Merged changes in the trunk up to revision 40520.
[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 #include "FRS_freestyle_config.h"
82
83 //XXX #include "nla.h"
84
85 #ifdef WIN32
86 #else
87 #include <sys/time.h>
88 #endif
89
90 void free_avicodecdata(AviCodecData *acd)
91 {
92         if (acd) {
93                 if (acd->lpFormat){
94                         MEM_freeN(acd->lpFormat);
95                         acd->lpFormat = NULL;
96                         acd->cbFormat = 0;
97                 }
98                 if (acd->lpParms){
99                         MEM_freeN(acd->lpParms);
100                         acd->lpParms = NULL;
101                         acd->cbParms = 0;
102                 }
103         }
104 }
105
106 void free_qtcodecdata(QuicktimeCodecData *qcd)
107 {
108         if (qcd) {
109                 if (qcd->cdParms){
110                         MEM_freeN(qcd->cdParms);
111                         qcd->cdParms = NULL;
112                         qcd->cdSize = 0;
113                 }
114         }
115 }
116
117 Scene *copy_scene(Scene *sce, int type)
118 {
119         Scene *scen;
120         ToolSettings *ts;
121         Base *base, *obase;
122         
123         if(type == SCE_COPY_EMPTY) {
124                 ListBase lb;
125                 scen= add_scene(sce->id.name+2);
126                 
127                 lb= scen->r.layers;
128                 scen->r= sce->r;
129                 scen->r.layers= lb;
130         }
131         else {
132                 scen= copy_libblock(sce);
133                 BLI_duplicatelist(&(scen->base), &(sce->base));
134                 
135                 clear_id_newpoins();
136                 
137                 id_us_plus((ID *)scen->world);
138                 id_us_plus((ID *)scen->set);
139                 id_us_plus((ID *)scen->gm.dome.warptext);
140
141                 scen->ed= NULL;
142                 scen->theDag= NULL;
143                 scen->obedit= NULL;
144                 scen->toolsettings= MEM_dupallocN(sce->toolsettings);
145                 scen->stats= NULL;
146                 scen->fps_info= NULL;
147
148                 ts= scen->toolsettings;
149                 if(ts) {
150                         if(ts->vpaint) {
151                                 ts->vpaint= MEM_dupallocN(ts->vpaint);
152                                 ts->vpaint->paintcursor= NULL;
153                                 ts->vpaint->vpaint_prev= NULL;
154                                 ts->vpaint->wpaint_prev= NULL;
155                                 copy_paint(&ts->vpaint->paint, &ts->vpaint->paint);
156                         }
157                         if(ts->wpaint) {
158                                 ts->wpaint= MEM_dupallocN(ts->wpaint);
159                                 ts->wpaint->paintcursor= NULL;
160                                 ts->wpaint->vpaint_prev= NULL;
161                                 ts->wpaint->wpaint_prev= NULL;
162                                 copy_paint(&ts->wpaint->paint, &ts->wpaint->paint);
163                         }
164                         if(ts->sculpt) {
165                                 ts->sculpt= MEM_dupallocN(ts->sculpt);
166                                 copy_paint(&ts->sculpt->paint, &ts->sculpt->paint);
167                         }
168
169                         copy_paint(&ts->imapaint.paint, &ts->imapaint.paint);
170                         ts->imapaint.paintcursor= NULL;
171
172                         ts->particle.paintcursor= NULL;
173                 }
174                 
175                 BLI_duplicatelist(&(scen->markers), &(sce->markers));
176                 BLI_duplicatelist(&(scen->transform_spaces), &(sce->transform_spaces));
177                 BLI_duplicatelist(&(scen->r.layers), &(sce->r.layers));
178                 BKE_keyingsets_copy(&(scen->keyingsets), &(sce->keyingsets));
179
180                 if(sce->nodetree) {
181                         scen->nodetree= ntreeCopyTree(sce->nodetree); /* copies actions */
182                         ntreeSwitchID(scen->nodetree, &sce->id, &scen->id);
183                 }
184
185                 obase= sce->base.first;
186                 base= scen->base.first;
187                 while(base) {
188                         id_us_plus(&base->object->id);
189                         if(obase==sce->basact) scen->basact= base;
190         
191                         obase= obase->next;
192                         base= base->next;
193                 }
194         }
195         
196         /* make a private copy of the avicodecdata */
197         if(sce->r.avicodecdata) {
198                 scen->r.avicodecdata = MEM_dupallocN(sce->r.avicodecdata);
199                 scen->r.avicodecdata->lpFormat = MEM_dupallocN(scen->r.avicodecdata->lpFormat);
200                 scen->r.avicodecdata->lpParms = MEM_dupallocN(scen->r.avicodecdata->lpParms);
201         }
202         
203         /* make a private copy of the qtcodecdata */
204         if(sce->r.qtcodecdata) {
205                 scen->r.qtcodecdata = MEM_dupallocN(sce->r.qtcodecdata);
206                 scen->r.qtcodecdata->cdParms = MEM_dupallocN(scen->r.qtcodecdata->cdParms);
207         }
208         
209         if(sce->r.ffcodecdata.properties) { /* intentionally check scen not sce. */
210                 scen->r.ffcodecdata.properties= IDP_CopyProperty(sce->r.ffcodecdata.properties);
211         }
212
