f;
382         sce->r.raytrace_options = R_RAYTRACE_USE_INSTANCES;
383
384         sce->r.seq_prev_type= OB_SOLID;
385         sce->r.seq_rend_type= OB_SOLID;
386         sce->r.seq_flag= R_SEQ_GL_PREV;
387
388         sce->r.threads= 1;
389
390         sce->r.simplify_subsurf= 6;
391         sce->r.simplify_particles= 1.0f;
392         sce->r.simplify_shadowsamples= 16;
393         sce->r.simplify_aosss= 1.0f;
394
395         sce->r.cineonblack= 95;
396         sce->r.cineonwhite= 685;
397         sce->r.cineongamma= 1.7f;
398
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;
403         
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;
422
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;
427
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;
442
443         sce->toolsettings->proportional_size = 1.0f;
444
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;
449
450         sce->unit.scale_length = 1.0f;
451
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;
455         pset->totrekey= 5;
456         pset->totaddkey= 5;
457         pset->brushtype= PE_BRUSH_NONE;
458         pset->draw_step= 2;
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;
466         }
467         pset->brush[PE_BRUSH_CUT].strength= 100;
468
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;
473
474         BLI_strncpy(sce->r.engine, "BLENDER_RENDER", sizeof(sce->r.engine));
475
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;
480
481         BLI_strncpy(sce->r.pic, U.renderdir, sizeof(sce->r.pic));
482
483         BLI_init_rctf(&sce->r.safety, 0.1f, 0.9f, 0.1f, 0.9f);
484         sce->r.osa= 8;
485
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);
488         
489         /* game data */
490         sce->gm.stereoflag = STEREO_NOSTEREO;
491         sce->gm.stereomode = STEREO_ANAGLYPH;
492         sce->gm.eyeseparation = 0.10;
493
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;
499
500         sce->gm.xplay= 640;
501         sce->gm.yplay= 480;
502         sce->gm.freqplay= 60;
503         sce->gm.depth= 32;
504
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;
513
514         sce->gm.flag = GAME_DISPLAY_LISTS;
515         sce->gm.matmode = GAME_MAT_MULTITEX;
516
517         sound_create_scene(sce);
518
519         return sce;
520 }
521
522 Base *object_in_scene(Object *ob, Scene *sce)
523 {
524         Base *base;
525         
526         base= sce->base.first;
527         while(base) {
528                 if(base->object == ob) return base;
529                 base= base->next;
530         }
531         return NULL;
532 }
533
534 void set_scene_bg(Main *bmain, Scene *scene)
535 {
536         Scene *sce;
537         Base *base;
538         Object *ob;
539         Group *group;
540         GroupObject *go;
541         int flag;
542         
543         /* check for cyclic sets, for reading old files but also for definite security (py?) */
544         scene_check_setscene(bmain, scene);
545         
546         /* can happen when switching modes in other scenes */
547         if(scene->obedit && !(scene->obedit->mode & OB_MODE_EDIT))
548                 scene->obedit= NULL;
549
550         /* deselect objects (for dataselect) */
551         for(ob= bmain->object.first; ob; ob= ob->id.next)
552                 ob->flag &= ~(SELECT|OB_FROMGROUP);
553
554         /* group flags again */
555         for(group= bmain->group.first; group; group= group->id.next) {
556                 go= group->gobject.first;
557                 while(go) {
558                         if(go->ob) go->ob->flag |= OB_FROMGROUP;
559                         go= go->next;
560                 }
561         }
562
563         /* sort baselist */
564         DAG_scene_sort(bmain, scene);
565         
566         /* ensure dags are built for sets */
567         for(sce= scene->set; sce; sce= sce->set)
568                 if(sce->theDag==NULL)
569                         DAG_scene_sort(bmain, sce);
570
571         /* copy layers and flags from bases to objects */
572         for(base= scene->base.first; base; base= base->next) {
573                 ob= base->object;
574                 ob->lay= base->lay;
575                 
576                 /* group patch... */
577                 base->flag &= ~(OB_FROMGROUP);
578                 flag= ob->flag & (OB_FROMGROUP);
579                 base->flag |= flag;
580                 
581                 /* not too nice... for recovering objects with lost data */
582                 //if(ob->pose==NULL) base->flag &= ~OB_POSEMODE;
583                 ob->flag= base->flag;
584                 
585                 ob->ctime= -1234567.0;  /* force ipo to be calculated later */
586         }
587         /* no full animation update, this to enable render code to work (render code calls own animation updates) */
588 }
589
590 /* called from creator.c */
591 Scene *set_scene_name(Main *bmain, const char *name)
592 {
593         Scene *sce= (Scene *)find_id("SC", name);
594         if(sce) {
595                 set_scene_bg(bmain, sce);
596                 printf("Scene switch: '%s' in file: '%s'\n", name, G.main->name);
597                 return sce;
598         }
599
600         printf("Can't find scene: '%s' in file: '%s'\n", name, G.main->name);
601         return NULL;
602 }
603
604 void unlink_scene(Main *bmain, Scene *sce, Scene *newsce)
605 {
606         Scene *sce1;
607         bScreen *sc;
608
609         /* check all sets */
610         for(sce1= bmain->scene.first; sce1; sce1= sce1->id.next)
611                 if(sce1->set == sce)
612                         sce1->set= NULL;
613         
614         /* check all sequences */
615         clear_scene_in_allseqs(bmain, sce);
616
617         /* check render layer nodes in other scenes */
618         clear_scene_in_nodes(bmain, sce);
619         
620         /* al screens */
621         for(sc= bmain->screen.first; sc; sc= sc->id.next)
