Forgot that the Armature's bones list only contain root bones... Fix the versioning code. Also adding a 'recovery' extra versioning step for files that may have already been opened and re-saved in Blender 5.0 (though this step is not 100% handling all cases, in case some script or add-on already created some system properties in a bone in 5.0, the existing user properties from 4.5 and before won't be copied over anymore). Pull Request: https://projects.blender.org/blender/blender/pulls/148125
272 lines
11 KiB
C++
272 lines
11 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup blenloader
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*/
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#pragma once
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#include "BLI_function_ref.hh"
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#include "BLI_map.hh"
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#include "BLI_string_ref.hh"
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#include "BKE_fcurve.hh"
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#include "RNA_define.hh"
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#include "DNA_anim_types.h"
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#include "DNA_node_types.h"
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struct ARegion;
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struct bNode;
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struct bNodeSocket;
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struct bNodeTree;
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struct ID;
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struct IDProperty;
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struct ListBase;
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struct Main;
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struct ViewLayer;
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struct SceneRenderLayer;
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using blender::FunctionRef;
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/**
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* Mapping from new ID types to old converted ID types.
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*
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* This is used by linking code, when a directly linked data comes from a library where it exists
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* as an older, different type of ID.
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*
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* Since the current blend-file will convert that older ID type to the new one as part of its
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* versioning process, when saved, it will store a reference to that linked ID using the _new_ ID
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* type, which will not be found on next blend-file opening/reloading when searching for that ID in
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* the library blend-file.
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*
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* \returns The old, deprecated ID type code if any matches the given `id_code_new` one, otherwise
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* `ID_LINK_PLACEHOLDER`.
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*/
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short do_versions_new_to_old_idcode_get(short id_code_new);
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/**
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* Check if a region of type \a region_type exists in \a regionbase. Otherwise add it after the
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* first region of type \a link_after_region_type.
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* \returns null if a region of the given type already existed, otherwise the newly added region.
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*/
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ARegion *do_versions_add_region_if_not_found(ListBase *regionbase,
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int region_type,
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const char *allocname,
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int link_after_region_type);
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/**
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* Check if a region of type \a region_type exists in \a regionbase. Otherwise add it after the
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* first region of type \a link_after_region_type.
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* \returns either a new, or already existing region.
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*/
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ARegion *do_versions_ensure_region(ListBase *regionbase,
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int region_type,
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const char *allocname,
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int link_after_region_type);
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/**
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* Rename if the ID doesn't exist.
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*
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* \return the ID (if found).
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*/
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ID *do_versions_rename_id(Main *bmain, short id_type, const char *name_src, const char *name_dst);
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bool version_node_socket_is_used(bNodeSocket *sock);
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void version_node_socket_name(bNodeTree *ntree,
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int node_type,
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const char *old_name,
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const char *new_name);
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void version_node_input_socket_name(bNodeTree *ntree,
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int node_type,
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const char *old_name,
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const char *new_name);
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void version_node_output_socket_name(bNodeTree *ntree,
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int node_type,
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const char *old_name,
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const char *new_name);
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/**
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* Find the base socket name for an idname that may include a subtype.
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*/
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blender::StringRef legacy_socket_idname_to_socket_type(blender::StringRef idname);
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/**
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* Adds a new node for versioning purposes. This is intended to be used to create raw DNA that
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* might have been read from a file. The created node does not have storage or sockets. Both have
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* to be added manually afterwards.
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*
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* This may seem redundant because the set of sockets is already part of the node declaration.
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* However, the declaration should not be used here, because it changes over time. The versioning
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* code generally expects to get the sockets that the node had at the time of writing the
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* versioning code. Changing the declaration later can break the versioning code in ways that are
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* hard to detect.
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*
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* When adding new nodes in versioning code that replace or belong to existing nodes, they should
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* be positioned so that it overlaps the existing node with just a slight offset. This is better
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* than putting them next to each other they way one would do it manually, because it messes up
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* more complex node trees significantly. In simple tests, putting the nodes next to each other
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* looks better, but in actual user-files it looks way worse and makes it less obvious what was
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* changed by versioning code.
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*/
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bNode &version_node_add_empty(bNodeTree &ntree, const char *idname);
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/**
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* Removes a node for versioning purposes:
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* - Animation data (#AnimData) are not removed, because they might be using #bAction.id which
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* is not be available before linking.
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* - User count is not updated. This is ensured after blend file reading is done.
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*/
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void version_node_remove(bNodeTree &ntree, bNode &node);
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bNodeSocket &version_node_add_socket(bNodeTree &ntree,
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bNode &node,
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eNodeSocketInOut in_out,
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const char *idname,
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const char *identifier);
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bNodeLink &version_node_add_link(
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bNodeTree &ntree, bNode &node_a, bNodeSocket &socket_a, bNode &node_b, bNodeSocket &socket_b);
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/**
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* Adjust animation data for newly added node sockets.
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*
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* Node sockets are addressed by their index (in their RNA path, and thus FCurves/drivers), and
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* thus when a new node is added in the middle of the list, existing animation data needs to be
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* adjusted.
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*
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* Since this is about animation data, it only concerns input sockets.
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*
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* \param node_tree_type: Node tree type that has these nodes, for example #NTREE_SHADER.
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* \param node_type: Node type to adjust, for example #SH_NODE_BSDF_PRINCIPLED.
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* \param socket_index_orig: The original index of the moved socket; when socket 4 moved to 6,
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* pass 4 here.