213         /* NOTE: part of SCE_COPY_LINK_DATA and SCE_COPY_FULL operations
214          * are done outside of blenkernel with ED_objects_single_users! */
215
216         /*  camera */
217         if(type == SCE_COPY_LINK_DATA || type == SCE_COPY_FULL) {
218                 ID_NEW(scen->camera);
219         }
220         
221         /* before scene copy */
222         sound_create_scene(scen);
223
224         /* world */
225         if(type == SCE_COPY_FULL) {
226                 BKE_copy_animdata_id_action((ID *)scen);
227                 if(scen->world) {
228                         id_us_plus((ID *)scen->world);
229                         scen->world= copy_world(scen->world);
230                         BKE_copy_animdata_id_action((ID *)scen->world);
231                 }
232
233                 if(sce->ed) {
234                         scen->ed= MEM_callocN( sizeof(Editing), "addseq");
235                         scen->ed->seqbasep= &scen->ed->seqbase;
236                         seqbase_dupli_recursive(sce, scen, &scen->ed->seqbase, &sce->ed->seqbase, SEQ_DUPE_ALL);
237                 }
238         }
239
240         return scen;
241 }
242
243 /* do not free scene itself */
244 void free_scene(Scene *sce)
245 {
246         Base *base;
247         SceneRenderLayer *srl;
248         
249         base= sce->base.first;
250         while(base) {
251                 base->object->id.us--;
252                 base= base->next;
253         }
254         /* do not free objects! */
255         
256         if(sce->gpd) {
257 #if 0   // removed since this can be invalid memory when freeing everything
258                 // since the grease pencil data is free'd before the scene.
259                 // since grease pencil data is not (yet?), shared between objects
260                 // its probably safe not to do this, some save and reload will free this.
261                 sce->gpd->id.us--;
262 #endif
263                 sce->gpd= NULL;
264         }
265
266         BLI_freelistN(&sce->base);
267         seq_free_editing(sce);
268
269         BKE_free_animdata((ID *)sce);
270         BKE_keyingsets_free(&sce->keyingsets);
271         
272         if (sce->r.avicodecdata) {
273                 free_avicodecdata(sce->r.avicodecdata);
274                 MEM_freeN(sce->r.avicodecdata);
275                 sce->r.avicodecdata = NULL;
276         }
277         if (sce->r.qtcodecdata) {
278                 free_qtcodecdata(sce->r.qtcodecdata);
279                 MEM_freeN(sce->r.qtcodecdata);
280                 sce->r.qtcodecdata = NULL;
281         }
282         if (sce->r.ffcodecdata.properties) {
283                 IDP_FreeProperty(sce->r.ffcodecdata.properties);
284                 MEM_freeN(sce->r.ffcodecdata.properties);
285                 sce->r.ffcodecdata.properties = NULL;
286         }
287         
288         for(srl= sce->r.layers.first; srl; srl= srl->next) {
289                 FRS_free_freestyle_config(srl);
290         }
291         
292         BLI_freelistN(&sce->markers);
293         BLI_freelistN(&sce->transform_spaces);
294         BLI_freelistN(&sce->r.layers);
295         
296         if(sce->toolsettings) {
297                 if(sce->toolsettings->vpaint) {
298                         free_paint(&sce->toolsettings->vpaint->paint);
299                         MEM_freeN(sce->toolsettings->vpaint);
300                 }
301                 if(sce->toolsettings->wpaint) {
302                         free_paint(&sce->toolsettings->wpaint->paint);
303                         MEM_freeN(sce->toolsettings->wpaint);
304                 }
305                 if(sce->toolsettings->sculpt) {
306                         free_paint(&sce->toolsettings->sculpt->paint);
307                         MEM_freeN(sce->toolsettings->sculpt);
308                 }
309                 free_paint(&sce->toolsettings->imapaint.paint);
310
311                 MEM_freeN(sce->toolsettings);
312                 sce->toolsettings = NULL;       
313         }
314         
315         if (sce->theDag) {
316                 free_forest(sce->theDag);
317                 MEM_freeN(sce->theDag);
318         }
319         
320         if(sce->nodetree) {
321                 ntreeFreeTree(sce->nodetree);
322                 MEM_freeN(sce->nodetree);
323         }
324
325         if(sce->stats)
326                 MEM_freeN(sce->stats);
327         if(sce->fps_info)
328                 MEM_freeN(sce->fps_info);
329
330         sound_destroy_scene(sce);
331 }
332
333 Scene *add_scene(const char *name)
334 {
335         Main *bmain= G.main;
336         Scene *sce;
337         ParticleEditSettings *pset;
338         int a;
339
340         sce= alloc_libblock(&bmain->scene, ID_SCE, name);
341         sce->lay= sce->layact= 1;
342         
343         sce->r.mode= R_GAMMA|R_OSA|R_SHADOW|R_SSS|R_ENVMAP|R_RAYTRACE;
344         sce->r.cfra= 1;
345         sce->r.sfra= 1;
346         sce->r.efra= 250;
347         sce->r.frame_step= 1;
348         sce->r.xsch= 1920;
349         sce->r.ysch= 1080;
350         sce->r.xasp= 1;
351         sce->r.yasp= 1;
352         sce->r.xparts= 8;
353         sce->r.yparts= 8;
354         sce->r.mblur_samples= 1;
355         sce->r.filtertype= R_FILTER_MITCH;
356         sce->r.size= 50;
357         sce->r.planes= 24;
358         sce->r.imtype= R_PNG;
359         sce->r.quality= 90;
360         sce->r.displaymode= R_OUTPUT_AREA;
361         sce->r.framapto= 100;
362         sce->r.images= 100;