622                 if(sc->scene == sce)
623                         sc->scene= newsce;
624
625         free_libblock(&bmain->scene, sce);
626 }
627
628 /* used by metaballs
629  * doesnt return the original duplicated object, only dupli's
630  */
631 int next_object(Scene **scene, int val, Base **base, Object **ob)
632 {
633         static ListBase *duplilist= NULL;
634         static DupliObject *dupob;
635         static int fase= F_START, in_next_object= 0;
636         int run_again=1;
637         
638         /* init */
639         if(val==0) {
640                 fase= F_START;
641                 dupob= NULL;
642                 
643                 /* XXX particle systems with metas+dupligroups call this recursively */
644                 /* see bug #18725 */
645                 if(in_next_object) {
646                         printf("ERROR: MetaBall generation called recursively, not supported\n");
647                         
648                         return F_ERROR;
649                 }
650         }
651         else {
652                 in_next_object= 1;
653                 
654                 /* run_again is set when a duplilist has been ended */
655                 while(run_again) {
656                         run_again= 0;
657
658                         /* the first base */
659                         if(fase==F_START) {
660                                 *base= (*scene)->base.first;
661                                 if(*base) {
662                                         *ob= (*base)->object;
663                                         fase= F_SCENE;
664                                 }
665                                 else {
666                                         /* exception: empty scene */
667                                         while((*scene)->set) {
668                                                 (*scene)= (*scene)->set;
669                                                 if((*scene)->base.first) {
670                                                         *base= (*scene)->base.first;
671                                                         *ob= (*base)->object;
672                                                         fase= F_SCENE;
673                                                         break;
674                                                 }
675                                         }
676                                 }
677                         }
678                         else {
679                                 if(*base && fase!=F_DUPLI) {
680                                         *base= (*base)->next;
681                                         if(*base) *ob= (*base)->object;
682                                         else {
683                                                 if(fase==F_SCENE) {
684                                                         /* (*scene) is finished, now do the set */
685                                                         while((*scene)->set) {
686                                                                 (*scene)= (*scene)->set;
687                                                                 if((*scene)->base.first) {
688                                                                         *base= (*scene)->base.first;
689                                                                         *ob= (*base)->object;
690                                                                         break;
691                                                                 }
692                                                         }
693                                                 }
694                                         }
695                                 }
696                         }
697                         
698                         if(*base == NULL) fase= F_START;
699                         else {
700                                 if(fase!=F_DUPLI) {
701                                         if( (*base)->object->transflag & OB_DUPLI) {
702                                                 /* groups cannot be duplicated for mballs yet, 
703                                                 this enters eternal loop because of 
704                                                 makeDispListMBall getting called inside of group_duplilist */
705                                                 if((*base)->object->dup_group == NULL) {
706                                                         duplilist= object_duplilist((*scene), (*base)->object);
707                                                         
708                                                         dupob= duplilist->first;
709
710                                                         if(!dupob)
711                                                                 free_object_duplilist(duplilist);
712                                                 }
713                                         }
714                                 }
715                                 /* handle dupli's */
716                                 if(dupob) {
717                                         
718                                         copy_m4_m4(dupob->ob->obmat, dupob->mat);
719                                         
720                                         (*base)->flag |= OB_FROMDUPLI;
721                                         *ob= dupob->ob;
722                                         fase= F_DUPLI;
723                                         
724                                         dupob= dupob->next;
725                                 }
726                                 else if(fase==F_DUPLI) {
727                                         fase= F_SCENE;
728                                         (*base)->flag &= ~OB_FROMDUPLI;
729                                         
730                                         for(dupob= duplilist->first; dupob; dupob= dupob->next) {