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* \param socket_index_offset: The offset of the nodes, so when socket 4 moved to 6,
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* pass 2 here.
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* \param total_number_of_sockets: The total number of sockets in the node.
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*/
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void version_node_socket_index_animdata(
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Main *bmain,
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int node_tree_type, /* NTREE_....., e.g. NTREE_SHADER */
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int node_type, /* SH_NODE_..., e.g. SH_NODE_BSDF_PRINCIPLED */
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int socket_index_orig,
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int socket_index_offset,
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int total_number_of_sockets);
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/**
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* Replace the ID name of all nodes in the tree with the given type with the new name.
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*/
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void version_node_id(bNodeTree *ntree, int node_type, const char *new_name);
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/**
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* Convert `SocketName.001` unique name format to `SocketName_001`. Previously both were used.
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*/
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void version_node_socket_id_delim(bNodeSocket *socket);
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bNodeSocket *version_node_add_socket_if_not_exist(bNodeTree *ntree,
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bNode *node,
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int in_out,
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int type,
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int subtype,
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const char *identifier,
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const char *name);
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/**
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* The versioning code generally expects `SOCK_IS_LINKED` to be set correctly. This function
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* updates the flag on all sockets after changes to the node tree.
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*/
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void version_socket_update_is_used(bNodeTree *ntree);
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ARegion *do_versions_add_region(int regiontype, const char *name);
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void sequencer_init_preview_region(ARegion *region);
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void add_realize_instances_before_socket(bNodeTree *ntree,
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bNode *node,
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bNodeSocket *geometry_socket);
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float *version_cycles_node_socket_float_value(bNodeSocket *socket);
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float *version_cycles_node_socket_rgba_value(bNodeSocket *socket);
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float *version_cycles_node_socket_vector_value(bNodeSocket *socket);
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IDProperty *version_cycles_properties_from_ID(ID *id);
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IDProperty *version_cycles_properties_from_view_layer(ViewLayer *view_layer);
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IDProperty *version_cycles_properties_from_render_layer(SceneRenderLayer *render_layer);
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IDProperty *version_cycles_visibility_properties_from_ID(ID *id);
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float version_cycles_property_float(IDProperty *idprop, const char *name, float default_value);
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int version_cycles_property_int(IDProperty *idprop, const char *name, int default_value);
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void version_cycles_property_int_set(IDProperty *idprop, const char *name, int value);
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bool version_cycles_property_boolean(IDProperty *idprop, const char *name, bool default_value);
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void version_cycles_property_boolean_set(IDProperty *idprop, const char *name, bool value);
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void node_tree_relink_with_socket_id_map(bNodeTree &ntree,
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bNode &old_node,
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bNode &new_node,
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const blender::Map<std::string, std::string> &map);
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void version_update_node_input(
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bNodeTree *ntree,
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FunctionRef<bool(bNode *)> check_node,
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const char *socket_identifier,
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FunctionRef<void(bNode *, bNodeSocket *)> update_input,
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FunctionRef<void(bNode *, bNodeSocket *, bNode *, bNodeSocket *)> update_input_link);
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bNode *version_eevee_output_node_get(bNodeTree *ntree, int16_t node_type);
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/**
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* Allow 5.0+ to 'convert' older blendfiles' system properties storage.
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*/
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void version_system_idprops_generate(Main *bmain);
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void version_system_idprops_nodes_generate(Main *bmain);
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void version_system_idprops_children_bones_generate(Main *bmain);
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bool all_scenes_use(Main *bmain, const blender::Span<const char *> engines);
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/**
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* Adjust the values of the given FCurve key frames by applying the given function. The function is
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* expected to get and return a float representing the value of the key frame. The FCurve is
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* potentially changed to have the given property type, if not already the case.
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*/
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template<typename Function>
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static void adjust_fcurve_key_frame_values(FCurve *fcurve,
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const PropertyType property_type,
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const Function &function)
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{
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/* Adjust key frames. */
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if (fcurve->bezt) {
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for (int i = 0; i < fcurve->totvert; i++) {
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fcurve->bezt[i].vec[0][1] = function(fcurve->bezt[i].vec[0][1]);
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fcurve->bezt[i].vec[1][1] = function(fcurve->bezt[i].vec[1][1]);
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fcurve->bezt[i].vec[2][1] = function(fcurve->bezt[i].vec[2][1]);
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}
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}
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/* Adjust baked key frames. */
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if (fcurve->fpt) {
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for (int i = 0; i < fcurve->totvert; i++) {
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fcurve->fpt[i].vec[1] = function(fcurve->fpt[i].vec[1]);
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}
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}
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/* Setup the flags based on the property type. */
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fcurve->flag &= ~(FCURVE_INT_VALUES | FCURVE_DISCRETE_VALUES);
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switch (property_type) {
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case PROP_FLOAT:
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break;
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case PROP_INT:
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fcurve->flag |= FCURVE_INT_VALUES;
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break;
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default:
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fcurve->flag |= (FCURVE_DISCRETE_VALUES | FCURVE_INT_VALUES);
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break;
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}
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/* Recalculate the automatic handles of the FCurve after adjustments. */
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BKE_fcurve_handles_recalc(fcurve);
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}
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/* Gets the compositing node tree of the given scene. The deprecated node-tree member is returned
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* for older versions before reusable node trees were introduced in bd61e69be5, while the new
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* compositing_node_group is returned otherwise. */
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bNodeTree *version_get_scene_compositor_node_tree(Main *bmain, Scene *scene);
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