363         sce->r.framelen= 1.0;
364         sce->r.blurfac= 0.5;
365         sce->r.frs_sec= 24;
366         sce->r.frs_sec_base= 1;
367         sce->r.edgeint= 10;
368         sce->r.ocres = 128;
369         sce->r.color_mgt_flag |= R_COLOR_MANAGEMENT;
370         sce->r.gauss= 1.0;
371         
372         /* deprecated but keep for upwards compat */
373         sce->r.postgamma= 1.0;
374         sce->r.posthue= 0.0;
375         sce->r.postsat= 1.0;
376         
377         sce->r.bake_mode= 1;    /* prevent to include render stuff here */
378         sce->r.bake_filter= 2;
379         sce->r.bake_osa= 5;
380         sce->r.bake_flag= R_BAKE_CLEAR;
381         sce->r.bake_normal_space= R_BAKE_SPACE_TANGENT;
382         sce->r.scemode= R_DOCOMP|R_DOSEQ|R_EXTENSION;
383         sce->r.stamp= R_STAMP_TIME|R_STAMP_FRAME|R_STAMP_DATE|R_STAMP_CAMERA|R_STAMP_SCENE|R_STAMP_FILENAME|R_STAMP_RENDERTIME;
384         sce->r.stamp_font_id= 12;
385         sce->r.fg_stamp[0]= sce->r.fg_stamp[1]= sce->r.fg_stamp[2]= 0.8f;
386         sce->r.fg_stamp[3]= 1.0f;
387         sce->r.bg_stamp[0]= sce->r.bg_stamp[1]= sce->r.bg_stamp[2]= 0.0f;
388         sce->r.bg_stamp[3]= 0.25f;
389         sce->r.raytrace_options = R_RAYTRACE_USE_INSTANCES;
390
391         sce->r.seq_prev_type= OB_SOLID;
392         sce->r.seq_rend_type= OB_SOLID;
393         sce->r.seq_flag= R_SEQ_GL_PREV;
394
395         sce->r.threads= 1;
396
397         sce->r.simplify_subsurf= 6;
398         sce->r.simplify_particles= 1.0f;
399         sce->r.simplify_shadowsamples= 16;
400         sce->r.simplify_aosss= 1.0f;
401
402         sce->r.cineonblack= 95;
403         sce->r.cineonwhite= 685;
404         sce->r.cineongamma= 1.7f;
405
406         sce->r.border.xmin= 0.0f;
407         sce->r.border.ymin= 0.0f;
408         sce->r.border.xmax= 1.0f;
409         sce->r.border.ymax= 1.0f;
410         
411         sce->toolsettings = MEM_callocN(sizeof(struct ToolSettings),"Tool Settings Struct");
412         sce->toolsettings->cornertype=1;
413         sce->toolsettings->degr = 90; 
414         sce->toolsettings->step = 9;
415         sce->toolsettings->turn = 1;                            
416         sce->toolsettings->extr_offs = 1; 
417         sce->toolsettings->doublimit = 0.001;
418         sce->toolsettings->segments = 32;
419         sce->toolsettings->rings = 32;
420         sce->toolsettings->vertices = 32;
421         sce->toolsettings->editbutflag = 1;
422         sce->toolsettings->uvcalc_radius = 1.0f;
423         sce->toolsettings->uvcalc_cubesize = 1.0f;
424         sce->toolsettings->uvcalc_mapdir = 1;
425         sce->toolsettings->uvcalc_mapalign = 1;
426         sce->toolsettings->unwrapper = 1;
427         sce->toolsettings->select_thresh= 0.01f;
428         sce->toolsettings->jointrilimit = 0.8f;
429
430         sce->toolsettings->selectmode= SCE_SELECT_VERTEX;
431         sce->toolsettings->uv_selectmode= UV_SELECT_VERTEX;
432         sce->toolsettings->normalsize= 0.1;
433         sce->toolsettings->autokey_mode= U.autokey_mode;
434
435         sce->toolsettings->skgen_resolution = 100;
436         sce->toolsettings->skgen_threshold_internal     = 0.01f;
437         sce->toolsettings->skgen_threshold_external     = 0.01f;
438         sce->toolsettings->skgen_angle_limit                    = 45.0f;
439         sce->toolsettings->skgen_length_ratio                   = 1.3f;
440         sce->toolsettings->skgen_length_limit                   = 1.5f;
441         sce->toolsettings->skgen_correlation_limit              = 0.98f;
442         sce->toolsettings->skgen_symmetry_limit                 = 0.1f;
443         sce->toolsettings->skgen_postpro = SKGEN_SMOOTH;
444         sce->toolsettings->skgen_postpro_passes = 1;
445         sce->toolsettings->skgen_options = SKGEN_FILTER_INTERNAL|SKGEN_FILTER_EXTERNAL|SKGEN_FILTER_SMART|SKGEN_HARMONIC|SKGEN_SUB_CORRELATION|SKGEN_STICK_TO_EMBEDDING;
446         sce->toolsettings->skgen_subdivisions[0] = SKGEN_SUB_CORRELATION;
447         sce->toolsettings->skgen_subdivisions[1] = SKGEN_SUB_LENGTH;
448         sce->toolsettings->skgen_subdivisions[2] = SKGEN_SUB_ANGLE;
449
450         sce->toolsettings->proportional_size = 1.0f;
451
452         sce->physics_settings.gravity[0] = 0.0f;
453         sce->physics_settings.gravity[1] = 0.0f;
454         sce->physics_settings.gravity[2] = -9.81f;
455         sce->physics_settings.flag = PHYS_GLOBAL_GRAVITY;
456
457         sce->unit.scale_length = 1.0f;
458
459         pset= &sce->toolsettings->particle;
460         pset->flag= PE_KEEP_LENGTHS|PE_LOCK_FIRST|PE_DEFLECT_EMITTER|PE_AUTO_VELOCITY;
461         pset->emitterdist= 0.25f;
462         pset->totrekey= 5;
463         pset->totaddkey= 5;
464         pset->brushtype= PE_BRUSH_NONE;
465         pset->draw_step= 2;
466         pset->fade_frames= 2;
467         pset->selectmode= SCE_SELECT_PATH;
468         for(a=0; a<PE_TOT_BRUSH; a++) {
469                 pset->brush[a].strength= 0.5;
470                 pset->brush[a].size= 50;
471                 pset->brush[a].step= 10;
472                 pset->brush[a].count= 10;
473         }
474         pset->brush[PE_BRUSH_CUT].strength= 100;
475
476         sce->r.ffcodecdata.audio_mixrate = 44100;
477         sce->r.ffcodecdata.audio_volume = 1.0f;
478         sce->r.ffcodecdata.audio_bitrate = 192;
479         sce->r.ffcodecdata.audio_channels = 2;
480
481         BLI_strncpy(sce->r.engine, "BLENDER_RENDER", sizeof(sce->r.engine));