731                                                 copy_m4_m4(dupob->ob->obmat, dupob->omat);
732                                         }
733                                         
734                                         free_object_duplilist(duplilist);
735                                         duplilist= NULL;
736                                         run_again= 1;
737                                 }
738                         }
739                 }
740         }
741         
742         /* if(ob && *ob) {
743                 printf("Scene: '%s', '%s'\n", (*scene)->id.name+2, (*ob)->id.name+2);
744         } */
745
746         /* reset recursion test */
747         in_next_object= 0;
748         
749         return fase;
750 }
751
752 Object *scene_find_camera(Scene *sc)
753 {
754         Base *base;
755         
756         for (base= sc->base.first; base; base= base->next)
757                 if (base->object->type==OB_CAMERA)
758                         return base->object;
759
760         return NULL;
761 }
762
763 #ifdef DURIAN_CAMERA_SWITCH
764 Object *scene_camera_switch_find(Scene *scene)
765 {
766         TimeMarker *m;
767         int cfra = scene->r.cfra;
768         int frame = -(MAXFRAME + 1);
769         Object *camera= NULL;
770
771         for (m= scene->markers.first; m; m= m->next) {
772                 if(m->camera && (m->camera->restrictflag & OB_RESTRICT_RENDER)==0 && (m->frame <= cfra) && (m->frame > frame)) {
773                         camera= m->camera;
774                         frame= m->frame;
775
776                         if(frame == cfra)
777                                 break;
778
779                 }
780         }
781         return camera;
782 }
783 #endif
784
785 int scene_camera_switch_update(Scene *scene)
786 {
787 #ifdef DURIAN_CAMERA_SWITCH
788         Object *camera= scene_camera_switch_find(scene);
789         if(camera) {
790                 scene->camera= camera;
791                 return 1;
792         }
793 #endif
794         return 0;
795 }
796
797 char *scene_find_marker_name(Scene *scene, int frame)
798 {
799         ListBase *markers= &scene->markers;
800         TimeMarker *m1, *m2;
801
802         /* search through markers for match */
803         for (m1=markers->first, m2=markers->last; m1 && m2; m1=m1->next, m2=m2->prev) {
804                 if (m1->frame==frame)
805                         return m1->name;
806
807                 if (m1 == m2)
808                         break;
809
810                 if (m2->frame==frame)
811                         return m2->name;
812         }
813
814         return NULL;
815 }
816
817 /* return the current marker for this frame,
818 we can have more then 1 marker per frame, this just returns the first :/ */
819 char *scene_find_last_marker_name(Scene *scene, int frame)
820 {
821         TimeMarker *marker, *best_marker = NULL;
822         int best_frame = -MAXFRAME*2;
823         for (marker= scene->markers.first; marker; marker= marker->next) {
824                 if (marker->frame==frame) {
825                         return marker->name;
826                 }
827
828                 if ( marker->frame > best_frame && marker->frame < frame) {
829                         best_marker = marker;
830                         best_frame = marker->frame;
831                 }
832         }
833
834         return best_marker ? best_marker->name : NULL;
835 }
836
837
838 Base *scene_add_base(Scene *sce, Object *ob)
839 {
840         Base *b= MEM_callocN(sizeof(*b), "scene_add_base");
841         BLI_addhead(&sce->base, b);
842
843         b->object= ob;
844         b->flag= ob->flag;
845         b->lay= ob->lay;
846
847         return b;
848 }
849
850 void scene_deselect_all(Scene *sce)
851 {
852         Base *b;
853
854         for (b= sce->base.first; b; b= b->next) {
855                 b->flag&= ~SELECT;
856                 b->object->flag= b->flag;
857         }
858 }
859
860 void scene_select_base(Scene *sce, Base *selbase)
861 {
862         scene_deselect_all(sce);
863
864         selbase->flag |= SELECT;
865         selbase->object->flag= selbase->flag;
866
867         sce->basact= selbase;
868 }
869
870 /* checks for cycle, returns 1 if it's all OK */
871 int scene_check_setscene(Main *bmain, Scene *sce)
872 {
873         Scene *scene;
874         int a, totscene;
875         
876         if(sce->set==NULL) return 1;
877         
878         totscene= 0;
879         for(scene= bmain->scene.first; scene; scene= scene->id.next)
880                 totscene++;
881         
882         for(a=0, scene=sce; scene->set; scene=scene->set, a++) {
883                 /* more iterations than scenes means we have a cycle */
884                 if(a > totscene) {
885                         /* the tested scene gets zero'ed, that's typically current scene */
886                         sce->set= NULL;
887                         return 0;
888                 }
889         }
890
891         return 1;
892 }
893
894 /* This function is needed to cope with fractional frames - including two Blender rendering features
895 * mblur (motion blur that renders 'subframes' and blurs them together), and fields rendering. */
896
897 /* see also bsystem_time in object.c */
898 float BKE_curframe(Scene *scene)
899 {
900         float ctime = scene->r.cfra;
901         ctime+= scene->r.subframe;
902         ctime*= scene->r.framelen;      
903
904         return ctime;
905 }
906
907 /* drivers support/hacks 
908  *      - this method is called from scene_update_tagged_recursive(), so gets included in viewport + render
909  *      - these are always run since the depsgraph can't handle non-object data
910  *      - these happen after objects are all done so that we can read in their final transform values,
911  *        though this means that objects can't refer to scene info for guidance...
