Files
test/source/blender/blenloader/intern/versioning_common.hh
Bastien Montagne 40e61d4240 Fix #147978: Missed conversion to SystemProperties for children bones.
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
2025-10-15 15:09:30 +02:00

272 lines
11 KiB
C++

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