482
483         sce->audio.distance_model = 2.0f;
484         sce->audio.doppler_factor = 1.0f;
485         sce->audio.speed_of_sound = 343.3f;
486         sce->audio.volume = 1.0f;
487
488         BLI_strncpy(sce->r.pic, U.renderdir, sizeof(sce->r.pic));
489
490         BLI_init_rctf(&sce->r.safety, 0.1f, 0.9f, 0.1f, 0.9f);
491         sce->r.osa= 8;
492
493         /* note; in header_info.c the scene copy happens..., if you add more to renderdata it has to be checked there */
494         scene_add_render_layer(sce);
495         
496         /* game data */
497         sce->gm.stereoflag = STEREO_NOSTEREO;
498         sce->gm.stereomode = STEREO_ANAGLYPH;
499         sce->gm.eyeseparation = 0.10;
500
501         sce->gm.dome.angle = 180;
502         sce->gm.dome.mode = DOME_FISHEYE;
503         sce->gm.dome.res = 4;
504         sce->gm.dome.resbuf = 1.0f;
505         sce->gm.dome.tilt = 0;
506
507         sce->gm.xplay= 640;
508         sce->gm.yplay= 480;
509         sce->gm.freqplay= 60;
510         sce->gm.depth= 32;
511
512         sce->gm.gravity= 9.8f;
513         sce->gm.physicsEngine= WOPHY_BULLET;
514         sce->gm.mode = 32; //XXX ugly harcoding, still not sure we should drop mode. 32 == 1 << 5 == use_occlusion_culling 
515         sce->gm.occlusionRes = 128;
516         sce->gm.ticrate = 60;
517         sce->gm.maxlogicstep = 5;
518         sce->gm.physubstep = 1;
519         sce->gm.maxphystep = 5;
520
521         sce->gm.flag = GAME_DISPLAY_LISTS;
522         sce->gm.matmode = GAME_MAT_MULTITEX;
523
524         sce->gm.obstacleSimulation= OBSTSIMULATION_NONE;
525         sce->gm.levelHeight = 2.f;
526
527         sce->gm.recastData.cellsize = 0.3f;
528         sce->gm.recastData.cellheight = 0.2f;
529         sce->gm.recastData.agentmaxslope = M_PI/2;
530         sce->gm.recastData.agentmaxclimb = 0.9f;
531         sce->gm.recastData.agentheight = 2.0f;
532         sce->gm.recastData.agentradius = 0.6f;
533         sce->gm.recastData.edgemaxlen = 12.0f;
534         sce->gm.recastData.edgemaxerror = 1.3f;
535         sce->gm.recastData.regionminsize = 50.f;
536         sce->gm.recastData.regionmergesize = 20.f;
537         sce->gm.recastData.vertsperpoly = 6;
538         sce->gm.recastData.detailsampledist = 6.0f;
539         sce->gm.recastData.detailsamplemaxerror = 1.0f;
540
541         sound_create_scene(sce);
542
543         return sce;
544 }
545
546 Base *object_in_scene(Object *ob, Scene *sce)
547 {
548         Base *base;
549         
550         base= sce->base.first;
551         while(base) {
552                 if(base->object == ob) return base;
553                 base= base->next;
554         }
555         return NULL;
556 }
557
558 void set_scene_bg(Main *bmain, Scene *scene)
559 {
560         Scene *sce;
561         Base *base;
562         Object *ob;
563         Group *group;
564         GroupObject *go;
565         int flag;
566         
567         /* check for cyclic sets, for reading old files but also for definite security (py?) */
568         scene_check_setscene(bmain, scene);
569         
570         /* can happen when switching modes in other scenes */
571         if(scene->obedit && !(scene->obedit->mode & OB_MODE_EDIT))
572                 scene->obedit= NULL;
573
574         /* deselect objects (for dataselect) */
575         for(ob= bmain->object.first; ob; ob= ob->id.next)
576                 ob->flag &= ~(SELECT|OB_FROMGROUP);
577
578         /* group flags again */
579         for(group= bmain->group.first; group; group= group->id.next) {
580                 go= group->gobject.first;
581                 while(go) {
582                         if(go->ob) go->ob->flag |= OB_FROMGROUP;
583                         go= go->next;
584                 }
585         }
586
587         /* sort baselist */
588         DAG_scene_sort(bmain, scene);
589         
590         /* ensure dags are built for sets */
591         for(sce= scene->set; sce; sce= sce->set)
592                 if(sce->theDag==NULL)
593                         DAG_scene_sort(bmain, sce);
594
595         /* copy layers and flags from bases to objects */
596         for(base= scene->base.first; base; base= base->next) {
597                 ob= base->object;
598                 ob->lay= base->lay;
599                 
600                 /* group patch... */
601                 base->flag &= ~(OB_FROMGROUP);
602                 flag= ob->flag & (OB_FROMGROUP);
603                 base->flag |= flag;
604                 
605                 /* not too nice... for recovering objects with lost data */
606                 //if(ob->pose==NULL) base->flag &= ~OB_POSEMODE;
607                 ob->flag= base->flag;
608                 
609                 ob->ctime= -1234567.0;  /* force ipo to be calculated later */
610         }
611         /* no full animation update, this to enable render code to work (render code calls own animation updates) */
612 }
613
614 /* called from creator.c */
615 Scene *set_scene_name(Main *bmain, const char *name)
616 {
617         Scene *sce= (Scene *)find_id("SC", name);
618         if(sce) {
619                 set_scene_bg(bmain, sce);
620                 printf("Scene switch: '%s' in file: '%s'\n", name, G.main->name);
621                 return sce;
622         }
623
624         printf("Can't find scene: '%s' in file: '%s'\n", name, G.main->name);
625         return NULL;
626 }
627
628 void unlink_scene(Main *bmain, Scene *sce, Scene *newsce)