912  */
913 static void scene_update_drivers(Main *UNUSED(bmain), Scene *scene)
914 {
915         float ctime = BKE_curframe(scene);
916         
917         /* scene itself */
918         if (scene->adt && scene->adt->drivers.first) {
919                 BKE_animsys_evaluate_animdata(scene, &scene->id, scene->adt, ctime, ADT_RECALC_DRIVERS);
920         }
921         
922         /* world */
923         // TODO: what about world textures? but then those have nodes too...
924         if (scene->world) {
925                 ID *wid = (ID *)scene->world;
926                 AnimData *adt= BKE_animdata_from_id(wid);
927                 
928                 if (adt && adt->drivers.first)
929                         BKE_animsys_evaluate_animdata(scene, wid, adt, ctime, ADT_RECALC_DRIVERS);
930         }
931         
932         /* nodes */
933         if (scene->nodetree) {
934                 ID *nid = (ID *)scene->nodetree;
935                 AnimData *adt= BKE_animdata_from_id(nid);
936                 
937                 if (adt && adt->drivers.first)
938                         BKE_animsys_evaluate_animdata(scene, nid, adt, ctime, ADT_RECALC_DRIVERS);
939         }
940 }
941
942 static void scene_update_tagged_recursive(Main *bmain, Scene *scene, Scene *scene_parent)
943 {
944         Base *base;
945         
946         
947         scene->customdata_mask= scene_parent->customdata_mask;
948
949         /* sets first, we allow per definition current scene to have
950            dependencies on sets, but not the other way around. */
951         if (scene->set)
952                 scene_update_tagged_recursive(bmain, scene->set, scene_parent);
953         
954         /* scene objects */
955         for (base= scene->base.first; base; base= base->next) {
956                 Object *ob= base->object;
957                 
958                 object_handle_update(scene_parent, ob);
959                 
960                 if(ob->dup_group && (ob->transflag & OB_DUPLIGROUP))
961                         group_handle_recalc_and_update(scene_parent, ob, ob->dup_group);
962                         
963                 /* always update layer, so that animating layers works */
964                 base->lay= ob->lay;
965         }
966         
967         /* scene drivers... */
968         scene_update_drivers(bmain, scene);
969
970         /* update sound system animation */
971         sound_update_scene(scene);
972 }
973
974 /* this is called in main loop, doing tagged updates before redraw */
975 void scene_update_tagged(Main *bmain, Scene *scene)
976 {
977         DAG_ids_flush_tagged(bmain);
978
979         scene->physics_settings.quick_cache_step= 0;
980
981         /* update all objects: drivers, matrices, displists, etc. flags set
982            by depgraph or manual, no layer check here, gets correct flushed */
983
984         scene_update_tagged_recursive(bmain, scene, scene);
985
986         /* recalc scene animation data here (for sequencer) */
987         {
988                 AnimData *adt= BKE_animdata_from_id(&scene->id);
989                 float ctime = BKE_curframe(scene);
990                 
991                 if (adt && (adt->recalc & ADT_RECALC_ANIM))
992                         BKE_animsys_evaluate_animdata(scene, &scene->id, adt, ctime, 0);
993         }
994         
995         if (scene->physics_settings.quick_cache_step)
996                 BKE_ptcache_quick_cache_all(bmain, scene);
997
998         DAG_ids_check_recalc(bmain);
999
1000         /* in the future this should handle updates for all datablocks, not
1001            only objects and scenes. - brecht */
1002 }
1003
1004 void scene_clear_tagged(Main *bmain, Scene *UNUSED(scene))
1005 {
1006         DAG_ids_clear_recalc(bmain);
1007 }
1008
1009 /* applies changes right away, does all sets too */
1010 void scene_update_for_newframe(Main *bmain, Scene *sce, unsigned int lay)
1011 {
1012         float ctime = BKE_curframe(sce);
1013         Scene *sce_iter;
1014
1015         sound_set_cfra(sce->r.cfra);
1016         
1017         /* clear animation overrides */
1018         // XXX TODO...