629 {
630         Scene *sce1;
631         bScreen *sc;
632
633         /* check all sets */
634         for(sce1= bmain->scene.first; sce1; sce1= sce1->id.next)
635                 if(sce1->set == sce)
636                         sce1->set= NULL;
637         
638         /* check all sequences */
639         clear_scene_in_allseqs(bmain, sce);
640
641         /* check render layer nodes in other scenes */
642         clear_scene_in_nodes(bmain, sce);
643         
644         /* al screens */
645         for(sc= bmain->screen.first; sc; sc= sc->id.next)
646                 if(sc->scene == sce)
647                         sc->scene= newsce;
648
649         free_libblock(&bmain->scene, sce);
650 }
651
652 /* used by metaballs
653  * doesnt return the original duplicated object, only dupli's
654  */
655 int next_object(Scene **scene, int val, Base **base, Object **ob)
656 {
657         static ListBase *duplilist= NULL;
658         static DupliObject *dupob;
659         static int fase= F_START, in_next_object= 0;
660         int run_again=1;
661         
662         /* init */
663         if(val==0) {
664                 fase= F_START;
665                 dupob= NULL;
666                 
667                 /* XXX particle systems with metas+dupligroups call this recursively */
668                 /* see bug #18725 */
669                 if(in_next_object) {
670                         printf("ERROR: MetaBall generation called recursively, not supported\n");
671                         
672                         return F_ERROR;
673                 }
674         }
675         else {
676                 in_next_object= 1;
677                 
678                 /* run_again is set when a duplilist has been ended */
679                 while(run_again) {
680                         run_again= 0;
681
682                         /* the first base */
683                         if(fase==F_START) {
684                                 *base= (*scene)->base.first;
685                                 if(*base) {
686                                         *ob= (*base)->object;
687                                         fase= F_SCENE;
688                                 }
689                                 else {
690                                         /* exception: empty scene */
691                                         while((*scene)->set) {
692                                                 (*scene)= (*scene)->set;
693                                                 if((*scene)->base.first) {
694                                                         *base= (*scene)->base.first;
695                                                         *ob= (*base)->object;
696                                                         fase= F_SCENE;
697                                                         break;
698                                                 }
699                                         }
700                                 }
701                         }
702                         else {
703                                 if(*base && fase!=F_DUPLI) {
704                                         *base= (*base)->next;
705                                         if(*base) *ob= (*base)->object;
706                                         else {
707                                                 if(fase==F_SCENE) {
708                                                         /* (*scene) is finished, now do the set */
709                                                         while((*scene)->set) {
710                                                                 (*scene)= (*scene)->set;
711                                                                 if((*scene)->base.first) {
712                                                                         *base= (*scene)->base.first;
713                                                                         *ob= (*base)->object;
714                                                                         break;
715                                                                 }
716                                                         }
717                                                 }
718                                         }
719                                 }
720                         }
721                         
722                         if(*base == NULL) fase= F_START;
723                         else {
724                                 if(fase!=F_DUPLI) {
725                                         if( (*base)->object->transflag & OB_DUPLI) {
726                                                 /* groups cannot be duplicated for mballs yet, 
727                                                 this enters eternal loop because of 
728                                                 makeDispListMBall getting called inside of group_duplilist */
729                                                 if((*base)->object->dup_group == NULL) {
730                                                         duplilist= object_duplilist((*scene), (*base)->object);
731                                                         
732                                                         dupob= duplilist->first;
733
734                                                         if(!dupob)
735                                                                 free_object_duplilist(duplilist);
736                                                 }
737                                         }
738                                 }
739                                 /* handle dupli's */
740                                 if(dupob) {
741                                         
742                                         copy_m4_m4(dupob->ob->obmat, dupob->mat);
743                                         
744                                         (*base)->flag |= OB_FROMDUPLI;
745                                         *ob= dupob->ob;
746                                         fase= F_DUPLI;
747                                         
748                                         dupob= dupob->next;
749                                 }
750                                 else if(fase==F_DUPLI) {
751                                         fase= F_SCENE;
752                                         (*base)->flag &= ~OB_FROMDUPLI;
753                                         
754                                         for(dupob= duplilist->first; dupob; dupob= dupob->next) {
755                                                 copy_m4_m4(dupob->ob->obmat, dupob->omat);
756                                         }
757                                         
758                                         free_object_duplilist(duplilist);
759                                         duplilist= NULL;
760                                         run_again= 1;
761                                 }
762                         }
763                 }
764         }
765         
766         /* if(ob && *ob) {
767                 printf("Scene: '%s', '%s'\n", (*scene)->id.name+2, (*ob)->id.name+2);
768         } */
769
770         /* reset recursion test */
771         in_next_object= 0;
772         
773         return fase;
774 }
775
776 Object *scene_find_camera(Scene *sc)
777 {
778         Base *base;
779         
780         for (base= sc->base.first; base; base= base->next)
781                 if (base->object->type==OB_CAMERA)
782                         return base->object;
783
784         return NULL;
785 }
786
787 #ifdef DURIAN_CAMERA_SWITCH
788 Object *scene_camera_switch_find(Scene *scene)
789 {
790         TimeMarker *m;
791         int cfra = scene->r.cfra;
792         int frame = -(MAXFRAME + 1);
793         Object *camera= NULL;
794
795         for (m= scene->markers.first; m; m= m->next) {
796                 if(m->camera && (m->camera->restrictflag & OB_RESTRICT_RENDER)==0 && (m->frame <= cfra) && (m->frame > frame)) {
797                         camera= m->camera;
798                         frame= m->frame;
799
800                         if(frame == cfra)
801                                 break;
802
803                 }
804         }
805         return camera;
806 }
807 #endif
808
809 int scene_camera_switch_update(Scene *scene)
810 {
811 #ifdef DURIAN_CAMERA_SWITCH
812         Object *camera= scene_camera_switch_find(scene);
813         if(camera) {
814                 scene->camera= camera;
815                 return 1;
816         }
817 #endif
818         return 0;
819 }
820
821 char *scene_find_marker_name(Scene *scene, int frame)
822 {
823         ListBase *markers= &scene->markers;
824         TimeMarker *m1, *m2;
825
826         /* search through markers for match */
827         for (m1=markers->first, m2=markers->last; m1 && m2; m1=m1->next, m2=m2->prev) {
828                 if (m1->frame==frame)
829                         return m1->name;
830
831                 if (m1 == m2)
832                         break;
833
834                 if (m2->frame==frame)
835                         return m2->name;
836         }
837
838         return NULL;
839 }
840
841 /* return the current marker for this frame,
842 we can have more then 1 marker per frame, this just returns the first :/ */
843 char *scene_find_last_marker_name(Scene *scene, int frame)
844 {
845         TimeMarker *marker, *best_marker = NULL;
846         int best_frame = -MAXFRAME*2;
847         for (marker= scene->markers.first; marker; marker= marker->next) {
848                 if (marker->frame==frame) {
849                         return marker->name;
850                 }
851
852                 if ( marker->frame > best_frame && marker->frame < frame) {
853                         best_marker = marker;
854                         best_frame = marker->frame;
855                 }
856         }
857
858         return best_marker ? best_marker->name : NULL;
859 }
860
861
862 Base *scene_add_base(Scene *sce, Object *ob)
863 {
864         Base *b= MEM_callocN(sizeof(*b), "scene_add_base");
865         BLI_addhead(&sce->base, b);
866
867         b->object= ob;
868         b->flag= ob->flag;
869         b->lay= ob->lay;
870
871         return b;
872 }
873
874 void scene_deselect_all(Scene *sce)
875 {
876         Base *b;
877
878         for (b= sce->base.first; b; b= b->next) {
879                 b->flag&= ~SELECT;
880                 b->object->flag= b->flag;
881         }
882 }
883
884 void scene_select_base(Scene *sce, Base *selbase)
885 {
886         scene_deselect_all(sce);
887
888         selbase->flag |= SELECT;
889         selbase->object->flag= selbase->flag;
890
891         sce->basact= selbase;
892 }
893
894 /* checks for cycle, returns 1 if it's all OK */
895 int scene_check_setscene(Main *bmain, Scene *sce)
896 {
897         Scene *scene;
898         int a, totscene;
899         
900         if(sce->set==NULL) return 1;