1019
1020         for(sce_iter= sce; sce_iter; sce_iter= sce_iter->set) {
1021                 if(sce_iter->theDag==NULL)
1022                         DAG_scene_sort(bmain, sce_iter);
1023         }
1024
1025
1026         /* Following 2 functions are recursive
1027          * so dont call within 'scene_update_tagged_recursive' */
1028         DAG_scene_update_flags(bmain, sce, lay, TRUE);   // only stuff that moves or needs display still
1029
1030         /* All 'standard' (i.e. without any dependencies) animation is handled here,
1031          * with an 'local' to 'macro' order of evaluation. This should ensure that
1032          * settings stored nestled within a hierarchy (i.e. settings in a Texture block
1033          * can be overridden by settings from Scene, which owns the Texture through a hierarchy
1034          * such as Scene->World->MTex/Texture) can still get correctly overridden.
1035          */
1036         BKE_animsys_evaluate_all_animation(bmain, sce, ctime);
1037         /*...done with recusrive funcs */
1038
1039         /* object_handle_update() on all objects, groups and sets */
1040         scene_update_tagged_recursive(bmain, sce, sce);
1041 }
1042
1043 /* return default layer, also used to patch old files */
1044 void scene_add_render_layer(Scene *sce)
1045 {
1046         SceneRenderLayer *srl;
1047 //      int tot= 1 + BLI_countlist(&sce->r.layers);
1048         
1049         srl= MEM_callocN(sizeof(SceneRenderLayer), "new render layer");
1050         strcpy(srl->name, "RenderLayer");
1051         BLI_uniquename(&sce->r.layers, srl, "RenderLayer", '.', offsetof(SceneRenderLayer, name), sizeof(srl->name));
1052         BLI_addtail(&sce->r.layers, srl);
1053
1054         /* note, this is also in render, pipeline.c, to make layer when scenedata doesnt have it */
1055         srl->lay= (1<<20) -1;
1056         srl->layflag= 0x7FFF;   /* solid ztra halo edge strand */
1057         srl->passflag= SCE_PASS_COMBINED|SCE_PASS_Z;
1058 }
1059
1060 /* render simplification */
1061
1062 int get_render_subsurf_level(RenderData *r, int lvl)
1063 {
1064         if(r->mode & R_SIMPLIFY)
1065                 return MIN2(r->simplify_subsurf, lvl);
1066         else
1067                 return lvl;
1068 }
1069
1070 int get_render_child_particle_number(RenderData *r, int num)
1071 {
1072         if(r->mode & R_SIMPLIFY)
1073                 return (int)(r->simplify_particles*num);
1074         else
1075                 return num;
1076 }
1077
1078 int get_render_shadow_samples(RenderData *r, int samples)
1079 {
1080         if((r->mode & R_SIMPLIFY) && samples > 0)
1081                 return MIN2(r->simplify_shadowsamples, samples);
1082         else
1083                 return samples;
1084 }
1085
1086 float get_render_aosss_error(RenderData *r, float error)
1087 {
1088         if(r->mode & R_SIMPLIFY)
1089                 return ((1.0f-r->simplify_aosss)*10.0f + 1.0f)*error;
1090         else
1091                 return error;
1092 }
1093
1094 /* helper function for the SETLOOPER macro */
1095 Base *_setlooper_base_step(Scene **sce_iter, Base *base)
1096 {
1097         if(base && base->next) {
1098                 /* common case, step to the next */
1099                 return base->next;
1100         }
1101         else if(base==NULL && (*sce_iter)->base.first) {
1102                 /* first time looping, return the scenes first base */
1103                 return (Base *)(*sce_iter)->base.first;
1104         }
1105         else {
1106                 /* reached the end, get the next base in the set */
1107                 while((*sce_iter= (*sce_iter)->set)) {
1108                         base= (Base *)(*sce_iter)->base.first;
1109                         if(base) {
1110                                 return base;
1111                         }
1112                 }
1113         }
1114
1115         return NULL;
1116 }
1117
1118 int scene_use_new_shading_system(Scene *scene)
1119 {
1120         return (strcmp(scene->r.engine, "CYCLES") == 0);
1121 }
1122