901         
902         totscene= 0;
903         for(scene= bmain->scene.first; scene; scene= scene->id.next)
904                 totscene++;
905         
906         for(a=0, scene=sce; scene->set; scene=scene->set, a++) {
907                 /* more iterations than scenes means we have a cycle */
908                 if(a > totscene) {
909                         /* the tested scene gets zero'ed, that's typically current scene */
910                         sce->set= NULL;
911                         return 0;
912                 }
913         }
914
915         return 1;
916 }
917
918 /* This function is needed to cope with fractional frames - including two Blender rendering features
919 * mblur (motion blur that renders 'subframes' and blurs them together), and fields rendering. */
920
921 /* see also bsystem_time in object.c */
922 float BKE_curframe(Scene *scene)
923 {
924         float ctime = scene->r.cfra;
925         ctime+= scene->r.subframe;
926         ctime*= scene->r.framelen;      
927
928         return ctime;
929 }
930
931 /* drivers support/hacks 
932  *      - this method is called from scene_update_tagged_recursive(), so gets included in viewport + render
933  *      - these are always run since the depsgraph can't handle non-object data
934  *      - these happen after objects are all done so that we can read in their final transform values,
935  *        though this means that objects can't refer to scene info for guidance...
936  */
937 static void scene_update_drivers(Main *UNUSED(bmain), Scene *scene)
938 {
939         float ctime = BKE_curframe(scene);
940         
941         /* scene itself */
942         if (scene->adt && scene->adt->drivers.first) {
943                 BKE_animsys_evaluate_animdata(scene, &scene->id, scene->adt, ctime, ADT_RECALC_DRIVERS);
944         }
945         
946         /* world */
947         // TODO: what about world textures? but then those have nodes too...
948         if (scene->world) {
949                 ID *wid = (ID *)scene->world;
950                 AnimData *adt= BKE_animdata_from_id(wid);
951                 
952                 if (adt && adt->drivers.first)
953                         BKE_animsys_evaluate_animdata(scene, wid, adt, ctime, ADT_RECALC_DRIVERS);
954         }
955         
956         /* nodes */
957         if (scene->nodetree) {
958                 ID *nid = (ID *)scene->nodetree;
959                 AnimData *adt= BKE_animdata_from_id(nid);
960                 
961                 if (adt && adt->drivers.first)
962                         BKE_animsys_evaluate_animdata(scene, nid, adt, ctime, ADT_RECALC_DRIVERS);
963         }
964 }
965
966 static void scene_update_tagged_recursive(Main *bmain, Scene *scene, Scene *scene_parent)
967 {
968         Base *base;
969         
970         
971         scene->customdata_mask= scene_parent->customdata_mask;
972
973         /* sets first, we allow per definition current scene to have
974            dependencies on sets, but not the other way around. */
975         if (scene->set)
976                 scene_update_tagged_recursive(bmain, scene->set, scene_parent);
977         
978         /* scene objects */
979         for (base= scene->base.first; base; base= base->next) {
980                 Object *ob= base->object;
981                 
982                 object_handle_update(scene_parent, ob);
983                 
984                 if(ob->dup_group && (ob->transflag & OB_DUPLIGROUP))
985                         group_handle_recalc_and_update(scene_parent, ob, ob->dup_group);
986                         
987                 /* always update layer, so that animating layers works */
988                 base->lay= ob->lay;
989         }
990         
991         /* scene drivers... */
992         scene_update_drivers(bmain, scene);
993
994         /* update sound system animation */
995         sound_update_scene(scene);
996 }
997
998 /* this is called in main loop, doing tagged updates before redraw */
999 void scene_update_tagged(Main *bmain, Scene *scene)
1000 {
1001         DAG_ids_flush_tagged(bmain);
1002
1003         scene->physics_settings.quick_cache_step= 0;
1004
1005         /* update all objects: drivers, matrices, displists, etc. flags set
1006            by depgraph or manual, no layer check here, gets correct flushed */
1007
1008         scene_update_tagged_recursive(bmain, scene, scene);
1009
1010         /* recalc scene animation data here (for sequencer) */
1011         {
1012                 AnimData *adt= BKE_animdata_from_id(&scene->id);
1013                 float ctime = BKE_curframe(scene);
1014                 
1015                 if (adt && (adt->recalc & ADT_RECALC_ANIM))
1016                         BKE_animsys_evaluate_animdata(scene, &scene->id, adt, ctime, 0);
1017         }
1018         
1019         if (scene->physics_settings.quick_cache_step)
1020                 BKE_ptcache_quick_cache_all(bmain, scene);
1021
1022         /* in the future this should handle updates for all datablocks, not
1023            only objects and scenes. - brecht */
1024 }
1025
1026 /* applies changes right away, does all sets too */
1027 void scene_update_for_newframe(Main *bmain, Scene *sce, unsigned int lay)
1028 {
1029         float ctime = BKE_curframe(sce);
1030         Scene *sce_iter;
1031
1032         sound_set_cfra(sce->r.cfra);
1033         
1034         /* clear animation overrides */
1035         // XXX TODO...
1036
1037         for(sce_iter= sce; sce_iter; sce_iter= sce_iter->set) {
1038                 if(sce_iter->theDag==NULL)
1039                         DAG_scene_sort(bmain, sce_iter);
1040         }
1041
1042
1043         /* Following 2 functions are recursive
1044          * so dont call within 'scene_update_tagged_recursive' */
1045         DAG_scene_update_flags(bmain, sce, lay, TRUE);   // only stuff that moves or needs display still
1046
1047         /* All 'standard' (i.e. without any dependencies) animation is handled here,
1048          * with an 'local' to 'macro' order of evaluation. This should ensure that
1049          * settings stored nestled within a hierarchy (i.e. settings in a Texture block
1050          * can be overridden by settings from Scene, which owns the Texture through a hierarchy
1051          * such as Scene->World->MTex/Texture) can still get correctly overridden.
1052          */
1053         BKE_animsys_evaluate_all_animation(bmain, sce, ctime);
1054         /*...done with recusrive funcs */
1055
1056         /* object_handle_update() on all objects, groups and sets */
1057         scene_update_tagged_recursive(bmain, sce, sce);
1058 }
1059
1060 /* return default layer, also used to patch old files */
1061 void scene_add_render_layer(Scene *sce)
1062 {
1063         SceneRenderLayer *srl;
1064 //      int tot= 1 + BLI_countlist(&sce->r.layers);
1065         
1066         srl= MEM_callocN(sizeof(SceneRenderLayer), "new render layer");
1067         strcpy(srl->name, "RenderLayer");
1068         BLI_uniquename(&sce->r.layers, srl, "RenderLayer", '.', offsetof(SceneRenderLayer, name), sizeof(srl->name));
1069         BLI_addtail(&sce->r.layers, srl);
1070
1071         /* note, this is also in render, pipeline.c, to make layer when scenedata doesnt have it */
1072         srl->lay= (1<<20) -1;
1073         srl->layflag= 0x7FFF;   /* solid ztra halo edge strand */
1074         srl->passflag= SCE_PASS_COMBINED|SCE_PASS_Z;
1075         FRS_add_freestyle_config( srl );
1076 }
1077
1078 /* render simplification */
1079
1080 int get_render_subsurf_level(RenderData *r, int lvl)
1081 {
1082         if(r->mode & R_SIMPLIFY)
1083                 return MIN2(r->simplify_subsurf, lvl);
1084         else
1085                 return lvl;
1086 }
1087
1088 int get_render_child_particle_number(RenderData *r, int num)
1089 {
1090         if(r->mode & R_SIMPLIFY)
1091                 return (int)(r->simplify_particles*num);
1092         else
1093                 return num;
1094 }
1095
1096 int get_render_shadow_samples(RenderData *r, int samples)
1097 {
1098         if((r->mode & R_SIMPLIFY) && samples > 0)
1099                 return MIN2(r->simplify_shadowsamples, samples);
1100         else
1101                 return samples;
1102 }
1103
1104 float get_render_aosss_error(RenderData *r, float error)
1105 {
1106         if(r->mode & R_SIMPLIFY)
1107                 return ((1.0f-r->simplify_aosss)*10.0f + 1.0f)*error;
1108         else
1109                 return error;
1110 }
1111
1112 /* helper function for the SETLOOPER macro */
1113 Base *_setlooper_base_step(Scene **sce_iter, Base *base)
1114 {
1115         if(base && base->next) {
1116                 /* common case, step to the next */
1117                 return base->next;
1118         }
1119         else if(base==NULL && (*sce_iter)->base.first) {
1120                 /* first time looping, return the scenes first base */
1121                 return (Base *)(*sce_iter)->base.first;
1122         }
1123         else {
1124                 /* reached the end, get the next base in the set */
1125                 while((*sce_iter= (*sce_iter)->set)) {
1126                         base= (Base *)(*sce_iter)->base.first;
1127                         if(base) {
1128                                 return base;
1129                         }
1130                 }
1131         }
1132
1133         return NULL;
1134 }